1. Monsters and destroyable scenery fly like pinballs when struck. Looks very unrealistic and silly! Blizz, can you please tone down the physics a bit? It feels like Titan Quest!
I believe a solid point of playing any diablo game is about being a bad ass. Nothing to me about this seems silly. I actually enjoy it. Since when was Diablo supposed to be realistic?
2. Fonts are ugly and unfinished, but I believe this will be fixed
I personally haven't payed much attention to this so I can't comment.
3. Level up and new skill announcements pop up right in the middle of the screen and obscure the action. I hope these can be turned off, just like any type of battle feedback, like damage, crits, gold picked, etc. Completely unnecessary and distracting!
A prompt in the middle of the screen is distracting when you're killing waves of monsters? There's enough going on that I doubt that little prompt will be that distracting. I think it's great since I remember playing D1 and D2 plenty of times late at night with the sound almost off and not noticing I leveled right away.
4. Players not taking damage from activated traps (falling walls, etc.) is unrealistic
Honestly in the past games, these seemed like a joke. I don't think I ever died to a trap in D1 or D2. They were more annoying then anything.
5. Mouse cursor is ugly and organic. What happened to the gauntlet?
People have stated the animation changes depending on what you're mousing over. I personally could care less what the pointer looks like. It could be Wirt's leg and I wouldn't complain.
6. Comic-style balloon boxes popping up when characters speak are annoying
You'd rather have the scrolling, slow textboxes that took over your whole screen again?
7. The aura effect around dropped gold coins is annoying. Dropped gold looks like flying sparkles
Gold is important now, they want people to pick it up.
8. Characters and NPCs never shut up, I hope there is a way to turn off those prompts (like "not enough mana", the templar exclamations and etc.)
Haven't noticed this in any video so can't comment.
9. Quest exclamation marks above NPCs' heads are a bit annoying and too WoW-like
I guess an exclamation mark can't just be an exclamation mark anymore. It has to always be WoW-like... Seriously, who cares? The exclamation mark is a staple of questing in gaming now, regardless of WoW doing it.
Overall I disagree with you. I feel like so many people are nitpicking. The game looks like it adapting to the times. If I wanted Diablo 1 or 2, I'd just be playing those again right now. I'm a vet who's been playing since the D1 demo was released. I'm excited for this version and I am welcoming the changes with open arms.
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Member for 15 years, 3 months, and 5 days
Last active Sun, Dec, 8 2013 14:26:18
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Lith posted a message on What annoys me in the betaPosted in: Diablo III General Discussion -
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Flyhumpy posted a message on Closed Beta Has Begun!*lays the pistol on the table* "that was close."Posted in: Diablo III General Discussion -
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Zero(pS) posted a message on I found this on youtube today...Posted in: Diablo III General Discussion
+1 - I feel disgusted. I'm glad real Diablo fan's reactions to it are similar to mine.Athene is a troll, and he's very proud of it. There's no doubt he made this video to be factually incorrect since his "for science" crap was a flop, and nobody pays attention to him anymore. If you ignore him some more, he'll go away for good and we can all rejoice with beer.
Diablo lost half his weight imagining AtheneWins playing Diablo 3... #fact - just saying.. -
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Illythia posted a message on I found this on youtube today...Athene is a troll, and he's very proud of it. There's no doubt he made this video to be factually incorrect since his "for science" crap was a flop, and nobody pays attention to him anymore. If you ignore him some more, he'll go away for good and we can all rejoice with beer.Posted in: Diablo III General Discussion -
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isei8388 posted a message on Lots of Armors and WeaponsA few more here:Posted in: Diablo III General Discussion
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Drakefish posted a message on Lots of Armors and WeaponsEnjoy!Posted in: Diablo III General Discussion
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SemperHi posted a message on An organized Image Compilation of all sets of armor for all the five classes [17 tiers and spoilerish] EDIT: Wizard helms includHey everyone, I took some of the leaked datamined item pictures posted on a Diablo fansite, and organized them to take a peek at how our characters will look like as the progress through the game. I think it came out pretty nicely, so much in fact, that I created an account (finally) to share it with you guys.Posted in: Diablo III General Discussion
Sadly, I couldn't find any files with the Wizard helms, and I did not include itens with shared appearence such as rings, bracers and so forth. Also there appear to be class specific armor such as belts and helms which I couldn't find for all 5 classes so I excluded them as well.
