Cititzen of Ladonia
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"Oeh" doe mij maar een wizard of Monk want oh die skills en animaties blaat blaat blaat ...
Doe mij maar gewoon de big guy met armen zo dik als boomstammen en een borst waar een speer op afbreekt incl een flinke bijl of double handed blade in handen zo groot als kolen schoppen !
F@ckin schedels splijten, botten breken, verpletteren en verbrijzelen tot je er bij neervalt !
Een demon slopen met ouderwetse spierkracht en een vlijmscherpe double handed blade dat is Diablo romantiek zoals het hoort !
Dan hebben ze voor jouw de barbarian. Voor mij hebben ze 5 characters met legio mogelijkheden. Dat is voor mij Diablo
B-net 2 info: http://www.blizzard.com/blizzcon/recaps/battlenet-panel.xml
Nog wat monk info en skills in action:
http://eu.blizzard.com/diablo3/characters/monk.xml
[ Voor 41% gewijzigd door Pheno79 op 22-08-2009 08:08 ]
Official Diablo 3 FAQ
Q: What is Diablo III?
A: We’re developing Diablo III to be the definitive action role-playing game, and a true continuation of the Diablo series. Players will adventure through rich and varied settings, unraveling an epic storyline, engaging in combat with hordes of monsters and challenging bosses, growing in experience and ability, and acquiring items of incredible power. Diablo III will be a fitting sequel to Diablo II, with the easy interface, fast-paced action, and visceral gameplay that Diablo players have come to expect and enjoy. It will also include many new features that will take the Diablo action-RPG experience to the next level.
Q: Which characters will be in Diablo III?
A: Players will create a male or female hero from one of five distinct classes, such as barbarian, witch doctor, wizard, or monk, each equipped with an array of spells and abilities. New customization options will provide for an even greater level of character specialization than the previous Diablo games, allowing the player to create unique characters brimming with power.
Q: What can you say about the announced classes?
A: Returning from Diablo II, the dual-wielding barbarian is one of the stoic guardians of Mount Arreat. Retooled with powerful new abilities and moves, this plate-wearing savage wields ferocious weapons to annihilate the demonic forces threatening the world of Sanctuary.
The fearsome witch doctor hails from the terrifying Tribe of the Five Hills of the legendary umbaru race. The witch doctor is equipped with spells and alchemical powers; can summon mongrels, locust swarms, and zombie armies; and hurls fiery concoctions to annihilate any demon foolish enough to trifle with the powers of the umbaru.
The wizard is a wielder of the elements and a master manipulator of time, who combats the hordes of the Burning Hells by launching environment-shattering lightning bolts, channeling explosive arcane energies, and creating pockets of space outside of the normal flow of time.
The monk is a skilled warrior of unparalleled dexterity. Armed with speed, holy fervor, and a quest for physical and spiritual perfection, the monk becomes a deadly apparition in the heat of battle, moving faster than the eye can follow to strike down enemies with a barrage of lightning-fast blows.
Q: How did the new monk character class come about?
A: We wanted to add another melee character that was still hard-hitting, but lightning fast, to complement the raw strength and brutality of the barbarian. When we set out to design the monk, we wanted him to feel elegant and fluid, like something out of a fighting game. What we came up with is a holy warrior and martial artist who uses a unique arsenal of weaponry, hand-to-hand combat techniques, and a distinctive combo-based attack system.
Q: What is the story of Diablo III?
A: The game takes place on Sanctuary, a world of dark fantasy. Unbeknownst to most of its inhabitants, Sanctuary was saved some twenty years ago from the demonic forces of the underworld by a few brave and powerful heroes. Most of those warriors who directly faced Hell’s armies—and were fortunate enough to survive—went mad from their experiences. And most of the others have buried their haunted memories and pushed the horrors from their thoughts. In Diablo III, players will return to Sanctuary to confront evil in its many forms once again.
Q: Will Diablo III be running on a new engine?
A: Diablo III is powered by a new graphics engine that can display characters and hordes of monsters in lush, fully 3D environments. Powerful special-effects systems and Havok-powered physics allow for realistic object dynamics and cloth simulation, and enable players to lay waste to the minions of the Burning Hells in spectacular ways.
Q: Will Diablo still have randomized events?
A: Diablo III builds on the random environments of the previous Diablo games by adding random scripted events and encounters throughout the game, creating a dense and exciting world alive with quests, NPCs, and dynamic encounters.
Q: What can you tell us about Battle.net?
A: Diablo III will benefit from Battle.net upgrades that will provide some exciting new features for players. Cooperative online play remains a primary focus, with multiple enhancements being planned to make connecting with your friends easier and cooperative play even more fun. We’ll have more details on all these aspects as well as other exciting new features at a later date.
Q: How will PvP be implemented in Diablo III?
A: With regard to the multiplayer component of Diablo III, the emphasis will be on cooperative play, but we will also include support for competitive play. What form that support will take is still being discussed, but we are being careful to avoid features that can easily lead to griefing, such as the ability to go hostile at will.
Q: When will Diablo III be released?
A: It’s too early to estimate Diablo III’s release date. As with all Blizzard Entertainment games, our goal is to create a game that is as fun, balanced, and polished as possible. We intend to take as much time developing Diablo III as is necessary to ensure the game meets our own high expectations and those of our players. We’re aiming to release Diablo III on both Mac and Windows simultaneously in as many regions as possible, and to localize the game in several languages. We’ll have more details to share about countries, languages, and specific dates as we get closer to release.
Q: What will Diablo III be rated?
A: The Diablo III rating will be determined by the ratings boards in each region. We still have a good amount of work to do content-wise, so we’re not quite ready to submit the game for ratings yet.
Q: Will players interact with any familiar faces or places in Diablo III?
A: Yes, definitely. Players will return to Tristram and certain other locations from the previous games and they’ll also be exploring new areas of Sanctuary. Players will also encounter several new characters as well as a number of characters from the previous games including Deckard Cain.
Q: What will questing be like in Diablo III? Will it be similar to Diablo II?
A: Our plans for the story and quest mechanics are still under wraps. We’ll go into detail on those elements of the game at a later date. We can say, however, that we expect to have class-based quests in addition to the main story-line quests.
Q: What are the system requirements for Diablo III?
A: We’ll announce specific system requirements at a later date.
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D3 Character Panel, Skill Improvements
Here’s some coverage from the Diablo 3 Character and Monster Panel, held Friday afternoon from 1-2pm. The main focus of the panel was on the Monk, which was followed by some coverage of recent changes to other skills for other characters. That was followed by extensive discussion of monster development, with a 15 minute audience Q&A at the end.
Since we just posted an intensive bullet point list from the Monk section, I’ll save my write up of that aspect of the panel for a bit. Instead, here’s coverage of the skills for other characters that were recently changed and modified, with the monster discussion to come later.
The first skill change was a Witch Doctor skill; Spider Statue. This one was in use at last year’s Blizzcon, and it was functional, but not very impressive. The spell was a sort of poisonous spider trap; a small statue like spike poked out of the ground and spiders by the thousand buzzed around it, swarming any enemies that came into range. The team felt this was too busy looking, and just visually messy. They also felt it didn’t give players a clear idea what was happening or why damage was being inflicted.
The improved version had been renamed. This skill is now called Carrion Spider, a summoning spell that causes a human corpse to erupt from the ground. This gruesome zombie sits up out of the earth and vomits out a large, milky-colored spider, before sinking back into the ground and vanishing from sight. The spider then functions as a minion, racing over to an enemy and latching onto them, dealing considerable poison damage for some duration of time. The spell can be cast repeatedly, just to watch the gruesome zombie animation, and sometimes the spider actually bursts through the zombie corpse’s chest, rather than waiting to be vomited up.
The improved Wizard skill was Stone Skin. This one works much the same; the Wizard casts it to greatly raise her defense, thus gaining a temporary defense against melee attacks, The previous graphic was hard to detect; a rough textured sort of graininess that didn’t show up well on the slender Wizard. The new version is quite different and impossible to miss. The wizard is now sheathed in glowing blue crystals, almost like some superhero made from sapphires. In fact, the skill is so different in look that the team is probably going to rename it, though they’ve not settled on a change from Stone Skin, yet.
The Barbarian‘s new skill is Whirlwind. Nothing has really changed about the function, but it’s gotten much more swirly in appearance. More dust is also kicked up, and there’s a stronger graphic of spinning yellow light around the Barbarian while he WWs his way to glory. The motivation for this change was more interesting than the change itself. One of the new monsters, found in the desert area and seen in the Blizzcon demo, is the Dune Dervish. This monster has a whirlwind sort of attack of its own, spinning around to deal heavy damage, as well as reflect incoming projectiles. That’s good, but as the team pointed out, it looks better than the Barbarian does in his Whirlwind. Or better than he did, previously.
Of these changes, I was least impressed by the Barbarian’s new WW graphic, and I won’t be surprised if they change it again, or perhaps dial down the swirling doom of the Dune Dervish. The Barb’s new WW just looked somewhat busy and messy, with a lot of gray and gold swirls, like dusty water going down a drain.
Another big change since last Blizzcon is to how the Barbarian’s Fury works. This property replaces mana for the Barbarian, and Fury must be built up during battle to expend with higher level skills and attacks. The Team didn’t like how it was working last time, since it forced players to wait around. They had to land multiple normal hits to build up enough Fury to start doing powerful hits, and that wasn’t fun. So they tried giving the Barbarian almost unlimited Fury, while limiting it with reduced damage. That didn’t work either, since it didn’t really change the game play at the high end, and in the meantime no one did anything but the biggest skills, and felt annoyed when they weren’t sufficiently damaging.
Unsatisfied, the team took the concept back to the drawing board, and realized that they weren’t really designing Fury to work with the Diablo style of gameplay. They’d been trying to force a system into place, and had been somewhat adapting the WoW style of resource management to the much faster paced, more combat-intensive Diablo world. Jay Wilson stressed that he wanted the Barbarian to feel massive, and to feel that he was growing more powerful during battle, as he increased his Fury. Jay wanted him to “Hulk out” to use the parlance of the comic book character.
Their current (but not necessarily final) solution is to give the Barbarian a very fast recharge to his Fury. He can use it quickly, but he’ll also regain it quickly, based on the damage he deals. This rewards skilled play, since if you really nail your enemies, big targets or lots of small ones, you’ll get your full Fury back and can go right back into another vicious skill-based attack. If you squander your Fury, not using it to fight with skills, or using a huge skill on some pitiful little target, it will not recharge sufficiently, and you’ll be forced to use normal attacks while you build it up again. (Nothing about PvP applications was mentioned; they’re not to that point in game balance yet.)
The final skill topic covered in this panel was the issue of skill runes. They are disabled in the Blizzcon build, and Jay Wilson explained why. Simply put, the team isn’t happy with how they at this point. Some runes are great in some skills, but a lot of skills and a lot of runes don’t work well together, and it’s providing a very uneven play experience. So the team turned them off entirely for Blizzcon, since they didn’t want fans playing around with them and getting an uneven or misleading experience from what the team wants to be a very core, central, important game feature.
They repeatedly stressed that skill runes are in the game to stay, and that they’ll be a big part of character design, play, and strategy. They’re just off the table for now since they need a full overhaul; one the team didn’t have time to give them before Blizzcon began.
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Diablo III Heroes and Monsters Panel
The Monk
The panel began by showcasing the monk as a fast but fragile melee fighter, providing a contrast to the barbarian’s slower but harder-hitting melee presence in the game. The monk’s influences draw from classic pen and paper RPG archetypes, but his style also incorporates the development team’s love of arcade-style fighting games. The monk combo system uses many of these fighting game influences, allowing special combo skills to be mixed and matched together to gain the best results from each skill.
While many of the monk’s influences are from traditional light and fast melee, he is indeed a holy warrior. His use of holy magic flows through each of his skills, combining martial arts with divine justice. It’s a class that prefers speed over toughness, but that doesn’t mean he’s incapable of handling the hordes of enemies that he’ll be fighting. The skills and use of the combo system makes the monk a character that will be a bit more challenging to play than the other heroes in the game, but when played expertly can unleash truly devastating damage upon the demonic hordes facing him.
Monk Weapons
The history of the monk’s weapon choices was then covered in the panel. The initial concepts and ideas for the monk proposed him as an unarmed class. Instead of wielding weapons, the monk would have instead relied purely on using the strength of his fists, body, and feet in combat. While many of his skills still retain a purity of physical combat, weapons now add visual depth to the class in addition to the ever-important item collection and upgrades in the Diablo series. The solution to keep the initial intent of the monk as unarmed holy fighter, while stile introducing weapons, was to create weapon types specific to the class. These come in the form of the combat bo and fist weapons.
Combo Moves
The combo system that encompasses many of the monk skills is what truly sets this class apart. Monk skills that use the combo system can be chained together in different orders to achieve different results. This was demonstrated at the event by covering the monk skills Way of the Hundred Fists, Crippling Wave, and Exploding Palm. Each skill has three steps which are used in order each time the skill is used. For instance, the first hit of Exploding Palm will deal some damage, the second hit will deal a little more, and the third hit will apply a bleed ‘damage over time’ (DoT) on the enemy. This particular DoT has the unfortunate effect (for the enemy) of causing more damage if they move, and causing them to explode and cause damage to all enemies around them if they die while it is still applied.
If you were to use the first two steps of a different combo ability you could then use Exploding Palm and immediately be using the third step, which is the devastating DoT. Each combo skill can be used in this way, mixing and matching which step of the combo from each skill you want to use. Knowing each step of the skills, moving between them and using them appropriately in each situation will be a testament to the skill of the player. These quick hits with sequential variety also add a very iconic martial arts flavor to the class in addition to their tactical skill requirement.
Skill System
The panel then moved on to the skill system used by all classes, also commonly referred to as the skill trees. The Diablo III skill trees have gone through multiple iterations, and the showing at BlizzCon introduced the newest version. First the panelists began by going over the previous iteration of the skill tree and the issues with it that led to the recent changes. First, the previous tree design required too many skills, as each tab was advanced down individually. Skill types and effects were essentially required to be repeated to allow you to build down a tree and still get the variety of options every player should have available. It also put too many constraints on customization, as you started to build down a tree you were encouraged to continue down that same tree. Diversification in other trees was essentially discouraged with this approach. And since Diablo classes only have one role -- killing demons -- specialization in specific trees isn’t a hugely important separation of class function. The new skill system layout has each “tree” laid out side by side, correcting another issue: that having tabs for each tree didn’t allow you to see an overall view of your class build at a glance. Last but not least, the old tabbed skill system was just too much of a departure from the classic Diablo II skill tree system.
With the new side-by-side view of the skill trees and altered design of progression down the tiers, you’re no longer constrained to spend five skill points to continue down to the next tier of each individual tree. Instead, any five points in any skills of a tier will unlock the next tier of all three trees. This allows a player to buy skills from anywhere they choose, mixing and matching skills from each of the three different disciplines.
With the new system, there’s a far greater ability for customization, players don’t feel like they need to waste points to get to a skill they want, there doesn’t need to be a lot of redundant skills, and specialization will come through “deep spending,” or spending a lot of points in a single skill -- similar to Diablo II.
However, the new system is still a work in progress, and the team was candid about the issues it may still produce. Their concerns include that it may be too overwhelming to allow the entirety of all three trees to be moved across freely, that the skill screen being so big to show all three trees takes up a large amount of the screen while the skill window is open, and that there’s the ever-present potential for encouraging “cookie cutter” builds, which become the undisputed “best” builds and are universally used.
