The auction house doesn't sound like a bad idea.. I'd love to be playing a melee class, find a rare Staff and sell it on for cash.
I'm not terribly upset about the always online decision here. Out of the 1000+ hours I spent on Diablo II, only about half an hour of that time was spent without an internet connection, I'd say. Of course I'm sure some people actually did play singleplayer, so they would be understandably upset.
[media]http://www.youtube.com/watch?v=ZiE0Kb9V1WE&feature=feedu[/media]
No skill tree/attribute points
Not the Diablo I wanted.
when diablo 3 is released everyone should just go buy diablo 2 again
[QUOTE=Charlievrw;31471682][media]http://www.youtube.com/watch?v=ZiE0Kb9V1WE&feature=feedu[/media]
No skill tree/attribute points
Not the Diablo I wanted.[/QUOTE]
So no builds? We're put on a set path?
Here's what you should have done, given Diablo 2 better graphics, more items/variety, more skills per class, more classes, more enemies, more bosses, more levels.
Not this.
[QUOTE=Badunkadunk;31475433]Here's what you should have done, given Diablo 2 better graphics, more items/variety, more skills per class, more classes, more enemies, more bosses, more levels.
Not this.[/QUOTE]
Everything you just asked for was pretty much done...Of course some things have been changed, but honestly don't judge a game that hasn't even released it's beta yet.
skill trees and attribute points kinda make a Diablo game what it is, i mean attribute points okay but skill trees? seriously?
That doesn't sound quite like what I expected, I hate using this phrase, but it looks kind of dumbed down.
What's wrong with using something like the D2 system?
[QUOTE=amgoz1;31476315]What's wrong with using something like the D2 system?[/QUOTE]
Jay Wilson answered this in an interview:
[quote]Q: I’m sure there’s a lot that went into it, but could you just kind of give a cliff notes version of what brought about the decision to fully remove skill points? I know one of the great benefits of it is it’s very easy to interchange and you’re not dedicated to one set path. And obviously with that, I guess there’s no more skill reset with no skill points?
A: When we put the game out into internal alpha, we had the system that we’ve shown previously at Blizzcon which is where you had 7 slots, you put skills in those slots and assigned skill points (mumble mumble). What we found was, the UI was essentially telling people “you should have 7 skills.” But the skill point system says to players, “if you really want to be optimum, you should dump everything into 1 skill or 2 skills.” We tried to fight that a little by having escalating caps on skills, but it didn’t really work. So the two things were fighting with one another and the result of what we were getting was not what we wanted, which was more skills than people generally had in D2. Our combat system is really based around having somewhere between 4-6 skills.
The other side of it was, by popular demand, we put in respec. What we saw happening was players would get their starter attack skill and they’d put points into it, which was great because they didn’t do that in D2. Once they figured out the system, they said, “ooh, I shouldn’t put any points in these skills,” which is terrible. But what happened was that they’d level up and get to that next skill they want - they’d have Magic Missiles and they’d get to Arcane Orb and decide “I don’t want Magic Missiles anymore, I want Arcane Orb.” So they’d respec that early skill, take 5-6 points out of it, and mass dump them into Arcane Orb. And one, that’s a balancing nightmare, but more importantly, it felt really bad. It felt even moreso like the character was trivialized, because these points could be just massively pulled from one place to the other.
So those things kind of warred against one another, so we thought, “what happens if we just take skill points out and just say, choose your skills, that’s what’s most important.” And that actually worked really well. What it revealed was kind of a further truth about how people play Diablo, and I kind of referenced it earlier, it’s not a game like WoW where you start with Fireball at level 1 and at level 85, you’re still using it. It’s possible to do that, to take a starter skill and make it viable end-game, especially with runes, but it’s not the instinct of what players do. Players want to level up to get to more powerful skills because they have that very finite window of skills, they want to respec and get into that big skill. A game like Borderlands actually has a great model, because their attacks are tied into items and you’re used to items cycling out all the time, so it feels really natural. But for Diablo, it felt really unnatural to be doing the activity that you wanted to do the most(??). So we altered the skill system to provide that to players: “you know what, you actually can switch out skills as much as you want. That’s the way you naturally want to play, so we’re going to let you do that.”
However, a system still needs restrictions to make it compelling. The restrictions we put in was to cap that total number of skills, both as you level up, but also we even pulled the cap down a bit to six skills because 7 actually felt like people could kind of get everything they wanted, but at 6, they start having to make really hard choices about what to get. It seems like just a one skill difference, but it actually made a really big impact. So you combine that with having to choose from one of several different rune effects per skill and you start getting a lot of diversity in builds. And building those characters becomes really compelling, and that’s what we were going for. A system that has a really compelling build process to it.