On a side note, all the itens listed below are in their male version ATM.
You can check them out on the following links:
Barbarian:
1-9
10-17
Demon Hunter:
1-9
10-17
Monk:
1-9
10-17
Witch Doctor:
1-9
10-17
Wizard:
1-9
10-17
What do you think? Which tier &/or class did you like the most?
EDIT: Wizard helms are now shown! -
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Drakefish posted a message on All Weapons EffectsHere's a simple video showing all the current implemented weapons effects. Enjoy!Posted in: Diablo III General Discussion
http://www.youtube.com/watch?v=eII0_UAsuJs -
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peign posted a message on The Ultimate Icon Thread!ok this helm totally looks like sauron's helm from LOTR as does the rest of the armor that goes with it.Posted in: Diablo III General Discussion
One Barb to rule them all. -
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ScyberDragon posted a message on matching logohere is the matching logo as requested. Let me know if something needs changed on it.Posted in: Wiki Sysop Forum
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Official Blizzard Quote:
Bashiok, will the dyes be used solely on individual armor pieces or will there be patterns that change the entire scheme of the character's attire as well?
There are specific slots that are able to be dyed, and it's generally the slots where dying them would actually matter (ie they have some surface area to be dyed).
The dye system is also not a tinting system. And by that I mean we don't apply a color shift to the entire piece of armor. Each piece of dyable armor is specifically designed and built with certain areas that can have their color changed. It could be as simple as a strip of cloth running down a chainmail chest piece, or as complex as an entire robe. We hand craft and designate these areas, and in combination with specific colors we've chosen, we can allow players to have a lot of additional visual variety, while maintaining a controlled look and style to the game.
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That's the Wizard's Explosive Blast skill :P. Gameplay of it can be seen here.
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In Diablo 2 no system existed to let personalize the look of your armor. In fact visually speaking, the only factor that could change your armor's appearance was placing a gem into a socket, to which the outcome wasn't always very appealing.
The dyes are represented by a rather suiting vile of dye in your inventory, as seen in the pictures to the left and right. Each dye will also have some flavor text describing its existence in the world. Also, it seems dyes will have to be activated via right click, than placed in an armor slot via left click. This will help prevent accidentally dropping your dye into a piece of armor.
It's clear Blizzard brought this system up to par as a viable way to extensively personalize your character through coloring each separate piece of armor. Though they may not just be limited to colors.. More on this later.
As debuted in the 2010 Crafting Sanctuary Blizzcon Panel, Christian Lichtner talks about how the system is here to maximize the level of customization available to the player. Using the Wizard as an example, he touches on how some color dyes will be more rare than others. He uses crimson red as an example of one of the more rare Armor Dyes.
Armor Dyes may not be just limited to colors though, as Magistrate and I got some interesting Twitter responses on this topic.
Official Blizzard Quote:
Magistrate17 - @Diablo Will any of the dies change anything more than color? Like, apply metallic effects, per se? Or something like textures, like rust?
Diablo - @Magistrate17 What will end up in the final game is still a bit unknown, but we have toyed around with some interesting dye effects.
MultiKillGaming - @Diablo Did we see all the armor dye colors at Blizzcon?
Diablo - @MultiKillGaming No. Most, but not all.
The possibility for special effect Armor Dyes isn't out of the question. We saw must of the dyes at Blizzcon, but not all.
The future of Armor Dyes is not certain though. Not long before Blizzcon Bashiok commented on how the current system isn't set in stone. With the recent cut of the Talisman, Bashiok's words on this shouldn't be disregarded.
Official Blizzard Quote:
I wouldn't take the mechanics of how dyes will be accessed as gospel just yet, there have been many ideas on integrating them with other systems, but for the sake of implementation they're drops. They could stay that way, we'll just have to see.
Q u o t e:
Bashiok, will the dyes be used solely on individual armor pieces or will there be patterns that change the entire scheme of the character's attire as well?
There are specific slots that are able to be dyed, and it's generally the slots where dying them would actually matter (ie they have some surface area to be dyed).
The dye system is also not a tinting system. And by that I mean we don't apply a color shift to the entire piece of armor. Each piece of dyable armor is specifically designed and built with certain areas that can have their color changed. It could be as simple as a strip of cloth running down a chainmail chest piece, or as complex as an entire robe. We hand craft and designate these areas, and in combination with specific colors we've chosen, we can allow players to have a lot of additional visual variety, while maintaining a controlled look and style to the game.