Runes
The feature many players were excited about from its showing at last year’s BlizzCon was curiously disabled in the playable build at BlizzCon, but the team was quick to explain why the rune system isn’t making an appearance. He began by explaining that skill runes still represent a core piece of the customization options in Diablo III, and that they aren’t being removed, just temporarily disabled.
He then went into the process of how runes make it into the game, and how the design flow works against the ability to implement a lot of runes at this point in development. If any number of variables contributing to a rune change, not the least of which is the design of the skill the rune alters, the rune and its function essentially has to be completely restarted from scratch. As players are able to see in this year’s playable demo of Diablo III, many of the skills have changed, many added, and some even removed or replaced. Creating runes while the skills are still in this state of constant and heavy revision would mean a lot of wasted effort on the part of the development team.
Monsters
The panel then shifted gears and held up to its namesake by moving to the design and implementation of the enemies that inhabit Sanctuary. The section kicked off with the overall design philosophy for creating monsters in Diablo III. The points made were that monsters work best in Diablo when kept simple, that their complexity shows best when it comes from combining different monster types in groups, that being able to identify monsters easily is key, and that the game should keep introducing new monsters to the player.
The panel then went into the monster creation process, starting with the first step -- pitching the idea. This could come from any area of the team, but generally starts from one of three places: a visual concept from the artists, an environmental concept from the world designers, or a behavioral concept from the game designers. The second step is putting it down on paper and fleshing the monster out. What is it going to do, what are all of its attacks, what is its visual style and theme, is it large or small, and at least one piece of concept art. The third step takes it from paper to actually crafting the creature. The modelers create and texture the monster, the technical art team does a first pass on its visual and attack effects, and the animators take their first shot at bringing the monster to life. It then moves into an implementation phase of bringing it into the game world with things like health and damage stats, immunities and resistances, movement speed, and its basic attacks and powers. Then it’s actually seen in-game for the first time. After reviewing how it acts and reacts, and how the design and art goals have been reached, it goes through further refinements of each step.
After creating texture variants, rare/champion variants, fine tuning its abilities and interactions, and finalizing the art, the monster is now a full addition to the world of Sanctuary.
More Monsters!
The next stage of the panel showcased specific foes. The process began with two new enemies seen for the first time in the BlizzCon demo, the snakeman and sandwasp, then moved on to everyone’s Diablo family favorite, the fallen. Three varieties of fallen were shown -- the rank-and-file fodder imp, the resurrection-happy shaman, and the crazy-cousin lunatic.
While the panelists talked about how these monsters interact with the world around them, and even their relationships with one another as they work against our heroes, they moved on to an interesting topic of how design can sometimes end up very differently than originally planned. The dune thresher, originally announced in September of 2008 on the official Diablo website, served as their example. The original design of the monster had a key goal in mind: getting across the idea that “the sand isn’t safe.” It was originally inspired by the movie Tremors, and that connection definitely brings across the idea that the soft sandy areas are vulnerable to attack from below. Other goals of the thresher were to have it able to submerge freely and require the player to make it vulnerable to attack by luring it onto some of the rocky outcroppings in the area. This would encourage tactical fighting by using the environment as a way to make the enemy vulnerable.
Instead the results were that the player was confused, they didn’t notice when the thresher was attacking while submerged, and ultimately they would simply ignore the dune threshers to instead blow up the many easily noticeable fallen and cultists in the area.
So to fix these issues they went over some of the solutions they’ve used so far. They made the thresher harder to escape, increased its speed while submerged in the sand, discarded the sand/rock mechanic and instead had the creature submerge when distant from the player, and finally removed the ability to attack while submerged. While they explained that these changes have helped remove a lot of the confusion, they still haven’t quite reached their original intent, which is to make the player feel frightened to be walking on the open sand, so there’s still more work to do. The development of a monster doesn’t always work out the first time, but the team will keep at it until it’s right.
In Closing
The panel then closed, before going to crowd Q&A, by showing some of the mistakes and accidents that sometimes happen during game development. They showed a series of videos of effects, programming, and art errors. The crowd favorite was certainly the “burrower” (briefly seen in the Worldwide Invitational announcement videos) that had its texture accidentally replaced with Deckard Cain’s -- creating a thin, rodent-like version of the Horadric mage, digging and burrowing in the ground.
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http://www.bigdownload.co...-3-monk-gameplay-footage/
Pheno79 schreef op zaterdag 22 augustus 2009 @ 09:30:
11 minuten inclusief partyplay:
http://www.bigdownload.co...-3-monk-gameplay-footage/
Het eerste wat me eigenlijk gelijk opviel was dat die wizard niet teleport
Dan hoop ik wel dat ze het drop systeem wel beetje aanpassen.
In diablo 2 dropte de bosses altijd redelijke items en de mobs eigenlijk nooit.
Als ze dat nou is aanpassen zodat mobs ook een redelijke kans hebben om uniques te droppen dan hoef je ook neit meer te gaan boss rushen en dan word het het ook waard om volledige dungeons uit te moorden
Net zoals bij dungeon siege 2 eigenlijk, daar vind ik het item drop systeem echt briljant
Mee eens. Niets is mooier dan met 8 man een Chaos Sanctuary uitmoorden. In Diablo III mag het nog grootser eigenlijk wat mij betrefthellfighter87 schreef op zaterdag 22 augustus 2009 @ 10:03:
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Het eerste wat me eigenlijk gelijk opviel was dat die wizard niet teleport.
Dan hoop ik wel dat ze het drop systeem wel beetje aanpassen.
In diablo 2 dropte de bosses altijd redelijke items en de mobs eigenlijk nooit.
Als ze dat nou is aanpassen zodat mobs ook een redelijke kans hebben om uniques te droppen dan hoef je ook neit meer te gaan boss rushen en dan word het het ook waard om volledige dungeons uit te moorden
Net zoals bij dungeon siege 2 eigenlijk, daar vind ik het item drop systeem echt briljant. het is daar vaak zelfs zo dat de beste uniques van mobs droppen
[ Voor 3% gewijzigd door Angeloonie op 22-08-2009 10:58 ]
Uplay: Angeloonie - Battletag: Angeloonie#2758 - Steam: Angeloonie

Nog eentje om het af te leren.
Denk dat ik nu een jaar in winterslaap ga
[ Voor 5% gewijzigd door Ward Vr op 22-08-2009 11:18 ]
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Ach ja, als het weer zo'n tijdloze klassieker word als Diablo II dan maakt het me echt niks uit. =) Tot die tijd zullen er vast wel wat zoethoudertjes uitkomen.Pensmaster-B schreef op zaterdag 22 augustus 2009 @ 11:10:
mooi pas 2011, heb ik nog wat meer tijd om me rsi weg te krijgen
De hele mf gaat op de schop. En ze geven ook aan dat bossruns wel gedaan zullen worden, maar dat ze op een nog niet aangekondigde manier zorgen dat het niet veel nuttiger zal zijn om dat alleen maar te doen. Ik neem aan dat ze diminishing returns bedoelen, kortom, net zoals in Diablo I zal er bijgehouden worden hoeveel x je een bepaalde monster hebt gekilled.hellfighter87 schreef op zaterdag 22 augustus 2009 @ 10:03:
[...]
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Het eerste wat me eigenlijk gelijk opviel was dat die wizard niet teleport.
Dan hoop ik wel dat ze het drop systeem wel beetje aanpassen.
In diablo 2 dropte de bosses altijd redelijke items en de mobs eigenlijk nooit.
Als ze dat nou is aanpassen zodat mobs ook een redelijke kans hebben om uniques te droppen dan hoef je ook neit meer te gaan boss rushen en dan word het het ook waard om volledige dungeons uit te moorden
Net zoals bij dungeon siege 2 eigenlijk, daar vind ik het item drop systeem echt briljant. het is daar vaak zelfs zo dat de beste uniques van mobs droppen
Mijn interpretatie, we zullen het wel zien. MF vind ik persoonlijk het minst interessant, ik zit nu al te kwijlen bij de tiers met skills en wat we weer voor vage builds kunnen gaan bouwen.
Niets leukers dan met 8 man baal of diablo slopen
edit: http://www.youtube.com/watch?v=iW19xrrdrGM Deze dus, ziet er heerlijk uit
Op een gegeven moment bijt een van de bosses het hoofd van de barbarian eraf
Prachtig
edit2: niemand die game tester wil worden bij Blizzard ? http://eu.blizzard.com/en/jobs/index.html
[ Voor 75% gewijzigd door Ward Vr op 22-08-2009 18:07 ]
Je ziet in die filmpjes sowieso helemaal geen interface...Pheno79 schreef op zaterdag 22 augustus 2009 @ 17:42:
Wat me opvalt tov jouw geposte beruchte filmpje (hoofd eraf, de Q&A moest echt want verantwoorden): daar zie je af en toe nog eens een lifebalkje van de monsters. Bij de gameplayfootage van deze blizcon zie ik ze niet
Uplay: Angeloonie - Battletag: Angeloonie#2758 - Steam: Angeloonie
Dat klopt. Het is er wel overigens, ik heb wel beelden gezien van een hotbar e.d. tijdens gamescon. Maar om nu lifebars weg te halen? Nou ja, ik mis ze niet, het wordt toch gewoon matten tot je er bij neervalt. En dat is kut op hardcore. Hopelijk hoef je die niet weer te "unlocken" zoals bij D2. Ok, daar is een flauwe regedit genoeg om je alsnog hc te laten doen, maar het is zo nutteloos om je te beperken zoals de bedoeling was.Angeloonie schreef op zaterdag 22 augustus 2009 @ 17:56:
[...]
Je ziet in die filmpjes sowieso helemaal geen interface...
Maar dat zal het laatste zijn waar ze zich druk om gaan maken nu, lijkt me
Vicariously I live while the whole world dies
Q&A ? Waar dan ? Kan het niet vindenquote: Pheno79(hoofd eraf, de Q&A moest echt want verantwoorden)
(Die lifebalkjes waren me zelfs volledig ontgaan xD) Maar ik vind wel dat ze zeker moeten komen, dan zie je ook een beetje hoe rap de HP van het monster mindert.
[ Voor 26% gewijzigd door Ward Vr op 22-08-2009 18:17 ]
Oh, dat was tijden geleden alweerWard Vr schreef op zaterdag 22 augustus 2009 @ 18:14:
[...]
Q&A ? Waar dan ? Kan het niet vinden
(Die lifebalkjes waren me zelfs volledig ontgaan xD) Maar ik vind wel dat ze zeker moeten komen, dan zie je ook een beetje hoe rap de HP van het monster mindert.
Verder wist Blizzard te melden dat StarCraft II en de gisteren aangekondigde uitbreiding Cataclysm voor World of Warcraft de enige games zijn die in 2010 van Blizzard zullen verschijnen.
Wat dit voor de releasedatum van Diablo III betekent wordt niet duidelijk, maar volgens een journalist van DirecTV heeft Mike Morhaime verklaard dat de game nog dit jaar in de winkelschappen zal belanden."
bron: http://www.nu.nl/games/20...functies-starcraft-2.html / http://www.gamez.nl/pc/ni...functies-starcraft-2.html
Weet iemand of daar ook ergens een meer directe bron van te vinden is? Heb een beetje gegoogled maar vind niet veel wat daadwerkelijk bereikbaar is op het moment. En zal me niets verbazen dat nu.nl / gamez.nl ernaast zit, maar zou natuurlijk wel mooi zijn een 2009 release
Dat ze nog niet zo ver zijn is meerdere malen tijdens de stream gezegd. Ook in het Q&A panel is gezegd dat ze nog heel veel te doen hebben qua tweaken. En ook dat de vijfde klasse pas in 2010 bekend gemaakt gaat worden. Laat je niet gek maken, 2011 op zijn minst. Morhaime heeft alleen een jaartal geroepen over sc2 en cataclysm. En zeker niet over diablo 3. Dat durven ze nog niet
[ Voor 27% gewijzigd door Pheno79 op 22-08-2009 19:08 ]
ik bedoel oke, men zal de story nog wel niet helemaal af hebben en .. er moet nog 1 class bij
maar om daar nouw nog zeker 1 heel jaar mee bezig te zijn, als het 2011 wordt , is het denk ik puur om financiele redenen / meer winst, uitgesteld
De story zal vast en zeker af zijn. Het hele runesysteem gaat op de schop sinds de vorge blizcon, het vijfde character wordt pas in 2010 bekend gemaakt. Er zijn nog genoeg skills waar ze niet helemaal tevreden over zijn. Hell, in de Q&A hadden ze het er zelfs over dat de wizard misschien geheel gerevamped gaat worden. Het is niet de lightshow die ze wilden hebben.Pensmaster-B schreef op zaterdag 22 augustus 2009 @ 19:07:
als ik zo kijk naar dat 11 minuten lang durende gameplay filmpje, vind ik een 2011 release date wel laat
ik bedoel oke, men zal de story nog wel niet helemaal af hebben en .. er moet nog 1 class bij
maar om daar nouw nog zeker 1 heel jaar mee bezig te zijn, als het 2011 wordt , is het denk ik puur om financiele redenen / meer winst, uitgesteld
En als ik aan Blizzard denk, denk ik aan een zo ver mogelijk gebalanceerde game. Dat is een hels karwei, zie Starcraft 2 wat ook al heel lang zo goed als af is, maar dat balancen.....
Hehe, had/heb er ook mijn sterke twijfels bij, vroeg me enkel af waar ze het in godsnaam vandaan geplukt haddenPheno79 schreef op zaterdag 22 augustus 2009 @ 19:05:
Daar zitten ze naast. Ver naast. leuk dat valse hoop gezeik, maar ze zijn nog helemaal niet zo ver
Dat ze nog niet zo ver zijn is meerdere malen tijdens de stream gezegd. Ook in het Q&A panel is gezegd dat ze nog heel veel te doen hebben qua tweaken. En ook dat de vijfde klasse pas in 2010 bekend gemaakt gaat worden. Laat je niet gek maken, 2011 op zijn minst. Morhaime heeft alleen een jaartal geroepen over sc2 en cataclysm. En zeker niet over diablo 3. Dat durven ze nog niet
@Pensmaster-B: Toen ik in 2007 geloof ik dat het was het 1e SC2 filmpje zag waar destijds nog op stond coming 2007 of 2008 dacht ik ook dat het er wel aardig goed uit zag. Nu meer dan 2 jaar verder, hebben we nog steeds geen SC 2. Blizzard kan er echt flink lang over doen
true that,psychodude schreef op zaterdag 22 augustus 2009 @ 19:19:
[...]
@Pensmaster-B: Toen ik in 2007 geloof ik dat het was het 1e SC2 filmpje zag waar destijds nog op stond coming 2007 of 2008 dacht ik ook dat het er wel aardig goed uit zag. Nu meer dan 2 jaar verder, hebben we nog steeds geen SC 2. Blizzard kan er echt flink lang over doen.
vind een summon class altijd het leukste in rpg's, als de 5de class ranged wordt dan neem ik de witch dokter
witch dokter ziet er ook behoorlijk kleurrijk en divers uit, houd ik wel van
wel gruwelijk stukje verder weg in dit topic, over die carrion spider gfx
Ze zijn nog bijlange niet klaar als ik het zo zie en lees.
@Pensmaster-B: Ja toch nog een witch dokter ! Gaan er echt heel weinig zijn denk ik, maar ik heb ook een zwaar vermoeden dat Blizzard de witch dokter nog wat meer impressive / sterker gaat maken, gaan we zeker meer van horen op BCon '10 volgens mij.