I realize this is not the cliff notes. The last thing I would throw out about this, and this is something that we always kind of had a pipe dream about that I think this last revision of the system actually might be the first skill system that we’ve ever done where the player’s first instinct is not going to be to go to a website and check out what their build is, and that’s wonderful. That’s what we want. We want players to discover within the playspace, make choices based on information, not just based on “well, this sounds good, I hope it works, but I never got a chance to try it out.” So that’s one of the advantages of the system.[/quote]
Diablo III: Extreme Casual edition, where fourteen year old kids use their moms credit cards to 'pwn' you in PVP.
Can't be arsed to build your character? Don't worry, they took it out. Now everyone will be all the same. the only thing setting you apart will be your gear, which will be entirely meaningless because they're letting people buy it for money.
The gold auctionhouse will be pretty much non-existant, because why would anyone use that when you can throw shit on the $$auction house$$ and make mad cash from socially inept basement dwellers with too much money on their hand.
Goddamn you Blizzard. What happened to the company that strived to create what their customers wanted. Ever since the activision merge you've turned into a bunch of moneygrubbing demons, squandering their good name for a few extra bucks.
[QUOTE=Charlievrw;31471682]No skill tree/attribute points
Not the Diablo I wanted.[/QUOTE]
Oh no, being limited to certain skills is now completely optional
What ever will I do
[editline]2nd August 2011[/editline]
[QUOTE=V12US;31481943]Diablo III: Extreme Casual edition, where fourteen year old kids use their moms credit cards to 'pwn' you in PVP.[/quote]
Wow, I've never heard anything similar to that before.
[quote]Can't be arsed to build your character? Don't worry, they took it out.[/quote]
By it, you mean the limits restricting you to only ever being able to use specific skills.
[quote]Now everyone will be all the same. the only thing setting you apart will be your gear,[/quote]
And, you know, the skill modifications, which skills you have active, your playstyle, and you. Other than that, though, it's 100% the same.
[quote]which will be entirely meaningless because they're letting people buy it for money.[/quote]
I honestly don't see a problem with this.
[quote]The gold auctionhouse will be pretty much non-existant,[/quote]
Baseless assumption.
[quote]Goddamn you Blizzard. What happened to the company that strived to create what their customers wanted.[/quote]
You do realize that the point of companies is to provide what the customers want so that the customers will give them money, right?
Oh well, "No Mods" does not mean "No Mods" in Blizzard games. Really easy to swap/inject stuff if it's still using MPQs.
Diablo 3's still going to be just as fun, but they've pretty much killed all replayability in the current system, and possibly destroyed the longevity of the game.
Levels 30-60 will be incredibly boring item farm, considering that there's [B]zero[/B] user input in regards to player progression. Sure, your skills will scale the same way they would before, but you don't visually see the numbers rise when you level up. In Diablo 2, it felt really awesome when I put points into Meteor, mainly because I would see damage increase by 400-500 per point. That's not there in Diablo 3 unless you look at every one of your skills after you level up, which is incredibly tedious and I highly doubt it will happen.
Creating multiple characters of the same class is now pointless, which in turn leads to a pretty boring game. Once you have all 5 characters in Inferno difficulty(which I find unlikely to happen, considering how boring 30-60 will be), you're pretty much done with leveling up characters. In Diablo 2, you'd have to create ~2-3 of each character in order to try everything out, and that's excluding the expensive off builds(melee sorc).
You can argue that Diablo 3 will have superior experimentation, but you should realize that easily accessible experimentation does not create replayability. Look at Magicka. Magicka has a ton of experimentation. What it lacks, however, is replayability. Everything is served on a golden platter, and players do not have to put any effort to finding the best combination of spells.
Contrary to my post, I really think that Diablo 3 will be a "great" game, just like Borderlands, Brink, and Terraria are "great" games. You'll play it, you'll have a lot of fun, but it won't stick; it won't maintain an active player-base. And yes, I realize that I haven't played the game yet.
[QUOTE=Tc3001;31486812]Creating multiple characters of the same class is now pointless, which in turn leads to a pretty boring game.[/QUOTE]
It would be pointless even if skill points were still around. An overwhelming majority of players prefer to have respecialization in the game (they even added it to Diablo 2 later). What's the point in making multiple characters of same class if you can just respec the first one?
[QUOTE=G-Guy;31492587]It would be pointless even if skill points were still around. An overwhelming majority of players prefer to have respecialization in the game (they even added it to Diablo 2 later). What's the point in making multiple characters of same class if you can just respec the first one?[/QUOTE]
Sorry, I guess I didn't state my point very clearly. I really want respecs in Diablo 3, but I don't feel like they should be given freely. The Diablo 2 team handled this very well, by turning respecs into a valuable feature. You only had 3 free respecs, and would have to farm 4 uncommon items to get a new one. The main problem with the Diablo 2 system was that it lost [I]a lot[/I] of value at levels 88+, since you could only have a max of 99 skill points, and any over that amount were lost.