One thing is for sure, Armor Dyes will be yet another valuable way to customize your character in the world of Sanctuary.
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Now, how party distribution works is as long as a player is in proximity (we don't know the exact distance) of the monster(s) killed, they have a chance for their own drops. Killing hits don't matter, neither does total damage input. The only thing that matters is that you're close enough to the monster when it dies to get your own drops. If you're not close enough, you're out of luck.
Furthermore, each player rolls their very own drops when a monster dies, and their in the proximity. So say me and 3 other players kill a boss, I get The Super Axe of Kick-Ass, a super rare item. That has no effect on what the other players got. Each player would get their own drops, which only they could see or pick up. So if one player has a very high Magic Find rating, he has a better chance to drop good stuff for himself, but that in no way effects anyone else's drops.
Second question: Nope.
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Over the past few days the Diablo Twitter Page has had a consistent amount of Tweets. These small tidbits of information can give us some insight on how the development team feels on certain subjects, and what they're working on currently.
Starting off, there has been short mentions on how many characters will be allowed per account. This topic has often went hand and hand with mention of the large capacity of the shared stash. Responding to a Tweet asking if ten would be the final number of characters allowed per account, Blizzard responded uncertainly. This Tweet also notes how the team is still unsure of how they will handle death in the HC Arena.
Official Blizzard Quote:
Less final than the witch doctor is a class, and more final than what happens to hardcore characters when they die in the arena.
On the topic of game settings, besides a confirmed private game option, and game search feature, there will also be a match-making system that will pair you with players who are on the same quest as you. This is a very useful feature, for in Diablo 2 it was very difficult to find players who were on the same quest as you; unless you count rushing..
A lengthy Tweet chain on the Diablo 3 Economy revealed some of Blizzard's feelings regarding the matter. Comparing the economy of D3 with D2 is kind of like comparing an electric car to a gas car. Same function, same general mechanisms, yet very different at heart. Blizzard knows the problems with Diablo 2's economy, and have taken grand action to correct them for Diablo 3. A huge problem with the old economy was duplicating, be it actual items for use, or item currencies such as Sojs, 290s, etc. Blizzard is confident this issue won't exist in D3. A huge part in this claim is the required connection to play the game. Any suspicious activity can be instantly saved on record, and acted on accordingly.
Even without duping, a valid concern for the longevity of the economy in a game such as Diablo is reasonable. Seeing as Blizzard is very against soulbinding items, even the rarest of items will inevitably build up in the economy. There are widly varying opinions on soulbinding, both for and against. It seems Blizzard is still settled on not implementing such a binding system.
Official Blizzard Quote:
It's just not a great system for how item drops work in Diablo. And this is too complex to discuss over Twitter.
Official Blizzard Quote:
-let's be crazy and say 1% of end game items are awesome.
1% is ridiculous because the best items will be far, far rarer that 1%. 1% is common in how many drops fly out. But anyway...
Official Blizzard Quote:
gavilanex @Diablo wazzup bash?! How's the beta going??
Diablo @gavilanex Beta hasn't started yet, we're getting there. Hopefully well once it does.
Be sure to vote in the latest poll, and listen to DiabloCast Episode XXI here!
Diablo 3 at Gamescom? Yup, check out what's expected!
Missed out on the past few weeks of heavy D3 news? Relive The Flood and quench that thirst for D3 info!
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It's actually a far bigger issue than just visuals, the problem is much more about maintaining a good PvE difficulty level. In Diablo 2 with 8 players on screen there was absolutely no challenging parts of the game due to this same balancing issue. Scaling monster HP and stats to suit 8 players would mean that the second a player strayed away from the group, they'd be completely screwed. This is a terrible game play mechanic.
Through thousands of hours on combined in house in-game testing Blizzard has found the best number to maintain a very reliable scalable difficulty level to be at 4 players. You can rest assured they tested 5, 6, 7 and likely at one time very early on 8 players. They chose the 4 player cap for a valid reason, so simply maintain true in-game challenges.
To touch on visuals, they want you to feel powerful. The heroes in Diablo 3 are supposed to be even more powerful than the heroes of the past 2 game lore wise. The development teams wants this to show through in every aspect of your character. Because the cap is set at 4 due mostly to the difficulty issues, this allows the team to beef up the visuals of your skills to match the limits of the 4 player cap visually.