(Ga ook voor de witch dokter normaal gezien
edit: BlizzCon 2009 LIVE chat for the Diablo 3 Q&A Panel which begins today at 11:30am (over een dik half uur dus)
[ Voor 15% gewijzigd door Ward Vr op 22-08-2009 19:53 ]
[ Voor 7% gewijzigd door Pedr0 op 22-08-2009 21:19 ]
Build from the Cloud up! | Battletag: NightFly#2112
[ Voor 39% gewijzigd door Ward Vr op 22-08-2009 21:12 ]
[ Voor 3% gewijzigd door Pedr0 op 22-08-2009 21:19 ]
Build from the Cloud up! | Battletag: NightFly#2112
Tsja, er zijn er ook die het wel gewoon uitzenden; bijvoorbeeld http://www.justin.tv/manguz2000 | http://www.justin.tv/kenion | http://www.justin.tv/ukimpactPedr0 schreef op zaterdag 22 augustus 2009 @ 21:19:
die WoW video is ook live....die gast speeld dat nu maar mag BlizzCon (dat ie op een ander scherm heeft staam DirectTV) niet uitzenden. Daarom laat ie alleen audio horen.
Kan je tenminste nog wat zien
Moet best moeilijk zijn om je mond niet voorbij te praten over bepaalde dingen als Blizzard vertegenwoordiger.
Geniaal hoe de interview(st)ers hen op de meest ingenieuze manieren uit hun hol proberen lokken
[ Voor 54% gewijzigd door Ward Vr op 22-08-2009 21:40 ]
En ze willen niet zeggen of de Monk een Hadouken zoals Ryu in Streetfighter gaat krijgen
De witchdocter kan zijn minions niet meer plaguen, zodat ze die damage weer op vijanden gooien. Dat hebben ze er uit gehaald. PVP en PVM characters zijn er niet meer, ze willen dat je met een PVM net zo goed kan PVP'en. Nou ja, dat zie ik zelf niet gebeuren, sommige dingen wil je gewoon perfectioneren
En de runewords zijn er niet meer


Nice! Meteen maar even kijken zo, trok hem in ieder geval lekker snel binnenPheno79 schreef op zaterdag 22 augustus 2009 @ 09:30:
11 minuten inclusief partyplay:
http://www.bigdownload.co...-3-monk-gameplay-footage/
Pheno heeft al het een en ander verteld maar er is oa. ook het idee om speciale chests in dungeons te plaatsen met grotere dropchances. Als ze die dan niet zo sparkling gold maken als de D2 special chests dan kun je dus heel de dungeons clearen om hem te vindenRedHat schreef op zaterdag 22 augustus 2009 @ 12:43:
Als ze het bossrunnen maar niet helemaal aan banden leggen.
Niets leukers dan met 8 man baal of diablo slopen
Dat is al een heel oud filmpje (BlizzCon08) maar inderdaad erg vetWard Vr schreef op zaterdag 22 augustus 2009 @ 13:43:
Inderdaad, zo denk ik er ook over. Er is zo'n filmpje waar 3 of 4 chars een reusachtige boss uitmoorden.
edit: http://www.youtube.com/watch?v=iW19xrrdrGM Deze dus, ziet er heerlijk uit![]()
Op een gegeven moment bijt een van de bosses het hoofd van de barbarian eraf(2:45)
Overigens kan je hem beter van de Diablo 3 site trekken dan komt het pas een beetje tot zijn recht (link in TS).
Hmm nu je het zegt! Had ik totaal niet door maar misschien zijn ze daar toch weer over aan het twijfelen.Pheno79 schreef op zaterdag 22 augustus 2009 @ 17:42:
Wat me opvalt tov jouw geposte beruchte filmpje (hoofd eraf, de Q&A moest echt want verantwoorden): daar zie je af en toe nog eens een lifebalkje van de monsters. Bij de gameplayfootage van deze blizcon zie ik ze niet
Sowieso hebben de bosses lifebalkjes want daar staat ook meteen de naam ervan bij
Snap ook niet wat Pheno bedoelt.. toevallig de Heroes + Monster Panel? Die had ik hierboven al gepost vanmorgen evenals een andere uitwerking van de panel en een Q&A
Beetje zoekwerk is ook niet heel gek... trouwens staan alle updates in de TS dus daar kun je ook meer dan genoeg terug vindenWard Vr schreef op zaterdag 22 augustus 2009 @ 18:51:
Mag je altijd hier posten ook van mijWant vind diablofans maar een soep om dingen in terug te vinden.
Dat lijkt me heel sterk.. als Sc2 uitgesteld wordt voor bnet 2.0 lijkt het me een zeer slechte zaak als Diablo 3 wel gereleased kan worden en schieten ze zich alleen maar in de voeten.psychodude schreef op zaterdag 22 augustus 2009 @ 19:03:
"Enige games
Verder wist Blizzard te melden dat StarCraft II en de gisteren aangekondigde uitbreiding Cataclysm voor World of Warcraft de enige games zijn die in 2010 van Blizzard zullen verschijnen.
Wat dit voor de releasedatum van Diablo III betekent wordt niet duidelijk, maar volgens een journalist van DirecTV heeft Mike Morhaime verklaard dat de game nog dit jaar in de winkelschappen zal belanden."
bron: http://www.nu.nl/games/20...functies-starcraft-2.html / http://www.gamez.nl/pc/ni...functies-starcraft-2.html
Weet iemand of daar ook ergens een meer directe bron van te vinden is? Heb een beetje gegoogled maar vind niet veel wat daadwerkelijk bereikbaar is op het moment. En zal me niets verbazen dat nu.nl / gamez.nl ernaast zit, maar zou natuurlijk wel mooi zijn een 2009 release.
Class 5 zullen ze al wel aardig ver mee zijn want daar waren ze afgelopen kerst al mee begonnen met conceptsPensmaster-B schreef op zaterdag 22 augustus 2009 @ 19:07:
als ik zo kijk naar dat 11 minuten lang durende gameplay filmpje, vind ik een 2011 release date wel laat
ik bedoel oke, men zal de story nog wel niet helemaal af hebben en .. er moet nog 1 class bij
maar om daar nouw nog zeker 1 heel jaar mee bezig te zijn, als het 2011 wordt , is het denk ik puur om financiele redenen / meer winst, uitgesteld
Dat was al bekendPheno79 schreef op zaterdag 22 augustus 2009 @ 21:42:
En de runewords zijn er niet meerEindelijk, die overpowered shit er uit
Er zijn alleen nog (veel) verschillende gems en hebben uniques/rares/sets als het goed is ook kansen om met sockets te droppen dus een 6 socket Stormfury is duurder en zeldzamer dan een 0 socket versie (fictief wapen).
-Edit-
Precies voor de niceheid van het filmpje waarschijnlijk wordt hij bijv. fragmovies ook veel gedaan zodat je puur van de acties kan genietenAngeloonie schreef op zaterdag 22 augustus 2009 @ 17:56:
[...]
Je ziet in die filmpjes sowieso helemaal geen interface...
Hmm naar mijn weten (of wat bekend is) heeft de Wizard geen 'dash'-achtige skill..hellfighter87 schreef op zaterdag 22 augustus 2009 @ 10:03:
[...]
![]()
Het eerste wat me eigenlijk gelijk opviel was dat die wizard niet teleport.
Dan hoop ik wel dat ze het drop systeem wel beetje aanpassen.
Moet je eens kijken op oa. 5:11 en 7:04 dan zie je de Wizard een stukje naar voren schieten en op momenten dat ze geen Mirror Image cast (want dan gaat ze naar achter).
Lijkt me namelijk sterk dat het lag is maarja alles kan natuurlijk
Natuurlijk is het in teamplay ook niet echt nodig om te tpen, zeker niet als je speelt om er een gameplay video van te maken.
Mijn mening over het filmpje: HARD PATRICK!!
Dikke gore, harde death effecten, veel actie en die monk ziet er ook hard uit.
Vond hem eerst een douchebag maar daar denk ik nu wel anders over! Gameplay ziet erg hard uit en doet me enigzins denken aan TQ en dat was erg goed vond ik.
Voor de TQ liefhebbers: oa. Haruspex/Conquerer/Slayer classes hadden ook zulke gameplay als de Monk in Diablo 3
[ Voor 17% gewijzigd door psychoclown op 22-08-2009 22:14 ]
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Ik kan me er niet veel bij voorstellen...
Ooit was dit heel stoer: PIII-800, 512 MB, Asus V7100/T(geforce2MX 32 MB), IBM DTLA 30 GB 7200 rpm, Maxtor Diamondmax 40 GB 5400 rpm, Plextor 121032, Terratec Xfire 1024, AOpen DVD 1040 Slot-in, Asus CUV4X, iiYama Vision Master Pro 450
De mannelijke wizard hebben we ook nog niet gezien volgens mij
Oh, zie net 1 concept plaatje van die wizard, maar meer ook niet
[ Voor 54% gewijzigd door Pheno79 op 22-08-2009 22:51 ]
Mja dat is wel een goede vraag.. kan ik me ook niks van voorstellen nu ik er zo over nadenk...The_Sukkel schreef op zaterdag 22 augustus 2009 @ 22:42:
Heeft iemand al een plaatje van hoe de vrouwelijke Monk eruit zou moeten gaan zien?
Ik kan me er niet veel bij voorstellen...
Volgens mij wel, vergelijk mijn geposte filmpjes van eergister maar eens (die 2 Cams) met bijv. de gameplay trailer van BlizzCon09. Stond ook bij de description (voordat die van gametrailer afgehaald is) dat het een male wizard was.Pheno79 schreef op zaterdag 22 augustus 2009 @ 22:47:
Hopelijk geen baard, anders wordt het nog een ergere freakshow
De mannelijke wizard hebben we ook nog niet gezien volgens mij
Oh, zie net 1 concept plaatje van die wizard, maar meer ook niet
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WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Ja idd, ook gehoord, balen toch. Maar waarschijnlijk komt er wel iets anders in de plaatsPheno79 schreef op zaterdag 22 augustus 2009 @ 21:42:
De witchdocter kan zijn minions niet meer plaguen, zodat ze die damage weer op vijanden gooien. Dat hebben ze er uit gehaald.

Mooi werk psychoclown (ts updates enzo
Kerrigan statue at blizzon

[ Voor 5% gewijzigd door Ward Vr op 22-08-2009 23:13 ]
Oh dat is wel erg jammer zeg!Pheno79 schreef op zaterdag 22 augustus 2009 @ 21:42:
De witchdocter kan zijn minions niet meer plaguen, zodat ze die damage weer op vijanden gooien. Dat hebben ze er uit gehaald. PVP en PVM characters zijn er niet meer, ze willen dat je met een PVM net zo goed kan PVP'en. Nou ja, dat zie ik zelf niet gebeuren, sommige dingen wil je gewoon perfectioneren
Vond het wel een erg toffe feature moet ik zeggen
ThanksWard Vr schreef op zaterdag 22 augustus 2009 @ 23:10:
[...]
Ja idd, ook gehoord, balen toch. Maar waarschijnlijk komt er wel iets anders in de plaats![]()
Mooi werk psychoclown (ts updates enzo) !
Zou je alleen in het vervolg misschien een thumb kunnen maken of usen?
[ Voor 4% gewijzigd door psychoclown op 22-08-2009 23:20 ]
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Diablo 3 Open Q&A Full Transcript
Q: What measures for hacking prevention are you taking?
A: A big problem in Diablo II was item duplication and a core philosophy in Blizzard is that we want a fair playing field for all of our players and we are taking lessons we learned with Diablo II and taking into account the successes we had with World of Warcraft and applying all those things to Diablo III to make it as hack-free as possible.
Q: Tyreal is such a fan favourite and such a well designed character how has the process been going to integrate him into Diablo III and how much interaction will the player have with him?
A: You’re going to have to play and find out.
Q: How is the PvP system going to be implemented and can a random player just start going crazy?
A: We haven’t announced specifically what we are going to do for PvP but what I can tell you is that we don’t have any intention of supporting the ‘go-hostile-at-any-time’ kind of gameplay from the previous games. We know there are a percentage of players out there who really love it but we feel that it hurts the cooperative game too much. It makes people in the long run not play together which is not what we want. We are going to support PvP and we are going to support it better than any other previous products did. We know there is a really big dueling community and whatever PvP community arising in Diablo III gets a lot more recognition and a lot more support from us so we are working on a system but we are not going to announce anything today.
Q: How is Diablo III going to function in the new Battle.Net?
A: Right now we haven’t done a lot of Battle.Net design, that has been mostly focusing on Starcraft 2 and all the new Battle.Net features. It is our intention to get something a bit more verbose than the giant and very cumbersome list of games that Diablo II had. We recognise it wasn’t the best way to find other players so we do want to support some sort of match making, something as simple has picking a character, hitting a button and it puts you in a game with someone who is doing the same thing as you at roughly the same level. We want you to be able to join your friends instantly no matter where they are and make that really easy. What visual form that takes is partially going to be determined when we encounter battle.net when we start designing alongside that team and seeing what they’ve done with Starcraft 2.
Q: Do you intend to have synergies in the Skill Trees?
A: The synergy system did really good things in V1.10 for the skill system in Diablo II. The need for them doesn’t exist in Diablo III in the same way. A lot of times in Diablo II you would have wasted points because you were making a frozen orb sorc or something and you had all these other skills that got in the way and it felt really wasteful and negative to the player so the synergies helped to support that. The skill system is so different in Diablo III so I don’t think synergies are needed in that way. Having said that, the player stills needs a breadth of customisation and we are looking at maybe easier to understand synergies or something more appropriate for whatever the final skill system ends up being.
Q: Is there going to be more variety with the Quests? Less boss-farmer.
A: There is a lot of room for us to explore with the quest system in Diablo III and grow from the previous games in the series. As you can tell from the playable demo here we are trying a lot more gameplay mechanics and how we can vary your gameplay experience and also deliver story and interesting events.
Q: Classic fighter feel to the Monk so the stage 1, stage 2…are we going to see some sort of Easterhaig Haidokoen?
A: I wouldn’t discount anything but at this time I can’t say.
Q: How are we going to replayability?
A: There’s a lot of things that Diablo II for replayablility such as randomised environments, randomised monster locations, random bosses, random items and we’ve added in random events which is new to the series and that all works well for a while. One of the biggest issues that Diablo II had was the path of least resistance to the best items was a very repetitive path and it was usually whatever boss run was most expedient at the time, with whatever class was the best class was the best class to use for that. I’m sure you all remember sorc magic find pindel & Mephisto runs that pretty much dominated, if not still dominate a lot of DII item finding. There’s a lot of assorted problems there and we intend to fix all of them. If we include magic find, we are not going to let magic find drive your items base and certainly not your class choice. Part of the reason that it did was that there are certainly classes that items weren’t as valuable for like the sorceress. The Wizard now really values items because items is where she gets a lot of her damage through spell damage abilities which wasn’t something that existed heavily in Diablo II.
We have a lot of content and there should be a really compelling reason to redo a lot of it because when you’re spread throughout a lot of content constantly it lasts a lot longer. The best example I can give of this is the quest system in WoW. It’s really great because it gets you to move around, it gets you to do things that you wouldn’t normally do and previous MMOs, you’d just grind a monster until your eyes bled and players will play that way if that’s the fastest way to progress. Our jobs as designers is to make sure that the fastest way to progress is also the most fun way and we are working on systems that are going to accomplish that.