If Blizzard were to find a way to make respecs valuable again, then I would have much higher hopes for Diablo 3.
Does anyone play Diablo 2 anymore?
[QUOTE=booster;31508450]Does anyone play Diablo 2 anymore?[/QUOTE]
As I said last page I've been playing a new character that's in act 2, and I was gonna play with a guy but I don't know what happened with that.
[QUOTE=booster;31508450]Does anyone play Diablo 2 anymore?[/QUOTE]
I still do. Playing on my lvl 27 pally on uswest softcore nonladder.
Q3 is beta.
so this month pretty much id say
I just don't get a thing with the skills, do you level them up to increase damage and possibly duration like in D2? If not how do you increase the effectiveness of your spells?
[QUOTE=Boomersocks;31511662]I just don't get a thing with the skills, do you level them up to increase damage and possibly duration like in D2? If not how do you increase the effectiveness of your spells?[/QUOTE]Skills' damage/duration increase automatically as you level up.
I guess I'll wait until it's been released for a month before I buy it. Until then, D2 will keep me great company.
If they took the D2 drop style out (if you get it first, you keep it), then I will be mighty disappointed.
[QUOTE=Tc3001;31512064]Skills' damage/duration increase automatically as you level up.[/QUOTE]
That sounds incredibly easy compared to d2.
I hope they include those impossible to find set items.
Like that "IK set" for Barbarian.
[QUOTE=Aezir;31469887]Give the rights to blizzards games to brother laz (median xl developer), or have him be the lead developer or something. I feel like he knows how to improve on diablo 2 and not casualize it , so why couldn't it work for the other games?[/QUOTE]I think Medial XL is overrated. Even after getting used to the bizarre class design, I got bored of it before I even made it to any of the challenges. Single word runewords were also an awful idea, it devalued unique items because they were so easy to get.
[QUOTE=froztshock;31470584]Welp, that's that. I really though that this would be a game I'd get. I thought that blizzard hadn't fallen this far but i guess I was wrong. I suppose my money could go towards a diablo clone that doesn't require always on DRM bullshit instead. Anyone know about any that have some kind of item customization system similar to diablo 2's gems/runes and sockets? I've always enjoyed that.[/QUOTE]
Check out [url=http://www.torchlightgame.com/]Torchlight[/url] and, when it comes out, [url=http://www.torchlight2game.com/]Torchlight 2[/url]. The first one doesn't have multiplayer but they are adding it to the second one since it was hands down the most requested feature.
[QUOTE=KigJow;31512204]If they took the D2 drop style out (if you get it first, you keep it), then I will be mighty disappointed.[/QUOTE]
They did take it out. Now loot drops individually for players (meaning when you or members of your party kill things, only you see the items that drop for you, but if you pick it up and drop it, other players can get it).
Reason for doing this is how players would scramble to get whatever items they could rather than focus on co-operating with teammates to slay more monsters.
[editline]3rd August 2011[/editline]
[QUOTE=Boomersocks;31511662]I just don't get a thing with the skills, do you level them up to increase damage and possibly duration like in D2? If not how do you increase the effectiveness of your spells?[/QUOTE]
[QUOTE=Tc3001;31512064]Skills' damage/duration increase automatically as you level up.[/QUOTE]
You can also modify your skills with skill runes, which can dramatically alter the skill. There are five different rune types, with seven levels for each type.
Passive skills can have effects on other skills, and items can also affect skills (for instance shield bash would depend on shield I presume). No info from Blizzard if items can affect spell skills though (like in Diablo 2 where it could give +X skill points to etc, except in D3 could simply increase effectiveness or elemental damage or etc).
[QUOTE=G-Guy;31514960]They did take it out. Now loot drops individually for players (meaning when you or members of your party kill things, only you see the items that drop for you, but if you pick it up and drop it, other players can get it).
Reason for doing this is how players would scramble to get whatever items they could rather than focus on co-operating with teammates to slay more monsters.[/QUOTE]
Still don't see the reason. Me and others did quite fine with the free for all drop system. It's not like we couldn't hold off monsters/bosses on our own anyway.
I think they did it for people with shitty characters, like the ones that put points into things that they don't need. Let them suffer, I say.
It should be the devs' way of making people more aware that their characters are shitty.
[QUOTE=KigJow;31517601]Still don't see the reason. Me and others did quite fine with the free for all drop system. It's not like we couldn't hold off monsters/bosses on our own anyway.
I think they did it for people with shitty characters, like the ones that put points into things that they don't need. Let them suffer, I say.[/QUOTE]
ummm they have a single reset all skills and stats ability now in act 1 at akara in every difficulty now
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