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Since the first announcement of the PvP interview segment with Jay, and from Sixen's Press Event article. Unfortunately the Beta will be lacking the PvP portion of the game all together. Seeing as this information won't be materialized in game for us until release, following the PvP development is the closest we can get to playing it.
Changes/Additions
In the PvP model at Blizzcon, when you died you were out until the round ended, only able to view the battle from a ghost form which is incapable of interacting with the battle. This caused some gameplay issues seeing as it would always end up being a "last man standing" situation, which Blizzard didn't feel suited their casual approach to PvP. As of now the PvP system supports a team death match style of spawning, where when you die you have X seconds until you respawn into battle. This system bases the winning team off total kills between all players on the team. As team death matches tend to go, the round ends when either team hits the kill cap, or the time limit runs out. Through internal testing they found that players generally enjoyed the PvP experience more seeing as they felt like death didn't remove them from the game. Blizzard also found that this gave players a chance to figure out counters to the opposing team's strategy, which often made for epic come backs.
Official Blizzard Quote:
-Still same arena environment, still kind of feels the same, but when you die, you stay out for a few seconds and then you come back. It bases more on time limit and kill count, which we actually found was a lot more approachable and a lot more fun.
This power purchasing situation is unavoidable, players will find a way to buy items no matter what. The concept of a separate Arena for non-currency traded items only has been brought up among PvP enthusiasts. Problem is this would segregate the PvP community, which is something Blizzard stands firmly against.
Due to the integrated match-making system even if someone spent the money on a leveled character, and all the greatest gear, they would be matched with players with similar character capability. So chances are buying all perfect end game gear for PvP will just pit you against very high caliber players, not some noobs you can smash.
Moving along to PvP player caps, the Blizzcon PvP model only supported 2v2, and 3v3; limiting the player cap to 6. The reasoning behind this low number is not due to technical limitations, but rather clean gameplay, and low visual pollution; same as the 4 player cap in PvE. Many players bring up how Diablo 2 had an 8 player cap. Diablo 3 isn't Diablo 2, both player and monster skills are more visually flashy in D3. Through internal testing they've found the sweet spot for PvP player caps sits between 6 and 8 (3v3 or 4v4). The current 3v3 PvP limitation isn't finalized, as Blizzard is currently testing 4v4 matches in the Arena.
Official Blizzard Quote:
We’re actually playing around with the max being 4 per team, which is 8 players total, but that’s still 4 per party. By the way, that’s not confirmed, we’re just playing around with it. Ideally, we’d love for parties in PvP to be 4 players.
Official Blizzard Quote:
You're gonna die, cause it's hardcore mode. So if you don't want to die don't go into the Arena.
Official Blizzard Quote:
The PvP strike team that focuses on that area, they are pretty nervous about it. Their basic feeling is that if that is what happens, then hardcore characters just won’t PvP. But then there was hardcore dueling in D2 so we may change that. We may allow hardcore PvP players to play without dying. That being said, I still want a way for hardcore players to duel even if not at ship. I am going to push for a way. Even if its basically just a place where you can go in the world where you are flagged for PvP. Even if it is that simple, there is a community, even if it’s a small community that I want to support. Those fuckers are crazy. Part of me is like aww you crazy bastards.
Non-competitive PvP Environment Blizzard has long made games based on close competition. Ranging from the calculated multitasking of StarCraft, to the skill casting hot key tracking ways of World of Warcraft. In both franchises the games have been balanced around PvP; Diablo 3 will be different. Blizzard has chosen to persistently steer clear of heated competition while developing Diablo 3. Determine to base the game around PvE, it seems PvP comes secondary when making development decisions.
Skills in PvP will not be reworked from the ground up, but will instead be tweaked via under-the-hood changes. Things such as stun, freeze, or snare effects will be tuned down for PvP separate from PvE. A main reason for Blizzard not completely overhauling each skill for PvP separately is that it would cause your character to play very differently in PvP than in PvE, thus causing a disconnection of the gametypes. Even further detailing this concept, Force asked Jay Wilson about this during their interview over at Blizzard headquarters.