Q: Are we still going to see the Necromancer faction even though there isn’t a necromancer class?
A: Just because you aren’t going to see a certain class as a playable character in the game, we want to make the world feel like a living world and our story is evolving all the time and the areas that you are going to we are refining them and we are putting in different quests and events. We are looking at all that stuff btu I can’t give you a definitive answer partly because I don’t wish to spoil the surprise and partly because I don’t know yet what exactly is going to go in and what isn’t but our intent is to put a lot of that stuff. There is a necromancer in the playable demo here though.
Q: v1.13 adding any content that will help us into the transition into Diablo III.
A: We can’t really talk about that. We are not the same team as the guys working on the Diablo II patch so I can’t really answer that.
Q: Where’s the Hammerdin and what role is it going to play. Generally in the Diablo III is the Paladin going to be represented in the Lore?
A: We’d like to show you what has happened to not only the classes but making the classes that you possibly played in the previous games actual characters in the Diablo III world. So I wouldn’t discount the possibility that you run into somebody like the Paladin who is the person that ran though Diablo II or something along those lines. We do have some plans for those guys, they are long term plans but stuff is going to happen and that’s all I’m going to say.
Q: Adding any additional features that Hardcore players alone would have?
A: We do want Hardcore. It’s the only way to play right? In terms of additional features, we don’t have anything specific planned right now, but we’re open to ideas so hit the forums and share your ideas.
Q: How do the heavens feel about Tyreal actions in Diablo II or what kind of role the heavenly host is going to play in Diablo III?
A: We are not going to reveal any details about that but I can say we do address a lot of the issues that you’re talking about. I can extrapolate that the high heavens are very pleased about his actions. I probably shouldn’t say any more.
Q: There seems to be more emphasis on geography in Diablo III. Is there a purpose to this?
A: I think what we are trying to create here is a real world feel when you’re running around in the levels. We want you to think about the towns that you are going and the places that you are visiting whereas in Diablo II you never know where you really are. Also what we are really trying to do in Diablo III is to expand the story lore and really blow out the world of Sanctuary and explore the nations and cultures.
Q: Are there any plans for UI add-ons?
A: No plans to support this. We feel very strongly that what makes Diablo work is the simplicity, simplicity of controls, straight forward design and UI mods are glorious, wonderful things but one of the side-effects is that they vastly increase the complexity of your control systems and your user interface and we don’t want to do that.
Q: When you stun something with the Barbarian, the little words have to pop up above their heads and that takes you out of the immersion. Is there going to be an ability toggle that off?
A: We have toggles for some things that come up, right now that is not one of them. It’s always been our focus to be gameplay before anything else before even immersion and what we find when we put in new features there’s just no other way to telegraph them other than UI. That’s a last course of action for us but we have no intention of removing things that we think are necessary to play the game, just because someone says they are slightly less immersed. For us, at the end of the day, it’s still a game and that’s the most important thing, that the game is very very playable and very easy to see what’s going on. There’s nothing really that can trump that for us.
Q: Any new systems for gold.
A: The reason that gold lost its value or had diminished value in Diablo II is pretty involved. It had to do with the amount of gold that you got relative to the amount of gold that you could hold and the trade system. There are definitely
lot of lessons that we have learned from Diablo II and World of Wacraft and we have a lot of ideas in mind. We would very much like for the gold currency to be meaningful and to take the steps we need so that gold becomes an actual trade currency as opposed to perfect skulls or something like that.
Q: How are the items going to be in Diablo III?
A: The randomly generated items are the heart of the item system in a game like Diablo and the Diablo universe. It’s definitely the desire that the random yellows rare items have the potential to be better than the unique ones. It’s always tough because it’s a tricky balance issue between making a rare or unique the better. The key for us is to maybe look at other roles that the uniques could fill. For example, maybe the uniques are better at combining affix properties that wouldn’t ordinarily see together, another might be that perhaps you don’t see armour on amulets very often and maybe in this case you would, on a unique amulet. We would very much like the randomly generated items to be prominently featured because it supports the end game and replayability better.
Q: Party search
A: For getting into a party it’s really important for us to that you be able to get into games with your friends quickly and easily. I think there are avenues to get other people together. We don’t want to have people randomly hopping into your games doing things that negatively affect your game experience and forcing you to somehow quit your game. We want to make sure more game experiences are positive and of course still have Hardcore and PvP mode.
Q: Town portals, waypoints and other transportation systems and what is the development process behind that?
A: The waypoint system is probably going to return very similar to how it was in Diablo II. We are designing that system just now. Town Portals, we are trying to find a way that we can remove them. The biggest reason that we don’t like Town Portals is how they affect combat. They are meant to be a travel tool and convenience tool but they are actually a ‘escape-any-siutation-that-is-unpleasant-to-me’ tool and when you have something like that it incites some not really fun ways to play the game actually, on the players part. I mean they are using the tools that are given to them so rightly so. It also creates sloppy design on the designers’ part. I don’t think Duriel would have ever existed if there were no Town Portals in Diablo II because you wouldn’t have been able to beat him and that’s not good. It is our goal though that players be able to move quickly through the world, it’s not a game about travel, travel time is not something we want in it. So as we work through our different systems, putting in waypoints, the checkpoint system for death is meant to reduce travel time, resurrection when you’re with other players is meant to reduce travel time. The dungeons have exits in them so when you reach the end of one you don’t have to walk all the way back. All these things are meant to reduce travel time so players can easily get back to town fairly regularly, unload their inventory and not be constantly walking without being in action.
Q: wizard seemed slow in the demo are you going to try to address that?
A: I think it’s a symptom of the skills we have selected for the demo. Originally we thought we would try to give you a character and let you spend the skill points but we knew people were only going to get about 15 minutes so we decided to give them a load. Arcane Orb which is the primary attack skill you start with is very slow moving, which is its downside, but other attack skills such as Magic Missile or Electrocute are near instant so you can adapt your play style. If you want something faster you can certainly adapt your play style. You can also focus on items that increase cast speed, such as movement speed boots. You can definitely have a faster pace of play than Arcane Orb.
Q: What happened to imbuing the witch doctor’s zombie dogs with fire and poison?
A: One of the struggles we had with the Witch Doctor, Zombie dog in particular, was figuring out why would I choose to plague my dog or light it on fire, what are the situations that I would choose one verses the other. Is the gameplay supposed to be that the player is trying to keep the fire on the dog all the time but it keeps falling off or is that for some situations I want a fire dog and for others a plague dog? There were also issues where sometimes players would see this loud fiery dog on their screen and not really know how it got there because they didn’t realise it was their skill that did it. However, when we toned down the fire effect it made it hard to know if it was on fire or not so we had a bunch of difficulties with it, mostly in terms of communicating it to the player and having it be a meaningful gameplay decision. We still want to keep the idea of customising your dog in different ways and one of the ways we will probably look at doing that is through either additional skills or the rune system which we were unable to show at Blizzcon this year. That is a whole other level of customisation on skills that isn’t even being shown right now.
Q: Phasing. Wouldn’t that be good to change the environments based on the quests that you do? Also, class-specific quests. It would be great if, for example, 8 barbarians have to join in and jump over chasms or something.
A: Phasing technology is very cool. It’s used in WoW and it’s a really cool technology they have to be able to change the world dynamically over time, change the terrain, change the NPCs and what’s in the world. Currently we don’t have any technology like that, our game is not a persistent world in the same way that an MMO is so it’s not been a high priority for us to develop a technology like that. If we want to change our world, our story is a bit more linear it’s easier for us to do that. Even though we’ve already developed that technology for another game, putting that into our engine would not be trivial it would actually be very time consuming. Until we see some kind of obvious benefit we probably won’t explore that.
Class-specific quests - One of our goals is we really want to expand the story and the heroes of the game. There are a lot of ways we are doing that. You may have noticed there is a lot more dialogue for the hero characters, they will participate in conversations and they have very specific characters and with that being our goal Class Quests sound like a really great idea.
Q: A frustrating part of Diablo II is to fight high level bosses and have some scrub join your game and take or your loot.
A: All items are dropped on a per player basis so every monster that dies has a chance to drop loot for every player in the game. I say ‘chance’ because some creatures don’t drop items but a boss would drop loot for every player. You will see your loot, your friend will see their and the scrub would see their look but you can’t see each others.
Q: Have you considered implementing the cornerstone of the world from Hellfire (Diablo Expansion Pack) to trade items between accounts?
A: Well, the first thing I will say is that Hellfire wasn’t a Blizzard expansion it was created by a different company so we don’t recognise it as an official part of the Diablo universe. There will be a way to transfer items between your characters but we have decided with method we are going to use but it will absolutely be in the game.
Q: Has the gameplay combat format become more new-player friendly?
A: In terms of introducing to the player we spend an enormous amount of time designing and redesigning our UI over and over again and we are going to put in a tutorial system that will introduce players to new elements so we are going to try to make it fairly robust. We do think Diablo is a pretty easy game to play, that said, you can’t rest on that fact. You have to make sure your players have a really easy introduction to the game so that they can get into it very easily. A lot of us hardcore gamers are like - “how hard can it be?” - the truth is we want the Diablo III community to be as big as it can possibly be and that’s good for all of us. If we can make the game really easy to get into and understand that’s a really big barrier taken out of the way to accomplish that.
Q: You stated in a Blizzcast that a lot of creatures have an anatomical system, with skeleton, muscle and skin separatelike the thousand pounder. I just think it would be cool that if I hit something really hard that chunks of muscle and fly off.
A: There’s a pretty good chance you are going to see some of that. In the demo now there is a chance that you will see skeletons flying out of creatures when you hit them hard enough.
Q: Will Runes be making a reappearance in item customisation (runewords)
A: No we are not planning on having runewords because Runes are our new skill customisation system. The greater question is there going to be crafting in Diablo III? You can read into that whatever you want.
Q: Will the different zones have their own tone and feel as far as music is concerned? When can we get a sample of that?
A: You are definitely going to get a huge variety of music. It’s hard to keep up with the archives because they crank out so much awesome stuff so the sound department is a little behind them and we always will be until the very end. For now you are only going to get to hear what we demo at the show and we are going to release very little of it on the web too so you will only get a little smattering of it until we release the game.
Q: Projectile. Most people are pretty convinced that the last class will have something to do with bows or javelins and the thing is in D2 they were really slow and inaccurate and the fact that mobs wandered made your attacks almost completely useless. Are there going to be new systems to handle the way projectiles move making them more accurate?
A: No special system planned for projectiles. The weakness of projectiles is they don’t always hit and that’s part of their design. I would say if you don’t like that weakness, that’s the reason why we have customisable characters so you can design all kinds of different ways to do your characters. That said, I could see us focusing on say a skill that had extremely fast projectiles such that it didn’t have that weakness as much and that would be a good focus for a particular build.
When a player has to choose between, for example, a fast projectile verses one that instantly hits to one that’s slow, that’s an interesting play style choice, one that can be modified by runes potentially. At last year’s Blizzcon we showed the Magic Missile skill is a great example. We found that with Magic Missile if a monster was moving perpendicular to you it can be difficult to hit and so one of the rune options that we showed last year was to have multiple missiles come out which is not dissimilar to the Amazon’s multishot which was how a lot of Amazons wound up playing. So there’s definitely a trade off that the player is making because maybe the person should have had faster magic missiles than more or maybe they should have done more damage or modified some other aspects. A lot of that will be done through player customisation.
As to what the last class is we are not going to comment on that at all until we actually announce it.
Q: The skills of most of the character seems to reflect the PvE gaming experience and we had to get creative how we used those PvE skills in dueling. Are you going have skill builds with dueling in mind?
A: We don’t talk a lot about PvP because we haven’t announced anything specific but I will say that part of supporting PvP better is actually developing our characters as both PvE and PvP characters. PvE is always our first focus and we are always going to balance for that first but we are going to develop runes and make some minor changes to skills, as long as we don’t make the characters too weak or go away from Diablo but yes we do think about PvP when designing the skills trees and skills.
Q: In terms of level design, Diablo I had a very confined feel that helped to heighten the sense of urgency and Diablo II seemed to start out with a more open feel that compressed down to a more confined feel as you reached the end game. In the demo here it’s sort of open level design with a freeway running to the progression of the game. Are you working in one of these two schools or is this a new sort of level design that we’re looking at?
A: I wouldn’t say we are choosing any specific direction there. This zone in the demo is a pretty wide open zone, it’s something that we wanted to put together and run through and see what people thought of that area. i wouldn’t say that stuff is going to be specifically narrow or more open, it’s just going to depend on the story and where we think each level area and dungeon is going.
Q: Will there be a Diablo III editor for the client?
A: No we don’t to do a map editor. The reason why is that all of our environments are randomly generated and our authoring is very difficult and doesn’t really cater to some kind of map editor. We actually use Maya for most of our map creations and that pipeline is not easy for us to expose. We made a decision early on that we would focus on randomness of the environments over doing some kind of end-user map editor.
Q: Will you bringing back the Horadric Cube and how the hell is Diablo still alive?
A: For the cube, we really like the way you can take certain items and combine them into new ones, that is a interesting mechanic. We weren’t happy with the exact way that it was done in Diablo II, we feel there was room for improvement there so while we want to keep the essence of the mechanic the actual implication will probably be different.To answer the second part of your question, we have no actually said that Diablo will be appearing in this game.
Q: Will gambling be a part of Diablo III?
A: One of the main issues with gambling previously was understanding how it worked, it was kind of a black box. I’ve talked to a lot of players and they’ve said they gambled, spent all my gold and got nothing and didn’t do it again and that was a very typical early experience. Then you talk to a more experienced player who knows more about it, maybe they read about it on a website, or they heard it from a friend, or they just got lucky and they disagree and think it’s awesome and it’s a great way to spend all this gold that you are probably not going to use for anything else. The ability to understand of how gambling work is important so what we do want to have is ways to get items in addition to going on runs but the Diablo II method will go through some revisions and changes.
Q: Is there any way we will hear some of the old Diablo sound effects.
A: You may have noticed that some of the old Diablo II sound effects, some of that is accidental, some of them are just placeholders because we haven’t got to those sounds yet. But I have planned to pay respect to some of the older versions of the game and put some of the older stuff in here and there but I’m not going to say what that is going to be.
Q: Where are you going to go with class-specific items compared to what you have done with Diablo II?
A: We do have intention to had specific items for every class. Right now we have orbs that only the Wizard can use, the combat staffs and fist weapons which are for the monk and he can use a couple other weapons. We also want to focus on making those really cool signature items, which means we wouldn’t the barbarian’s big item to be a cool belt, it will probably be some kind of crazy axe that only he can wield. So we want them to be pretty showy. As far as whether they are ‘must haves’ for the class, we haven’t really tuned them yet, but we tend to prefer the idea that they are useful for certain builds but they are not the exclusive thing that you HAVE to use. So if you are a wizard there might be a lot of builds where a shield is better to use than an orb. We prefer that kind of diversity of item set when we can get it.
Q: Is Mephisto coming back.
A: We’re not really talking about who is coming back or who you will be fighting but I wouldn’t count anybody out. Maybe a sitcom for all the brothers.
Q: Monsters don’t really react with recoil like they did in Diablo II.
A: It’s interesting that you say that because we actually have a % chance that they recoil and it’s pretty much identical to Diablo II chance. The animations we play, when we do that, if they were real they’d actually break the spine of the monster because we make them so pronounced. We also flash the character and we do have them play sounds although I would say on that front our sound development is still a work in progress so maybe our sounds aren’t pronounced enough. I’m actually very surprised to hear someone say that but if they aren’t pronounced enough we’ll take a look at that.
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Verwijderd
Dus.. door de Worldstone te vernietigen, weet de High heavens nu ook van het bestaan van Sanctuary af. en als de boeken dan iets zeggen, is dat ze net zo hard er voor willen zorgen dat Sanctuary van hun word als de Demonen. Reken dus maar op een full scale war
Daarom zou de 5e class wel eens een soort Loremaster kunnen zijn, met 1 van zijn skilltrees gefocessed op aura's, 1 op ranged attacks en 1 op summoning van minions.
iemand had ook keer zon verhaal gepost over dat de sanctuary gemaakt was door demons en angels die de war zat waren, dus bovenstaand kan wel leuk verhaaltje wordenVerwijderd schreef op zondag 23 augustus 2009 @ 09:19:
I can extrapolate that the high heavens are very pleased about his actions. I probably shouldn’t say any more.
Dus.. door de Worldstone te vernietigen, weet de High heavens nu ook van het bestaan van Sanctuary af. en als de boeken dan iets zeggen, is dat ze net zo hard er voor willen zorgen dat Sanctuary van hun word als de Demonen. Reken dus maar op een full scale war
trouwens ik las in een q&a over de monk of faq over de monk, dat ze hier ook de Aziatische stijl bij betrekken, aangezien dit een beetje de rode draad door de game was ... nu zat ik dit te koppelen aan de laatste class (ranged).... Guns? Musketeer ? Cannoneer ? ... MARK MY WORDS !
Verwijderd schreef op zondag 23 augustus 2009 @ 09:19:
I can extrapolate that the high heavens are very pleased about his actions. I probably shouldn’t say any more.
Dus.. door de Worldstone te vernietigen, weet de High heavens nu ook van het bestaan van Sanctuary af. en als de boeken dan iets zeggen, is dat ze net zo hard er voor willen zorgen dat Sanctuary van hun word als de Demonen. Reken dus maar op een full scale war
Dat verhaal is geschreven in de Sin wars boeken. Dat is officiele lore voor de wereld van DiabloPensmaster-B schreef op zondag 23 augustus 2009 @ 10:31:
[...]
iemand had ook keer zon verhaal gepost over dat de sanctuary gemaakt was door demons en angels die de war zat waren, dus bovenstaand kan wel leuk verhaaltje worden
trouwens ik las in een q&a over de monk of faq over de monk, dat ze hier ook de Aziatische stijl bij betrekken, aangezien dit een beetje de rode draad door de game was ... nu zat ik dit te koppelen aan de laatste class (ranged).... Guns? Musketeer ? Cannoneer ? ... MARK MY WORDS !
En de heavens wisten al dat er sanctuary was, gesticht door Inarius, ook een engel. Maar de afspraak was om niet meer te bemoeien met de mensenwereld na een stemming door de engelen. Tyrael had de beslissende stem.
Ze hebben niet ingegrepen in het tijdsperk D2, omdat de heavens wilden zien of de mensen echt beter waren door hun gemengde demonen/engelenbloed.
Tyrael heeft dat oa wel gedaan, maar de soulstones waren sowieso al corrupt. Het was juist het plan door die gevallen engel Izual om door soulstones gevangen te worden en met hun demonenkracht er van alles mee gedaan te krijgen Dat deed Diablo zelf al in deel 1 bv. Alleen ze waren vergeten dat hun kracht afnam in Sanctuary, zoals Izual gemeld had. Vandaar dat de mensen ze alsnog aankonden.
Met de worldstone vernietigd weten we eigenlijk niet of dit nu juist slim was of juist niet. Baal wilde niet voor niets dat ding ook corrupt maken, zoals de soulstones. Maar wat er nu gaat gebeuren? Ik hoop op een full clash. En tyrael als 5de char
[ Voor 22% gewijzigd door Pheno79 op 23-08-2009 10:38 ]
De High Heavens weten al van het bestaan van Sanctuary af vanaf het eind van de Sin War (Volgens R. Knaak in The Veiled Prophet)[b]Dus.. door de Worldstone te vernietigen, weet de High heavens nu ook van het bestaan van Sanctuary af. en als de boeken dan iets zeggen, is dat ze net zo hard er voor willen zorgen dat Sanctuary van hun word als de Demonen. Reken dus maar op een full scale war
(Pheno79 was me voor)
Maar het terugsturen van de broertjes naar de Burning Hells zal Tyrael wel een pluim opleveren ja

[ Voor 4% gewijzigd door Hrethgir op 23-08-2009 10:46 ]
The people pray for strength and guidance; They should pray for the mercy of a swift death, for I have seen what the darkness hides. - Leah
Laat het niet zo zijnPensmaster-B schreef op zondag 23 augustus 2009 @ 10:31:
[...]
Guns? Musketeer ? Cannoneer ? ... MARK MY WORDS !
quote: laatste Q&AThere were also issues where sometimes players would see this loud fiery dog on their screen and not really know how it got there because they didn’t realise it was their skill that did it.
Lijkt mij toch logisch ? Plague tegen een groep vijanden, fire tegen een enkele sterke vijand (boss bvb.)quote: laatste Q&AOne of the struggles we had with the Witch Doctor, Zombie dog in particular, was figuring out why would I choose to plague my dog or light it on fire
(Hoe mooi zou het niet zijn moest de versie van op Blizzcon op een of andere manier uitlekken.
[ Voor 5% gewijzigd door Ward Vr op 23-08-2009 11:32 ]
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Wat een grafisch geweld zeg! echt bizar. ben benieuwd hoe dat eruit ziet als je met ze achten speelt ofzo.
Klopt en ook als je de skilltrees van Wizard, Barbarian en Witch Docter bekijkt zie je vrijwel alleen skills voor eigen gebruik en passives die de dmg etc van eigen spells opkrikt.tollo71 schreef op zondag 23 augustus 2009 @ 10:04:
Volgens Blizzard wordt teamplay in D3 sterk "aangemoedigd" maar wat ik nu nog een beetje mis in alle tot nu toe bekende skills zijn party-skills. Alleen de Barbarian heeft 1 of 2 skills die de rest van de party helpen, net als bij D2. Het zou mij niet verbazen als de Monk er enkele heeft (soort Holy Warrior, net als de D2 Paladin).
Daarom zou de 5e class wel eens een soort Loremaster kunnen zijn, met 1 van zijn skilltrees gefocessed op aura's, 1 op ranged attacks en 1 op summoning van minions.
Wat ik altijd al heb gezegd en wat veel mensen denken is een Ranger class en dan net zo eentje als jij beschrijft tollo. De Ranger van TQ heeft dan wel een heel goede skillset: Ranger (Hunter+Nature).
Hmm daar hebben we het hier al eens eerder over gehad en zie ik echt niet zitten om eerlijk te zijn.Pensmaster-B schreef op zondag 23 augustus 2009 @ 10:31:
[...]
trouwens ik las in een q&a over de monk of faq over de monk, dat ze hier ook de Aziatische stijl bij betrekken, aangezien dit een beetje de rode draad door de game was ... nu zat ik dit te koppelen aan de laatste class (ranged).... Guns? Musketeer ? Cannoneer ? ... MARK MY WORDS !
Tuurlijk blijft Sanctuary niet stil zitten maar ik vind het niet zo passen in de Diablo stijl, een bower daarentegen past wel in het plaatje.
Overigens bloeit ook op diii.net de discussie over de laatste class ook weer helemaal op.
Niet heel speciaal zul je denken maar ik doel dan met name op de vraag of de Monk de 4e of 5e class is.
Algemeen bekend is dat halverwege december 2008 uitkwam dat men bezig was met de 4e char en al bezig was met skills ontwikkelen maar dat er geen effecten voor deze skills voor handen waren. Voor de 5e char was geen placeholder beschikbaar wat opzich best opmerkelijk is want als een char heel groot of klein is kun je best een placeholder gebruiken. Evenals voor de skilleffecten behalve als het skills zijn die nog niet eerder in een Diablo hebben gezeten.
De Monk heeft tot nu toe een aantal zeer spectaculaire skills laten zien (pas 8 beschikbaar) en heeft 3 skilltrees die niet defined zijn maar is dat niet wat weinig wanneer ze al een half jaar bezig zijn? Wat is er dan met de laatste class? Is die weer terug op de drawing board of was de Monk toch al verder (wat dan weer indirect zou kunnen betekenen dat de 4e class niet ver genoeg was)?
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
oh ja eeuhm, we gaan natuurlijk wel een tweakers guild beginnen he ^_^
zucht 2011 ... duuuuuuurt lang
Damn good times, zoals ik al zei.Mektheb schreef op donderdag 20 augustus 2009 @ 17:27:
[...]
mdat na 2 en half jaar 24 uur perdag een draaiende disk in je Drive gehad te hebben was de Cd bijna weg gesmolten
Rook op een gegeven moment gesmolten plastic, en me cd speler begon te ratelen. Ik open die shit. Blijkt dat echt de randjes weggesmolten zijn, Daarna altijd gezeik gehad met het spel opstarten etc
Ik ga weer diablo 2 spelen denk ik.
Zie frontpage news
[ Voor 57% gewijzigd door Ward Vr op 23-08-2009 13:58 ]
Was de sanctuary de plek waar in D2 de eerste eindbaas zit of is het die plek onder de church in Tristam van D1?
GoT Warhammer Community op steam http://steamcommunity.com/groups/got40k
That said, is D3 nog steeds erg welkom op mijn HDD
Sanctuary is de gehele spelwereld. Maar dan net niet de twee (arcane sanctaury, summoner in act 2 en chaos sanctuary hell en dus diablo) die zo in het spel heten. Maar act 1, 2 3 en 5 is de wereld van sanctuary. Volgens mij staat er vrij veel op de diablo wiki (google that one)Postius schreef op zondag 23 augustus 2009 @ 14:09:
Ik heb best veel D2 gedaan maar het is weer aardig lang geleden, kan iemand mijn geheugen wat opfrissen over de sanctuary? Ik heb nooit die boeken gelezen maar altijd wel veel oog voor lore gehad.
Was de sanctuary de plek waar in D2 de eerste eindbaas zit of is het die plek onder de church in Tristam van D1?
Inderdaad, volledig mee eens, ik las het volgende op Diablofans: (denk dat hij/zij een heel goed punt heeft)Edmin schreef op zondag 23 augustus 2009 @ 14:15:
Ik ben helemaal voor de 'when it's done' instelling, maar maak me toch zorgen om de 2011 release. Nu ziet de game er grafisch gelikt uit. Als ik de omgeving + effekten inschat, dan is de huidige hardware goed in staat om D3 vloeiend te draaien. Maar in 2011 (anderhalf tot twee jaar na nu) kan het best zijn dat het al gedateerd aan gaat voelen, waardoor een grafische update nodig is die weer tijd kost.
Lees ook even het verslag van de persconferentie hier: http://www.diablofans.com/quote: ZogarIt's very dangerous from a business standpoint for Blizzard to continue the practice of delaying games or creating these long waits between releases. I was just speaking with a buddy of mine today who was a big Diablo fan back in the day about the newly announced Monk class, and his reaction was basically "the game's not coming out, so who the hell cares?" At first, I was a bit taken aback, but he's right.
Waiting this long (let alone another 2 or 3 years) since the game was first announced last year is just ridiculous. The game should have come out within six months of that announcement, same goes for Starcraft 2. If Blizzard's not careful, they will miss the hype train, and the game could fail, not because it's bad, but because people just lose interest after a while. This phenomenon is a lot more common than people think. Remember the movie "Snakes on a Plane"? They had a brilliant marketing strategy and created tons of hype online, but because the movie was pushed back, by the time it came out no one gave a damn about it. The same thing could happen to Blizzad if they're not careful. All it would take is one slip-up of WoW (perhaps a worldwide version of what happened in China recently), and they'd be finished. Tons of game companies thought invincible have fallen recently, so it could very well happen.
Don't get wrong, I want Diablo 3 to be a finished game with few bugs, but does it need to be perfectly polished and balanced on release? No. I think Blizzard has management problems in that something is preventing them from allocating the proper resources where they're most needed. Just put the game out there with all the story elements and features in place, and worry about number crunching, class balancing, graphical enhancements, etc, for the patches.
Staan best wat interessante dingen tussen, oa de vrouwelijke monk die weldra getoond zou worden.
Diabloo 3 wordt een instant seller. En ik ben er 1 van die dat warme broodje gaat halen.
Verder volg ik d3 nieuws al een tijdje wat minder... gewoonweg omdat er weinig boeiend nieuws uit komt. Meeste zijn dingen die ik zelf al wel bedacht had dat het in de game zou komen. Andere dingen veranderen nog te veel om het nu al vast te pinnen en die Q&A's worden nooit fatsoenlijke vragen gesteld... "komt er een necromancer" wat een vraag is van de aankondiging -.-' of vragen over lore en inhoud.... Volg af en toe nog een beetje grote lijnen en dingen als de monk boeien me, da's nieuw en nuttige info. Hoe items gaan werken of wat voor rol gold online gaat spelen zie ik vanzelf wel. Voegt verder compleet niets toe aan wat boeiend is om te weten over de game
2011 is laat, helemaal mee eens. Ben bang dat het helaas niet anders zal zijn. 3 games in 2010 ziet niemand echt zitten @ Blizzard denk ik. en 2009... Nouja daar stond sc2 gewoon al alleen ging wat mis, lijkt me sterk dat d3 dat gat kan vullen voor dit jaar al.
Desondanks ik wel geloof dat ze verder zijn dan ze ons laten zien en vertellen. Lijken ze nog erg veel te expirimenteren met gameplay. Dus zelfs als alle gebieden, chars, lore, items en monsters af zijn kan het nog lang duren om de juiste gameplay te geven aan alles en onderling. Gezien het geen grote nonstop open beta is kost dat gewoon wat extra tijd
Verder heb ik so far maar een echte opmerking over de Monk zoals we um nu gezien hebben... Exploding palm techniek vind ik echt een flauwe skill de naam en de uitvoering... Dat is echt zo vaak gebruikt in films, strips en her en der een game dat het voor mij iets is wat verboden mag worden. Zeker nog eens dat timertje er bij dat een monster na X seconden ontploft. Maar dat merk ik in heel de monk wel.
Gave class met coole skills, maar beetje inspiratieloos uitgevoerd vind ik persoonlijk. Wat we van Blizzard toch niet direct verwachten. Maar in terms voor een diablo game is het wel compleet iets nieuws natuurlijk. So far ziet het er uit als de class die ik als eerste ga proberen.
you should not attack your enemy before fully understanding his potentials
Ik zou dan nog liever hebben dat ze meer geld vragen voor Diablo3, desnoods maandelijk, en het in 2009-2010 uitbrengen, ipv het ergens ver weg 2011 voor eenmalig 60/70EUR uit te geven.
[ Voor 5% gewijzigd door Ward Vr op 23-08-2009 15:54 ]
Precies, lijkt me ook totaal niks om druk over te maken zeker niet als ze zo af en toe wat info sprenkelen.Pheno79 schreef op zondag 23 augustus 2009 @ 14:43:
Ach, bij bliz weet je dat het lang duurt. Blizzard hyped ook niet, dat hoeven ze niet. Blizzard kondigt aan dat ze er mee bezig zijn en daarna zie je jarenlang fora vol staan met ideeen/klachten/etc. En als het uitkomt zie je de (pre)orders als warme broodjes gaan.