Official Blizzard Quote:
What we have is within the data of the skill, we have these things called snows that are little containments of data. You can open up the magic missile snow and see everything that magic missile does. We have this other column that is for PvP and it can take any of the attributes for the regular skill and change it. We primarily use it to change how long a stun lasts or… We don’t have any diminishing returns and we are hoping not to. Cooldowns and damage could change but we try not to mess with those because they are really tricky. Crowd control durations; those are the big things that tend to change that are game breaking.
Official Blizzard Quote:
-when people say “BARB IS TOTALLY OP!!!” we’re going to be like “yeah… he probably is.”
Official Blizzard Quote:
You can’t give the people an e-sport set up and then say it’s not an e-sport. If you are going to commit to that, then you have to commit to it. It’s not an e-sport, we are not going to do that high of level of feature set. It’s also one of those things where, from the outside it looks like we have endless time and budget but the truth is we don’t. The truth is we work our butts off to get the game out and we make choices and adding features like that to make it an e-sport when it’s not a goal for us, when we could be spending those dollars making the PvP game better or the PvE game better, we are going to spend the money there.
Instead of a stat based ranking system, players will have a PvP "level" that will be viewable right on your character banner. These levels are progressed through by simply playing the PvP game mode. Winning will progress you faster through the levels, but it is possible to reach the same levels no matter how much you lose. Jay touches on this during an interview with Force. There will also be no win/loss ratio stats being tracked. Your PvP level will represent how much time you've played in the Arena, not at all being based on any sort of ratios.
Rewards, and Wishlist Features.
While understanding Blizzard's firm stance on a casual PvP mode one might ask, what features will PvP be lacking?
One idea currently endangered is the spectator mode. In StarCraft2 this feature is necessary considering the e-sport aspect of the game. In Diablo 3 the feature still has a niche, and surely would be entertaining but due to the time constraints the development team is under, unnecessary features are put on the back burner.
Official Blizzard Quote:
It is actually on a list, but it’s pretty low down on the list because there are a lot of things that would be cooler to do and without it being an e-sport… replay is kind of an e-sport feature.
Official Blizzard Quote:
-We know we are going to have some balance issues, and it’s a lot easier to control if we’re not balancing for different kinds of modes, so right now we’re just focused on the one.
Official Blizzard Quote:
We have definitely talked about some other modes. Not at ship but who knows about the future. I really like the idea of a mode that involves monsters and players of some kind. We have played around with modes like that but the biggest issue was that they didn’t feel like Diablo. I think that was just the design we had but there is a way to do it that feels like Diablo.
As for rewards is seems there will be many achievements to complete in PvP, which could provide some type of reward. There are also titles, which will likely be similar to the Diablo 2 title system.
Official Blizzard Quote:
Right now there is a whole array of PvP oriented achievements and titles and part of the banner, the crest of the banner, is dedicated just for PvP. So as you get to higher and higher ranks, it levels that up.
All in all Blizzard has taken a different approach to PvP in Diablo 3. Instead of being the end game jewel it was for Diablo 2, it is now simply another way to test your character with friends. Through extensive PvE development, we can only hope there is a lasting PvE endgame being stowed away beyond our knowledge, since PvP isn't looking to be developed to fill in endgame content. Although PvP is not the main focus of the development team, it is sure to acquire a fan base all its own.
Be sure to check out Sixen's Give Me Options or Give Me DEATH! article where you can vote on your preferred type of auction house, and listen to DiabloCast Episode 20.
Get pumped for the Beta by reading Magistrate's More Beta Buildup article.
Don't forget to update your Beta profile! More details in ScyberDragon's Important Beta Profile Update article.
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Here's a more retailed quote by Bashiok on this topic.
Official Blizzard Quote:
Good discussion! It's an old topic I know but there's a lot of good points and counter-points being brought up.
So just to reiterate some things and maybe draw it back to more specific bullet points of why a lower level cap is (we believe) better for the game:
We want each level to feel like a significant boost in power. You can think of the amount of power a character gains through leveling as a bucket of orange soda, and each level as a glass. We have to have an end-point and so we can only scale player power to that point. By having fewer glasses they can be filled more, and each one has more delicious thirst-quenching orange soda. Spread that same bucket out over 99 or 200 glasses, and each level is less satisfying (if not downright unnoticeable).
We want level benefits to be as clear as possible. Some people have suggested "Well, let us hit level 60, but then keep giving us points after that." which isn't a solution, it's the same problem except worse because there's no actual tracking mechanism built in (ie levels). We also want to avoid providing level benefits at irregular intervals (although this may be unavoidable for trait points), as some people suggest "Let us level to 99 and just give us the rewards every few levels". This goes back to the first point: We want each level to feel like a significant boost in power. Trait points may not come every level, but the sum of the other increases from leveling, we feel, are still very significant and maintain our intent.