Diabloo 3 wordt een instant seller. En ik ben er 1 van die dat warme broodje gaat halen.
Als je het mij vraagt is alles aan Diablo interessant dus ook dingen als hoe ze de gold als (goede) currency gaan makendaves2hd schreef op zondag 23 augustus 2009 @ 15:27:
Hoe items gaan werken of wat voor rol gold online gaat spelen zie ik vanzelf wel. Voegt verder compleet niets toe aan wat boeiend is om te weten over de game
Vind het zelf wel een harde skill al ben ik het met de meeste mensen eens dat het geen Tier 2 spell mag worden.. Dat ik het wel tof vind komt misschien ook wel omdat ik het nooit in films gezien heb (speel vrijwel geen andere spellen en strips hebben me nooit echt gelegenVerder heb ik so far maar een echte opmerking over de Monk zoals we um nu gezien hebben... Exploding palm techniek vind ik echt een flauwe skill de naam en de uitvoering... Dat is echt zo vaak gebruikt in films, strips en her en der een game dat het voor mij iets is wat verboden mag worden. Zeker nog eens dat timertje er bij dat een monster na X seconden ontploft. Maar dat merk ik in heel de monk wel.
Gave class met coole skills, maar beetje inspiratieloos uitgevoerd vind ik persoonlijk. Wat we van Blizzard toch niet direct verwachten. Maar in terms voor een diablo game is het wel compleet iets nieuws natuurlijk. So far ziet het er uit als de class die ik als eerste ga proberen.
Dat 'icoontje' is niet echt een timer want de mob moet wel dood gaan wil die exploden
Exploding Palm
Combo Skill. A quick succession of attacks ending with the deadly Exploding Palm.
Rank: 1/5
First hit: 35% of weapon damage.
Second hit: 50% of weapon damage.
Third hit: Target bleeds for 60 damage over 7 seconds. Moving causes 200% more bleeding damage. If target dies it explodes dealing 60-100% of its maximum life in damage to all enemies nearby.
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Als ze maandelijks geld ervoor gaan vragen, dan gaat het helemaal geen megasucces worden. Maandelijks betalen voor diablo online is gewoon niet nodig.Ward Vr schreef op zondag 23 augustus 2009 @ 15:52:
Zie ook deze: http://www.youtube.com/watch?v=RHA71B_wbXY Terechte bash op WoW vind ik. (Melkkoe Wow moet draaien.)
Ik zou dan nog liever hebben dat ze meer geld vragen voor Diablo3, desnoods maandelijk, en het in 2009-2010 uitbrengen, ipv het ergens ver weg 2011 voor eenmalig 60/70EUR uit te geven.
Los daarvan, mss moeten eens sommige mensen zich wat minder druk maken om de release datum. Ja, het duurt nog lang, jammer. Ik had het liever ook nu in mijn handen gehad, maar dat gaat gewoon niet gebeuren. Als ze het nu zouden releasen heb je weer zo'n spel waarvan er al tig zijn uitgekomen, en die je na 1 dag ook weer meteen links laat liggen.
Zeer zeker mee eens, zelfs nu vind ik de shots al iets gedateerd ogen om eerlijk te zijn. Tegen 2011 gaat dat echt niet beter wordenEdmin schreef op zondag 23 augustus 2009 @ 14:15:
Ik ben helemaal voor de 'when it's done' instelling, maar maak me toch zorgen om de 2011 release. Nu ziet de game er grafisch gelikt uit. Als ik de omgeving + effekten inschat, dan is de huidige hardware goed in staat om D3 vloeiend te draaien. Maar in 2011 (anderhalf tot twee jaar na nu) kan het best zijn dat het al gedateerd aan gaat voelen, waardoor een grafische update nodig is die weer tijd kost.
That said, is D3 nog steeds erg welkom op mijn HDD
Toch is het ellenlange wachten wel wat vervelend, op een gegeven moment verliest een spel zijn charmes zo een beetje. Jawdropping effect vergaat een beetje, en zeker na een enigzins tegenvallende blizzcon als deze.
Maarja, misschien weten ze ons op een gegeven moment weer eens goed te verrassen.
Verder wist Blizzard te melden dat StarCraft II en de gisteren aangekondigde uitbreiding Cataclysm voor World of Warcraft de enige games zijn die in 2010 van Blizzard zullen verschijnen.
Wat dit voor de releasedatum van Diablo III betekent wordt niet duidelijk, maar volgens een journalist van DirecTV heeft Mike Morhaime verklaard dat de game nog dit jaar in de winkelschappen zal belanden.
Het wordt dus of dat, of begin 2011, laten we dan maar hopen dat NU.nl gelijkt heeft
psychodude in "[PC] Diablo 3 - Deel 4"
Hoax waarschijnlijk. Ze gaan niet én moeite doen om alles te verbergen én droogjes verklaren dat het nog dit jaar komt.
Inderdaad en de enige verklaring die Mike Morhaime gegeven is dat Cataclysm en Sc2 in 2010 released zullen worden.Ward Vr schreef op zondag 23 augustus 2009 @ 17:44:
Psychodude had het hier ook al gezegd:
psychodude in "[PC] Diablo 3 - Deel 4"
Hoax waarschijnlijk. Ze gaan niet én moeite doen om alles te verbergen én droogjes verklaren dat het nog dit jaar komt.
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Mike heeft niets van dat verklaard, dat is pure onzin. Het enige wat mike over release dates heeft gezegd is dat WoW en tarcraft 2 in 2010 zouden moeten komen. D3 heeft geen releasedatum en daar iks ook niets over gezegd.kid jansen schreef op zondag 23 augustus 2009 @ 17:33:
Ik ben het in dit topic nog niet tegengekomen, maar daar moet ik dan wel bij zeggen dat ik nog niet alles heb gelezen, omdat er de laatste dagen heel veel bijkomt en ik het heel druk heb. Maar ik kwam het volgende op NU.nl tegen:
Verder wist Blizzard te melden dat StarCraft II en de gisteren aangekondigde uitbreiding Cataclysm voor World of Warcraft de enige games zijn die in 2010 van Blizzard zullen verschijnen.
Wat dit voor de releasedatum van Diablo III betekent wordt niet duidelijk, maar volgens een journalist van DirecTV heeft Mike Morhaime verklaard dat de game nog dit jaar in de winkelschappen zal belanden.
Het wordt dus of dat, of begin 2011, laten we dan maar hopen dat NU.nl gelijkt heeft
Niemand blij dat D3 nu ook een LAN functie krijgt ? Ik alvast wel
Mja ik had dat idee van de Sc2 Lan optie al eens gehoord van users en leek me niet meer dan logisch.Ward Vr schreef op zondag 23 augustus 2009 @ 18:28:
Hehehe die journalist had last van wishful thinking waarschijnlijk
Niemand blij dat D3 nu ook een LAN functie krijgt ? Ik alvast wel
Als Sc2 het krijgt waarom Diablo 3 dan ook niet meteen he, kost niet veel moeite
Overigens maakt het me niet zoveel uit want ik zal toch bnet only spelen
Trouwens voor de geïnteresseerden:
Diablo III: The Nephalem - Topic over lore en hoe het in het verhaal van Diablo 3 zou kunnen passen.
Diablo 3 barb / Qual-kehk resemblance - Topic dat voornamelijk over name-reserving gaat, lekker nutteloos maar wel grappig
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[ Voor 4% gewijzigd door Pheno79 op 23-08-2009 19:11 ]
http://www.fantasy-fan.or...o3_Caldeum2_wallpaper.jpg
Hmm ik dacht toch echt dat ik die eerst in de TS had staan, Caldeum 1 en nieuwere wallpapers staat er wel in namelijk.. Nouja zet ik hem er nog eens inWard Vr schreef op zondag 23 augustus 2009 @ 20:52:
Net prachtige wallpaper tegengekomen van Caldeum:
http://www.fantasy-fan.or...o3_Caldeum2_wallpaper.jpg
Trouwens gaat het lekker met de TS onderhoud, qua grootte scheelt het niet veel maar de code is stukken schoner en de TS wordt er qua layout netter van ook al valt dat nu nog niet zo op
[ Voor 20% gewijzigd door psychoclown op 23-08-2009 21:10 ]
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Dus kwam ik deze tegen in de TS:
http://www.blizzard.com/d...wall4/wall4-1280x1024.jpg
Het meisje kan ik niet direct thuiswijzen ... wat heeft zij ermee te maken ?
IGN - BlizzCon 09: Diablo III Q&A
IGN: For people that don't have a sense of the story of the entire Diablo franchise, can you give us a quick summary of what D3 is all about?
Jay Wilson: Yeah. Diablo 3 is an action role-playing game where you play the role of one of five heroes trying to save the world of humanity, we call it Sanctuary, from hideous demon invaders and ultimately Diablo. That's the very high-level story. For this game, this is the third in the series, the previous two games were very much about vanquishing Diablo before he crossed into Earth, Diablo being the head honcho of all the demons. In this one we're catching up with the story 20 years later, after some specific cataclysmic events that everyone thought would involve a horrible demon invasion. And it didn't, so the question is "Why?" What's going on? Things are starting to unfold, starting to move, and the player is going to be there to see it. That's our basic story.
IGN: From a gameplay perspective, can you talk about the changes that are happening from D2 to D3?
Jay Wilson: Yeah. The biggest ones, or at least the most noticeable ones, are probably, a lot of our user interface and controls and general combat. We wanted to keep the game playing like Diablo, we're big fans of the original Diablo and Diablo 2, we've got a lot of people from the Diablo 2 team on our team still. So we wanted a game that played like the original Diablo. We wanted to destroy some mice, I guess, is the best way to put it. But we wanted a combat model that had a little more depth to it. We added a hot bar, which…originally all the 1 through 4 keys were used for potions, you used those to heal yourself. Now they're for a hot bar, where you can actually cast skills. The idea was, we've got this device that's taking up a lot of the user's time and energy in terms of control, and all it's doing is one thing. Four buttons, all to do the same thing, and the same for each class. We said, no, we want those four buttons to each do different things, and different things for each class.
We also added in a way to swap skills with the right mouse button, which is a nice feature. We changed the health model, so that players don't rely on potions. Instead they can pick up health power-ups from enemies. It doesn't change the basic way the game plays, but it gives it a little bit more depth. You don't have this one answer to healing in combat – "I'm in trouble, I hit a potion." Instead, "I'm in trouble, there's a health globe over there, and there's a 20-foot demon standing between me and it." That's a really interesting situation for the player, but it works with the same complexity of interface and gameplay that we had.
IGN: You mentioned using the right mouse button to switch between skills that play into the announcement of the monk today with the chain combo system. Are you setting up a certain number of key presses or mouse clicks to set up different switches between those that you can learn to make these combos? Do you have to worry about the timing, your left click, your right click?
Jay Wilson: The basic design of that, we try to always design around the two mouse buttons and the four hot buttons. We do have, like we said, the tab that switches the right mouse button, that's more of an advanced feature, though. We designed the game for you to be able to play without that. So the idea with the monk is that you tend to focus on two combo skills together. One on the left mouse button, one on the right mouse button. You go back and forth between them. The way it works is, every combo, every move that is a combo move, has three stages. Between the completion of each stage, you have a little over half a second to initiate another combo stage. If you don't, the whole system resets. If you do, then it advances to the next stage.
If you have one skill, like Way of the Hundred Fists, the first stage is a dash. The second stage is this multiple hit, it hits multiple targets. Third stage is this big hit, parry, then blast. You also have Crippling Wave, which is a completely different move. Stage one slows enemies, stage two debuffs them so they do less damage to you, stage three refreshes both of those debuffs and also does a little bit of damage with a regular attack. You can go back and forth between these two, opening with Way of the Hundred Fists to dash to your enemies, then hitting Crippling Wave to debuff a whole bunch, then using the last big enemy splash of Way of the Hundred Fists. All you have to do is click-click-click back and forth between two buttons.
IGN: I found that, being a Diablo 2 player, there is a specifically different feel to the combat. In Diablo 2, when you would go to approach an elite enemy, someone that's very difficult, you'd have a town portal close nearby. Basically, I would run back and get some potions there if I got overwhelmed. Here, what you're doing is you're hoping, is this next guy gonna drop a health orb, you want to stay in the thick of it. Is that result intentional, part of the changes you've made?
Jay Wilson: It's absolutely intentional. The combat you describe, a player putting up a town portal, getting a bunch of health potions ready, using up their health potions, opening up their inventory and loading more, jumping through the town portal, these are all pretty esoteric and weird ways to deal with combat, but you're using the tools that the developers gave you. You're doing the right thing. But those tools…they don't really promote the most fun combat model. Running away and jumping through a town portal, one, it makes the game too easy, and not interesting enough. But it also gives the designers an out to make the game too hard. Because, well, you can always just town-portal out.
So our focus has always been: get a better-balanced combat model, one that looks a little bit more challenging without actually being hard. For us, there's a big difference. Challenging is a perception of difficulty. Hard is actual difficulty. Obviously as we get later and later into the game, we get into Nightmare difficulties and Hell difficulties, which we are maintaining like the previous games, we're going to crank it up until the hardcore players' ears bleed. But our goal is to make sure that we have a combat model where even the early game is really interesting and dynamic, where the player is diving into the fight. And occasionally having to say, I don't have a lot of health, and I'm nervous about this next fight. That's an interesting situation to be in, and that's the kind of thing we want. We all have that memory of DOOM back in the day, where you think…I've got my fists, a rocket, and a berserk pack, and there's a room full of demons in there. Those are the best parts. That's what we want to create, those moments where the player has some tension, and doesn't have an easy way out.
IGN: Yeah, that's exactly what it felt like, with really easy enemies I was breezing through them, wading in, getting that massacre bonus, killing 20 guys at a time, but then I got to some guys that were electrified, a little tougher than the others, and there were no health orbs. When are you gonna drop them? My health is down to a sliver, am I gonna pop a health potion now? It's a very different feel from Diablo 2, and I wonder if the player base is going to want the same feel from before, or if they're going to embrace this new style of combat.
Jay Wilson: Sure. We've done a couple of things along the way as we've gotten feedback, that people want some more outs. We did put health potions back in, but they play a very different role. You can't spam them like you used to, you can only use them about once a map. The purpose of those is to take the edge off the loss of health. I don't have health, or I've got half health, do I want to use a health potion, or do I want to risk it? Ooh, I've got 10% health, it's not even a decision. That's a really interesting decision, and it makes potion use a fun part of the game.
IGN: Why not auto-cast a potion if you're down to 10%?
Jay Wilson: Because it takes the choice away from the player and we wouldn't want to do that. We really want the player to make that choice. So the other side of it is, we deal with some of the harder monsters, like bosses and rares and champions, they don't just drop them like that. They would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%. The other thing we did, because we design everything for cooperative play, if you pick up a health globe and you have a friend nearby, you both get the benefit. So that's something we did to make sure the system didn't favor people who are running forward, melee classes, who used to pull up all the health potions. Now they're actually helping the people in the back.
IGN: The barbarian obviously uses fury and the wizard uses mana, so what exactly do the witch doctor and the monk use to power their skills?
Jay Wilson: Right now the monk and the wizard and the witch doctor all use mana. The witch doctor is actually going with mana, that's official. The monk and the wizard are going to have different systems, and we haven't finished them, I can't talk about them yet. They are definitely both going to be different, but the witch doctor is actually going to be on mana, we like that convention.
IGN: We know you couldn't show the runes because you guys are still working on the map and everything else, but could you tell us a little bit more about them? And also, since the monk has his own innate runic tie-in in a way, based on his manipulation of his attacks, how does this differ from the barbarian or the wizard or the witch doctor in how he winds up using the system?
Jay Wilson: Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. One tends to be more damage-oriented. One tends to multiply effects, splits projectiles or bigger radiuses, things like that. One tends to be a very energy-efficient rune, so you cut down cost or in some way increases the benefit of the skill, so you get more for less. One tends to be more focused on death effects, critical effects. And one of them we call just…the weird rune, which is our grab bag for anything unusual we want to stick on. Every active skill, we define an active skill as a skill that you have to click to activate, can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with Ice Storm or Blizzard, one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different…the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.
IGN: Considering that a lot of what we've seen about the witch doctor has a sort of jungle theme, or level, are we going to see eastern-themed monsters or instances of where the monk is coming from? Or even character-specific quests or regions that you can fight your way through to the main quest?
Jay Wilson: Well, our story tends to focus a lot more on the two major demons and the impending invasion of Sanctuary. So the character classes tend to follow those events and not so much their homelands. I think the only character who actually goes through their homeland is, I believe, the wizard, Leonard [Boyarsky] knows more about this than me, sometimes I get this wrong. But I'm pretty sure it's the wizard. The monk's land we're not going to, but there are likely to be other monk characters and details about the religious group and the culture that he comes from.
IGN: Considering that D3's set 20 years after D2, are we going to run into any of the previous characters at any one time, and be able to say, oh, this was obviously this class or whatever else? Or will there simply be a mild break between the two…like, that's happened, we have chronicles of it, we move on.
Jay Wilson: There are some characters that are going to return, for sure. Both player characters, the barbarian is actually meant to be the same one who was in Diablo 2, but we are going to have at least one of the other classes show up in the game. And several of the NPCs, from both the original Diablo and Diablo 2.
IGN: Does that mean things like Wirt popping back up? Obviously Cain is going to be in there…
Jay Wilson: He's on like his eighth leg by now, right? [laughs] I don't know what we're gonna do with that little bugger. I mean, he's dead, so there's not much we can do with him…
IGN: You never know, he could come back as undead…
Jay Wilson: That's true, undead Wirt, that's not a bad idea.
IGN: Considering everything else as well, how has Cain changed? He's been a threat throughout the previous games and expansions…
Jay Wilson: Well, Cain's obviously a lot older, reaching towards the end of his life. One of the things that has plagued him all these years is that growing up, he was never much of a believer in the Horadric Order which was kind of handed down to him. It wasn't really until the events of the original Diablo that he came to realize this was all true, a serious threat. Throughout the original Diablo and Diablo 2, he re-familiarized himself with what he grew up with. He's spent the last 20 years trying to atone, he's always felt that if he had been more active earlier on, maybe he could have stopped it, maybe he could have prevented all this from happening. So that's what he's spent this time trying to do, trying to figure out how he can put an end to all of this and stop it once and for all. His urgency has become even stronger, because he knows he's reaching the end of his life. So it's made him fanatical, a little bit, a darker character.
IGN: Have you confirmed how many unrevealed classes there are, to round out the entire party?
Jay Wilson: There's one more.
IGN: You did mention that it's being revealed next year, and that it's someone from the previous games…
Jay Wilson: I did say that. I probably shouldn't have said that, because we're not sure that's going to be the case. It's just logical, that's what we tend to do. But it may or may not. I'm not gonna answer it, anyway… [laughs]
IGN: I do have a pretty granular, specific question for you, anyway. How do you personally lay your hands on it and play the game? You have to have your thumb on the Alt button, to get the loot that drops. You've got the four abilities there. You've got your pinky on the Tab so you can switch between abilities. It just seems like it might be an uncomfortable position to play, is it something you've looked at during testing?
Jay Wilson: Originally we used the Ctrl button as well, that was our swap button. We moved it to Tab, even though that's a controversial place, because I believe Tab was the map in D2. I didn't use it that way, but a lot of people did. So a controversial location for that. But one of the things we're trying to do is make the Alt button an option, something you don't have to hit very often. So what happens right now is, when items hit the ground, they show their tags. So you can pick them up and judge before they fade out. Also, if you walk offscreen and come back on, they show their tag. That's an option, people can shut it off if they want. That being said, it's always been our goal to figure out if we can get rid of the Alt button, because we don't necessarily like it hanging around down there. Ultimately the final solution for the player is to use their own key bindings. If they're uncomfortable with the position of anything they can move it around. There's not that many buttons, there's actually even less for us than there were for Diablo 2 because we don't use the F-keys at all.
IGN: Considering that this is the big debut for the redesigned Battle.net, have you figured out anything you're planning on doing, with the exception of things like, obviously, easier ways of setting up co-op lobbies or creating panels so that everybody can immediately jump in and start up exactly where they left off?
Jay Wilson: Well, for us, Battle.net is…we're not quite at that stage. The full extent of our Battle.net development is that we do run through Battle.net. Pretty much everything that we reveal about Battle.net is going to be introduced in Diablo 3. I won't go through all of this because I don't want to take all your time, but the social networking aspects, the easy communication across games, and definitely…some of our big hooks are really good matchmaking, there was some poor matchmaking in Diablo 2, it was kind of esoteric and hard to use. We want a platform that puts you right next to someone else who's into the same thing as you, at the same level. We want you to be able to open up that friends list and say, oh, my friend Steve's killing Diablo, join! And you're right there next to them. We want players to be able to play together very, very easily. That's going to be a lot of work.
IGN: It's the situation I had with Diablo 2, I would be seeing "Cows 555 Go Go Go" or "Cows 666 Go Go Go" over and over again. Diablo 3 will remove the need to make that kind of hackneyed solution?
Jay Wilson: We definitely want to do that. It's not in the game, so this is not a promise, but I can tell you that my desire for that is that you just be able to hit Escape, menu comes up, and you can say, I want to redo what we just did. I want to replay this part of the game, restart my game essentially, with all the same people. And I just get a confirmation thing, hey, you want to? If they say yes, we go, and if they say no, they stay in that same game. Somewhere a programmer's heart exploded, but that's our intent, that you shouldn't have to have this really convoluted way to replay content. One of the other things that we'd really like to focus on is, that the endgame not actually force you…well, it doesn't force you, it's your choice, but not make the most advantageous way to play be to do the same thing over and over again.
IGN: Yeah, I made a sorceress and exploited Magic Find suit, which was the way to get the best loot in the game and give it to all my other characters.
Jay Wilson: Good job, sir, that was the best way in Diablo 2…
IGN: So am I not going to have to do that in Diablo 3? How are you handling loot in this game?
BZ: There's a couple of answers there. The first one would be…how do we handle loot, you're really probably interested in how we handle Magic Find. For Magic Find, we like the idea of Magic Find, it's cool, something happens and all of a sudden I have a better chance of getting gear. But what we don't like is that it changes how you play to such a degree. I dump really good items because they're not Magic Find items. I play certain classes because they're the best classes for Magic Find. So we want to keep Magic Find, but we want to pull that out of the balance. The easiest way might be to not make it item-based, or if we make it item-based, to make it something you could put on anybody. Maybe there's some way to grant your items Magic Find on top of something, but then that maybe has some kind of inherent cost to it. So we haven't decided yet, that's why we're kind of talking in riddles, but the key is, we don't want players to play that way. We don't want players' items to be dictated by Magic Find. That's not fun. So the next one will be the fact that you probably used a sorceress, is my guess, and the reason you probably did that was because items were less valuable for the sorceress.
The sorceress could fight really well without items. That was a flaw in the item design, in that that class didn't need items as much. So that's something that we've already fixed, through the addition of real power as an attribute, as opposed to magical power as a magic damage attribute. So now to really do the kind of damage you're going to need to do to do those runs, you're going to need items. That's part of what we solved there. The one class won't be able to clear the table because it has no need for items. All the classes should equally need items and be able to use items. The last one is, a player's tendency is to follow the path of least resistance. We learned this in World of Warcraft, if you make the fastest way to level killing boars until your eyes bleed, then that's what players will do. They won't do the most fun thing. They'll do what gets them progression the fastest. So we put in this massive quest system, it's a ton of work, but what it does is, it says, go kill some dudes over there, run over there, grab me three of those things, do this thing over here. When the player's always doing something different, the game stays fresh, it stays fun to play for a long time.
This is the philosophy we've put into the Diablo endgame. So it's not that you're not doing runs, it's that you're not doing the same run over and over again. There's a reason for you to kill this boss, then that boss, then maybe explore that dungeon. There's a benefit that pushes you around through all the content. We have some systems planned for that, but that's definitely our focus, to get out of that…I'm doing one run over and over again, and get to the idea of, I'm doing every possible run that can be done. To show off the broadest array of content.
IGN: D2 had a relatively large story that was kind of broken up. Are you still planning on doing the same kind of chapterized settlements, or are you building one epic tale that starts and doesn't really stop until the end credits?
Jay Wilson: Our system is still in progress. It's pretty close to being locked down, we've just got a couple of little details we're working out. We do have acts, like Diablo 2 did. They serve a different role now, they're mostly to break up major chapters, major elements of the story. But they're not necessarily a box for content, because we break down even more so than we used to. We take an act and we break it down into smaller chapters, each chapter has a goal and everything. But the overall act structure is still in the game. Between each one there's a cinematic, it's a way of saying, here's where the cinematics go, here's where we go to a new environment you've never seen before, here's where we branch to the next step in the story.
One of the things we didn't like about Diablo 2 was that…the story was basically the same story in each act. You showed up in the town and the townspeople said, the demon went thataway. In here, every act is different. The first act is a little bit more of a mystery, there's this cult that has been operating in and around the rebuilt Tristram, you're trying to find out who they are. Act two's a little bit more of an intrigue and deception-focused story, because Belial is in there. Act three, there's a lot more.
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Maakt nu niet zo uit want hij stond er dus niet meer in maar sowieso handig om de TS altijd even te checkenWard Vr schreef op zondag 23 augustus 2009 @ 21:24:
woops, topicvervuiling, sorry ! Zal in het vervolg dubbelchecken !
Dus kwam ik deze tegen in de TS:
http://www.blizzard.com/d...wall4/wall4-1280x1024.jpg
Het meisje kan ik niet direct thuiswijzen ... wat heeft zij ermee te maken ?
Als ik het goed onthouden heb is dat Leah, zij komt voor in de Cinematic trailer van BlizzCon08 (zie TS).
Wat zij er allemaal mee te maken heeft is niet bekend, eerst werd vermoed dat het de nieuwe sorceress zou zijn maar dat werd later ontkracht met de komst van de Wizard.
[ Voor 12% gewijzigd door psychoclown op 23-08-2009 21:35 ]
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Hij praat over 2 major demons en op het eind bevestigd hij Belial.Pheno79 schreef op zondag 23 augustus 2009 @ 23:03:
hmm, twee prime demons in de gequote tekst van psych hierboven? ? Waar is nummertje 3?
Mijn gok, en zo te lezen van veel meer mensen, is dat hij Belial en Azmodan bedoelt.
De beschrijving van de eerste act doet me trouwens erg denken aan Kabraxis die weer terug gekomen is in een nieuwe vorm.
Overigens kom ik net deze opmerkelijke screencaps tegen:




Description: These are screen caps from a visit to Blizzard Cinematics Dept. shown on he Blizzcon 2009 Live Stream. It's a model of Diablo. Although I am not sure why it's being built on a female model. Perhaps he has lost weight.
[ Voor 50% gewijzigd door psychoclown op 24-08-2009 00:00 ]
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Vicariously I live while the whole world dies
+ zitten er enorm veel stun/knockpack type damage in deze class vind ik
ik ben niet heel entusiast over deze nieuwe class
Of Leah gaat de boel p0wnenVicarious schreef op maandag 24 augustus 2009 @ 00:04:
Diablo is een vrouw, vond hem altijd al een beetje homofiele trekjes hebben.
Belial had ik al verslagen in en Lands of the lore 2, dus dat kan heul niet!!!
Dat denk ik eerlijk gezegd niet, ze heeft namelijk iets gezien en dan is de vraag hoe.Pheno79 schreef op maandag 24 augustus 2009 @ 08:13:
[...]
Of Leah gaat de boel p0wnen
Belial had ik al verslagen in en Lands of the lore 2, dus dat kan heul niet!!!
Op diii stond wel een leuke dat ze misschien een oracle kon zijn en dat ze Cain opvolgd want die zit bijna aan zijn eind in Diablo 3.
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Diii - Exclusive Blizzcon Interview: Julian Love and Kevin Martens
Diii.net: Why did you choose to reveal the Monk this year? Was there some debate re: the Monk vs. the other unannounced class?
Kevin: It was largely chance that we developed and revealed them in the order we did. We did the Wizard last year and that was a ranged, magical class. So this year we thought the Monk, as the game’s second melee class, would be a nice change. The Monk is a good contrast from the Barbarian, our real tank class. The Barbarian can’t move as fast as the Monk, and he’s much tougher. The Monk does as much damage as the Barbarian, but he’s not as tough or durable. He has to keep moving to keep from being dominated, but if he moves right he can dominate. This was the right time to reveal the second melee class.
Diii.net: Besides the Monk, what was another new feature that you were interested to see how the fans reacted to?
Kevin: The randomness of the game. We showed some desert areas this year, and they’re very large areas with lots of different things to do, and different monsters to fight. We really increased the randomness in those areas, as compared to the smaller dungeon playable at Blizzcon last year. The placement of the adventures and quests is much more random, and since the same missions can spawn in different areas with different monsters, that adds a lot of variety and replayability. We’re curious to see how the fans explore and what they like in this build.
Julian: I’d like to add that we’re careful about the variety in Diablo 3. We think that’s one area of contrast to D2. In this game we don’t just do randomness for the sake of randomness. We don’t just drop in random art tiles, for instance. The randomization in D3 promotes a higher level of gameplay.
Diii.net: We’re curious about the overall item balance and design theory of the game. What do you plan to be the best type of items, long term? In D2 now Runewords and Uniques dominate; what’s the plan in D3? Uniques, sets, rares, of player created items?
Kevin: We’ll have all those types of items in D3. Rares, sets, uniques, and more. And we also have runes that go into skills, for more variety there. At this point we’re not sure what the most popular or valuable items will turn out to be. We’ll tweak that during internal testing and see what shakes loose in the beta in the future. Way in the future. Elements of the economy could change drastically over time. Usually we can predict what the players will like and find valuable, but not always. We’re sometimes surprised by what becomes popular.
Diii.net: Speaking of the beta test, what’s the date on that? Can you give us any loose estimate?
Kevin: We’re still working on content and doing a lot of iterating. It’s hard to know when the game is ready for testing, since just because something is in the game doesn’t mean it’s good enough to ship. The Blizzard secret is endless iteration. Go over and over until something is perfect. How any given feature works with other features, classes, and all the content. We never know exactly where we are in the process since we’re working on everything at once. Julian, how do you describe when we’re done?
Julian: We know we’re ready when everyone is spending their time playing instead of working. That means it’s time to ship.
Diii.net: And how long will that be?
Kevin: (Losing patience.) It’s indeterminate.
Diii.net: I’m curious to hear more about the big bosses in the game. The only one that’s been seen is the Siegebreaker, and Jay Wilson said that he wasn’t even an Act Boss. So what’s an act boss look like? What sort of encounter will that be like for players?