Because of the extreme leveling curve in Diablo II, balance really couldn't be adjusted around level 99 characters. This meant that the last 15 or so levels were not just minimal increases in power, but in most cases provided absolutely nothing to a characters ability to effectively complete Hell difficulty and get items, which did significantly improve their character. Instead, leveling to 99 became a status symbol more than anything.
We can have long term status symbols people can go for that are extremely visual, show to others the effort you've put in, but not attach that to something like a character level. Along with artisans, achievements, gems, runestones, and all the other various character customization progressions, we still have some surprises left in store on this front.
Balance isn't a main point for a tighter level system, but it is one side benefit. With the sum changes and improvements to all of the core designs, we believe that we can have a more reasonably challenging game throughout (as we can fairly clearly know how strong someone should be at any point in time) without attempting to create "challenge" through cheesy tactics.
The game paces out progression very well through all of the various customization systems, which are far more interesting and important to an end-game character, as opposed to chasing a number.
I'm sure I'm leaving out a good point or two. The real bottom line is that we understand people like having those long term goals, and those feel good to chase and eventually achieve, but we do not feel one needs to be character level, and in fact making character levels a long term goal brings a great many negative effects with them (keeping in mind our goals for how important each level should feel). We do not doubt that people will feel good about chasing the long term goals of building the perfect character, getting a playtime intensive achievement, leveling up an artisan to max, or any of the other many individual long term progression systems the game offers.
Blizzard has stated many times you'll likely reach level 60, max level, by the end of hell. Also important to note, Blizzard has said Diablo 3 will be slightly larger regarding content in each act compared to Diablo 2, with each act becoming shorter and more chaotic rushing you towards the final conclusion.
Official Blizzard Quote:
(he's not crazy, I remember them talking about act lengths too)
I know they had stated why they like this size of act 4 when wrapping up the game. It's going to get done faster so it feels like your picking up steam for the "grande finale"... Or something like that.
Pretty much.
We looked at act length in Diablo II and came to some of the same conclusions, "They ran out of time". But when considering it further the intent of the act structure actually got shorter as you went, intentionally rocketing you toward the end of the game. It's one of those things that makes game design hard to relate. It's... it's sort of like a movie score. If done right emotional music can make a scene feel 'better' or raise whatever emotion is being portrayed, but if you start scrutinizing the individual components, or just lose the immersion, it can come off as cheesy.
In any case I think we're estimating a longer game than Diablo II right now, regardless of actual comparable act size.
Official Blizzard Quote:
So if I'm reading this correctly...we'll be level 30 after finishing normal, level 50 by the end of Nightmare and level 60 by the time we finish hell?
That's the plan. Of course subject to change.
Official Blizzard Quote:
mmmm... now i'm curious about the 3 modes? how will they be implemented?
Hell nightmare normal?
1-20 normal?
20-40 nightmare?
40-60 hell?
if diablo 3 is supposed to be longer and more content curious how the level curve plays out.
Logically the level differences for each difficulty would pace at 30, 20, 10 and that's a lot of what drove the nice round 60 level cap.
They have also not denied the possibility of expanding the max level with expansions, I personally expect that.
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I don't mind the jar at all, he's a Witch Doctor, jars are a part of his culture. I do however mind two things, the spider just appears when the jar breaks; I'd like to see some kind of smooth spawning graphic, which I know is hard considering how quickly the skill activates. Secondly and more unreasonable, the spider's movement speed doesn't match its walking animations, where as for example the zombie dogs has very fluid movement that looks believable.
The spawning part I understand, there are only so many frames to play with to make the animations look good. This was brought up in a Blue post a while back, how D3 has a much higher FPS cap than D2, thus more room to create animations, so I would like to see that improve, though if it didn't I wouldn't really care.
The terrible movement animations have no technical reason to be so bad come release. To me the spider looks like a big toy, again in comparison with the awesome looking zombie dogs with their smooth movement animations in conjunction with their movement speed. Right now it's still early in the polishing stage of development though, if polishing has even started at all, so it's understandable as of now.
We also have to realize that it's not a true pet skill, so the team might not put as much effort into it.