Kevin: Players will know they’re up against a big boss when they have to change their gameplay style. You won’t be able to just charge in and keep using the same tactics you use against a group of Fallen. You have to be more careful against a big boss. A tank character cant just stand and tank as he’s used to. New strategy will be required. We want to make bosses interesting and powerful. They should be a challenge and be varied in what they require of all classes and abilities, as well as from parties. We want to make bosses more interesting than in the previous Diablo games. We look forward to showing them off, but we can’t talk about any specifics yet.
Diii.net: When Siegebreaker dies in the WWI gameplay movie, he spawns out about a thousand skeletons from his corpse. Is that the sort of thing we’ll see from big bosses? Multi-stage events?
Kevin: Some may be multistage. Some don’t need to be that way. It depends on the boss, the stage, the player level, etc. We require different tactics to keep it interesting. We can’t preplan everything at this stage, since we don’t know what range of levels the players will be when they reach the boss. And we need to consider how to keep the boss fun through additional encounters. So the third or tenth time a player fights the boss, it’s still fun and exciting.
Julian: We also want to use bosses to move the story forward. We have story-based elements to vary the bosses. For one thing, we gave the bosses different ways to kill players.
Diii.net: Like when Siegebreaker bites off the Barbarian’s head?
Julian: That’s his way of killing players, but that’s not the only way a boss can finish off a player.
Diii.net: Can you tell us something about the game’s act structure? Will D3 repeat the rigid structure of D2, where players move from one location to another in each act?
Kevin: We do have act, but we can’t speak yet about their structure. We’re still working with the sort of different material you’ll see inside each act.
Diii.net: I was thinking more about the content of each act. If they’ll have such a clear, continued theme as they did in D2? In that game, you knew exactly which act you were in from any level in the act. Will D3 be that thematically rigid?
Kevin: We have strong themes to the acts in D3, but not as related as they were in D2. There is more variance in D3 than there was in D2. Sometimes the very strong relation between areas is good, but it can also be bad. We want more variety in each act in D3.
Julian: Sometimes in D2 we stuck with the same thing for too long. The backgrounds could have used more changes. For example, look at the Catacombs in Act One. When players reached them it was about the third time they’d seen a very similar dungeon type, and I think in that case that “beat” was too slow in the game. We want to keep a more rapid progression between different level environments in D3.
Diii.net: Fans have noticed the different areas you’ve revealed in your builds so far. We got Tristram and Act One style dungeons last year at Blizzcon. This year we’ve got the desert. Is this D2’s sequence again? Are we going to see a jungle area at Blizzcon 2010?
Kevin: The levels we’ve shown in our Blizzcon presentation are intentional. There are a lot of nods to D1 and D2 in D3. We’re showing new parts of the world, and hinting at the new power structure. We want players to understand more about Sanctuary by the end of the game. We want to make D3 something special in its own right.
Diii.net: Can you comment on the cinematics? The overall length and presentation? When will players see them during the game, and how long will they run for?
Kevin: That’s not really been decided, since they’re still a work in progress. Currently the plan is to show some at the beginning and end of each Act, but the exact structure isn’t yet finished.
Diii.net: Any idea how long they’ll be in total? Comparable to D2?
Kevin: We really don’t know yet, since all of the scripts aren’t finished.
Diii.net: Has the design team given any thought yet to things like Battle.net rankings, PvP ranks, ladders, season resets, and so on?
Kevin: It’s vague at this point. We find PvP a very important issue and want to do a lot with it, but we’re working on co-op now. As we work on the single player game, the co-op is a natural extension of that effort. But we’ll work specifically on PvP at some point. We might be able to show some of that next year at Blizzcon.
Diii.net: I guess the ladder and ranking issues are also tied to the revamp of Battle.net 2.0, which isn’t really online yet.
Kevin: Yes, we’ll learn from how things work with Starcraft 2, and we’ll revise things to work best with Diablo 3 when the time comes.
Diii.net: A question about the art design. It seems to have undergone some fairly major changes over time.
Julian: There’s been a lot of notice of that, but we don’t think it’s such a big deal. Honestly, the art changes have been very minor from our perspective, as designers. It might seem more major to the fans, since you guys see the art progressing as we mean it to progress. The beginning of the game is much brighter than the ending. The change in mood, tone, theme, and visuals encompasses a much greater scope than was seen in previous Diablo games.
As such, the brighter dungeons and other areas were shown in the WWI gameplay at the launch. Now we’re showing areas that are further along in the game, and the content is darker. And the future areas are much darker and grimmer than what’s been shown thus far. So it might seem that we’re changing art styles, but our methodology and approach are the same. We want the game to feature bright, readable, embracing color, with a lot of grit and gore mixed in. Where it’s appropriate, though. We’re not just doing gore for the sake of gore, but because it needs to be there.
Kevin: Areas you saw in previous demos look much the same now, other than some minor tweaks and improvements. We’ll add shadows or details, but nothing has been largely reworked since the game was revealed. The changes fans are seeing are more about new areas than any ongoing art style redesign.
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@Pheno, wij vangen de klappen wel weer op
wil een Toyota Supra mkIV!!!!! | wil een Yamaha YZF-R{1,6} | wil stiekem ook een Ducati
"Security is just a state of mind"
PSN: scorpie | Diablo 3: scorpie#2470
Dat zijn speculaties die op verschillende fora de ronde doen dus ik zou er niet teveel waarde aan hechtenscorpie schreef op maandag 24 augustus 2009 @ 10:39:
Op n4g.com stond een link naar een artikel die out of the blue verkondigde dat de 5e class een Viking ging worden. Ik geloof er niks van ;p
Overigens knipt en plakt die site volgens mij echt alles en dat bericht van jou kan je alleen al niet serieus nemen door de spelling...
We have talked to one of our sourses, and we figgered out that the next diablo 3 class gonna be a Viking. Vikings is terrorize lands of Sanctuary, plundering, and murdering Tradeships.. Read the Full article for more information.
[ Voor 34% gewijzigd door psychoclown op 24-08-2009 10:43 ]
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Als er een bedrijf is waarbij ik de volle 100% vertrouw op hun art-direction dan is het Blizzard wel.tollo71 schreef op maandag 24 augustus 2009 @ 10:26:
Wel grappig om te zien dat al dat gezeik over te kleurig/niet duister genoeg na Blizcon '08 vrijwel is verstomd, terwijl volgende de disigners er geen grote veranderingen zijn geweest. Het is dus altijd de bedoeling geweest om "fleuriger" te beginnen en naarmate je verder komt in de game alles steeds duisterder en onheilspellender wordt. Laat Blizzard maar gewoon zijn ding doen. Ik denk dat het qua sfeer helemaal goed gaat komen.
https://niels.nu
Yeah, that's exactly what it felt like, with really easy enemies I was breezing through them, wading in, getting that massacre bonus, killing 20 guys at a time, but then I got to some guys that were electrified, a little tougher than the others, and there were no health orbs. When are you gonna drop them? My health is down to a sliver, am I gonna pop a health potion now? It's a very different feel from Diablo 2, and I wonder if the player base is going to want the same feel from before, or if they're going to embrace this new style of combat.
dit ruikt als random health globe drops... lijkt me niet goed voor de ongelukkigen onder ons qua item drops (pheno ik bedoel dus jouw)
Als Pheno, voor de verandering, eens bij ons in de buurt blijft profiteert hij ook van de health globes die wij oppakkenDalyxia schreef op maandag 24 augustus 2009 @ 12:30:
ff quote'tje
....
dit ruikt als random health globe drops... lijkt me niet goed voor de ongelukkigen onder ons qua item drops (pheno ik bedoel dus jouw)Jij gaat dus volle dungeon door moeten komen met 1 health globe terwijl bij de rest 36 globes droppen

Hehe inderdaadDalyxia schreef op maandag 24 augustus 2009 @ 12:30:
dit ruikt als random health globe drops... lijkt me niet goed voor de ongelukkigen onder ons qua item drops (pheno ik bedoel dus jouw)Jij gaat dus volle dungeon door moeten komen met 1 health globe terwijl bij de rest 36 globes droppen
Trouwens droppen grotere mobs vaker globes als kleine mobs. Zo heb je meer kans op een globe bij een Dune Dervish dan bij een Fallen Imp
Beste idee tot nu toe
Corrupt Tyrael, Corrupt Cain, Prime Evils doing a Power Ranger unification thingy...
[ Voor 10% gewijzigd door psychoclown op 24-08-2009 13:00 ]
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Diablofans - Diablo III Art Panel Coverage
First we will start off with a little bit more information on the Fallen of Diablo III. You might recall a while ago when our website did coverage on the Fallen when they were announced with an official Diablo III bestiary update (here) and been surprised with how far the little guys have come since their short-statured and goblin-like appearance in Diablo II, when they all nearly looked the same except for the differentiation between Fallen Shaman and Fallen and some color variation that, admittedly, did not often look appealing or add replay value to the game. So, it might be good that Mockery has reported this:
Mockery: They want demons to be easy to decipher. Easy to tell if you are fighting shaman or fallen.
We already saw a bit of their diversity with how many types of Fallen there were. It is good to see that Blizzard is striving, however, to make each of these distinct branches of the Fallen family as different, visually and mechanically, to players as a banana is from a bowling ball.
Often in Diablo II, gear on your character that was good to use did not always make your character look more powerful or intimidating, and most of it showed very little of what it's item icon was in your inventory. All of that, it appears, is going to change:
Mockery: As you get better loot, your character looks better and more powerful in Diablo 3.
And when asked about the appearance of the actual character model in the world of Sanctuary when interesting-looking unique items are equipped:
Questioner: Does every unique item actually change your in game appearance?
Blizzard: Majority of the items will. Can't promise all.
Blizzard stated that tons of artwork and artistic concepts never make it in to the final game, but did not say whether or not any of this would ever be availbile to fans. In Diablo II, in the disc files, you can find, for yourself, unused GIF and artwork files. It would be interesting to see if something similar happens with Diablo III. Or maybe even a collector's edition with it all in. Who knows?
On the detail of hero animation versus NPC animation, Blizzard stated that heroes will have an average of three times the animation depth that NPC's do. Whether we can be happy that heroes will have more animations, or sad that NPC's will have less, is left up-in-arms and for your interpretation.
On the detail of dungeons, Blizzard representatives were able to tell us a little more.
Blizzard: Expect dungeons to be very detailed. Dust flies off old books 'n chests, etc ... items fly off tables if they get in the way of combat ...
It's good to see the developers are puting that Havoc physics engine to good use, I'd say Furthermore, on shadows in-game, Mockery had this much to say from his viewing of gameplay videos:
Mockery: Shadows on the floor of all players in dungeons look really nice too ... Shadows move with items that are casting the shadow ... ie: something gets knocked over, you'll see the shadow move along with it realistically
On the development of the new desert area, the Borderlands, Mockery scooped up the following on the menacing feeling previously employed in Diablo II's areas and, even more so, in Diablo I:
Mockery: They want all the Diablo zones to be VERY hostile looking [.] Lots of native dwellings out in the middle of the desert. There are some mutilated bodies in the desert area from the demo, saw some when I played yesterday
When asked just how gory and desecrated these corpses looked, though, Mockery had this to say:
Mockery: I thought somebody spilled strawberry jam on all over certain areas on the screen.
In regards to how zones (like the forest area we saw last year, the Tristram area, and the Borderlands) are pieced together, since (I believe- correct me if I am wrong) it was confirmed that the acts will contain more than one area type:
Blizzard: They use zone specific landscaping building blocks to piece together the various zones.
The Q&A section went on to say that Blizzard builds their own textures from scratch and that a large focus of the development process this time is on replayibility with the new game in the series.
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Diablofans - Fansite Press Conference for Diablo 3 and WoW
The first bit of news might come as a bit of a turn-off. It has been confirmed that player-made mods will "not be in Diablo III". What this means is somewhat nebulous, since obviously player-made mods will not be an integrated part of the game when you buy it, but I would venture to guess that this means that it will be harder for such mods to be made. This is mostly a let down, I feel, since mods were a big part of Diablo II after players played the game to death over it's decade-long lifespan.
In Diablo II, we saw the return of the three Diablo I heroes, the Warrior, Sorcerer, and Rogue, as the Lord of Terror, the False Summoner, and Blood Raven, respectively. It would appear that the same can be said of the relation of Diablo II to Diablo III, as it has been promised that we will be seeing Diablo II characters returning as NPC's in the coming game:
Mockery: Blizzard says Diablo 2 characters will make a NPC return in Diablo 3
In Diablo II, fans and players traveled around the world of Sanctuary to various areas, some large cities and some isolated retreats against the forces of Hell. In this areas, some more than others, we saw that there were many NPC's in the cities, but the vast majority of them were not interactive or speaking. However, in Diablo III it would appear that we will be seeing more dynamic NPC's in-game:
Mockery: Lots of NPCs though, some of whom send you on mini-quests
When asked about the number of mini quests in the area of the demo alone (a short area in the Borderlands), it can be discerned that we will be seeing plenty more quests, as previously stated by Blizzard, than in either of the two older installments:
Mockery: Hard to say how many [quests] overall, I wouldn't be surprised if they had anywhere from 15-20 mini-quests in the demo depending when you played
If you would like an idea of how some of these quests played out, well, they seem to be action-packed:
Mockery: my favorite was killing all the occultists and freeing their slaves though. very gory and nonstop action ... Escaping the collapsing dungeon (a timed 3-minute quest) was challenging too, especially if you tried fighting enemies and opening chests. Most people agreed the best strategy was to just RUN ... There's also a cool quest, which i mentioned before, where you have to kill a giant Dune Thrasher (basically, a sand shark creature) that ate some poor guy's son for lunch. You then return the son's jewels to the grieving father for a bunch of experience. Usually levels you up
Another change from previous games in the series with the new game is that quests will be failable, some even with dire consequences if you cannot complete them within a specified timeframe:
Mockery: it tells you that you failed, or you die depending on the situation. If your time expires in that collapsing dungeon, you die
If anyone would like more on the fright-factor of the playable demo, in addition to more-than-necessary gore, we can bve expecting anything from impaled corpses to hanging bodies:
Mockery: I saw dead people hanging, I saw dead people impaled on spears, I saw dead people on torture racks, I saw splatters 'n guts where I'm sure somebody died a horribly painful death... the works. They're not holding anything back when it comes to splattertastic gore in this game
Silversurfnstud then asked about the female Monk when he could get a question in, and Blizzard replied saying that information on the female Monk will be released soon in a small announcement. Hopefully that will be following shortly after the BlizzCon has come to a close. And for any of you still questioning the implementation of female Monks, which obviously do not exist in our world:
Mockery: people were askin Blizzard how there can be female monks in Diablo 3 when they don't exist in the real world. So that's why Blizzard was saying Diablo is "their world" and they can have female monks if they want to
On the death mechanic, which may or may not be concrete at this point, so far there are no penalties for death (like in previous games, where experience and/or gold paid for your decease), although we may be seeing an interesting new type of potion that could add a new element of cooperative play:
Mockery: If a ally used a potion of revival you would spawn where you died. If no ally revived you you respawned 5 seconds later at your last checkpoint
Some other things of note were a new modifier which would add a percentage to your magic damage (Silversurfnstud reported a percentage as high as 49% on an amulet), Quest Items are as of now the color previously kept for Sets- green, and it would seem that Town Portals have been officially cut from the game:
Mockery: Town Portals Have officially been Cut out of d3, They stated they thought they took away from the action. They also stated a waypoint like system would be returning
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