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Vorschlag an Mods wege Bashiok Posts

Fuumarick

Mitglied
Registriert
25 November 2007
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94
Hi,

Also im Moment scheint ja Bashiok das Sprachrohr zu sein, daß Blizzard auserkoren hat..
Ich fänd es super, wenn wir hier einen fixierten Thread einfügen könnten, in dem schlicht und einfach alle seine Postings nochmal zitiert werden, am Besten so, daß auch niemand posten kann.
Im Moment suche ich seine Kommentare nämlich immer aus den News raus, bzw durchforste die Bnet-Foren.

In Diskussionen in den einzelnen Threads wäre das superhilfreich.

Was hält die PlanetDiablo-Community davon?

Was haltet Ihr, die Mods davon?

Oder ist es zuviel Arbeit?

Kam mir nur gerade in den Sinn.

Ich stelle mir das wirklich ganz schlicht vor, einfach den Kommentar zusammen mit dem Datum und der Uhrzeit posten.

Gruß outlaw
 
ich find das gut. sehr viel Arbeit wird das nicht sein, er schreibt ja kaum... am besten ein sticky-post.
 
Ich guck mal.

Da wären folgene sachen:

Verschwindene Leichen
The main reason for the corpses not being able to stay permanently is the potential number of them on screen at one time, and specifically that each corpse is affected by physics, allowing them to be blasted and thrown all over the place by the force of player abilities.

It's one of the trade offs when integrating new technology, you can get really awesome effects, but they do have a cost. In a 2D world, a sprite of a dead creature doesn't really cost any more (system requirement-wise) than a sprite of something that's alive. Probably less. In a 3D world where a creature dies and then needs to have physics calculations thrown onto it so it can bounce and fall and fly around, they cost substantially more.

We remember fondly those situations where you've just completely obliterated a camp of Fallen, and as you're picking up items - marvel in your destruction. That's a feeling and part of the gameplay where if we can realistically keep some of it without sacrificing features or having insane system requirements we'd definitely like to, but no promises.

Dropsystem und klassenspezifische Items
Currently - while in a party each player will see their own drops from each kill.

This could mean that after killing a zombie I see a sword drop, and you may see a shoulder slot item drop. Or I see nothing drop, while you got an axe.

Obviously while in a group you're killing faster, and this could translate to an exponentially increasing number of drops with each additional player in your party. However, it's balanced in such a way that the drop % is pulled back a bit with each additional player (I'm simplifying it, but that's what it boils down to). This keeps it from being almost detrimental to not play with a full party, while still giving a nice increase to the amount of drops if you do.

From this system it seems quite a few people got the impression that you'll never see items drop that you can't use. For instance, a Barbarian will never see a dagger that only a Witch Doctor can use. This isn't true. There is no effect, or at least no currently intended effect, to restrict which items which classes can or can't see for their respective drops. It's still intended that you could see an item that your class can't use. It's easy enough to drop the item, ask if anyone can use it, or just sell it off of course.
Yeah, so right now in a multiplayer game I'll see my items drop, if I don't want it or can't use it I'll need to pick it up and then drop it at which time everyone can see it. Then I can of course ask in chat if anyone wants it. It's fairly straight forward, and by no means final, obviously.

To clarify "can't use" we don't plan nor have any armor items at the moment that are class specific - although the bonuses and stats may be better suited to a certain class - anyone can pick up any chest/shoulder/leg/etc item and wear it. However, there are some weapons/off-hand items that are class specific.

Heilsphären
The health globes are actually, in my opinion, really cool. Playing the game and actually seeing what types of strategy they encourage, you can start to see what they add and how they make the combat more interesting.

I'll set the scene. You're a barbarian, you're in the wilderness and after fighting wave after wave of ghouls, skeletons, demons, what have you, you're low on health. You're out of potions, and after using a strategic leap out of the fray you turn around and seismic slam the skeletons charging you. Two of them drop health globes, but the globes dropped behind the skeletons that are still advancing. If they reach you, you're not going to survive. Are you able to leap safely to snag the globes before they can tear into you? Can you throw out another slam and try to remove the remaining enemies? How can you survive? You have a fraction of a second to decide.

The health globes help to create situations just like this, where you're not just sitting there spamming potions, you're using your abilities and strategy to stay alive. Possibly most importantly, you're encouraged to keep fighting, and not just run away.

With random spawns, random drops, and of course the randomness of combat, the health globes add to creating situations that are just more... interesting, and in my opinion, fun.

On the side of potions, they still exist, but they're likely to be on a cooldown of some type. They'll also likely restore health based on a percentage that's relative to your character. They may heal an instant amount, they may be the old over time type system. They're probably going to be filling an emergency-heal role more than anything though.

Yeah, as others have said the current intent to encourage cooperative play (in regards to health globes) is to ensure that they heal everyone in the party when picked up.

But in any case, why wouldn't the witch doctor be using any of his abilities? Mass confuse, and while everything is busy wailing on each other or attacking your mongrels you sneak in. Or horrify, and while they're scattered you snag some health.

The witch doctor is a little sneakier though, a little more frail, a little more of a "I'm gonna make you die or kill your friend while I'm all the way over here". You should probably be doing everything you can to avoid being hit, and you have the tools to do so.

Bosses do not drop health globes while you are fighting them right?

Maybe? Maybe not. Maybe there are other situational/environmental mechanics that would, or would provide assistance in healing up?

Not only will they be forcing players to run in circles like mindless chickens, but they will make hardcore and softcore gameplay harder, slow paced, and over all less attractive.

That's a lot of conclusions to jump to in a single sentence. Classes will have abilities to help them work through groups of monsters. Obviously health globes are going to be necessary to pick up, and obviously class abilities will exist to help you do so.

And, come on :), I realize there's a lot of room for hyperbole since we just announced and a lot of details aren't out there or just don't exist, but at least have the ground before you call it a mountain. Rational concerns, complaints, issues, questions, are going to go over way better.

he fact remains that it only takes up space if it's added onto monster loot tables

Well, it's not like there's a hard cap on what a loot table can contain being forced upon us, or that health globes are even associated with loot drops. It can be balanced any way we see fit.

Bottom line, is that we're simply not going to release a game that is irritating, slow, aggravating, boring, or any of the other adjectives you used. If that means ripping out the health globe system and going a different direction, so be it, but at current it plays and feels fun and engaging.

Tradingsystem
One of the largest issues with a bartering system is that it prevents any ease of entry into the system for players. I have an item and I think it's probably worth something, but I have no idea what its worth and no easy way to find out. You have an item I want, but I have no idea what you may want for it or if I'm going to get a fair trade for it. You may throw a bunch of acronyms at me, get frustrated I don't know what I'm doing, and then leave. That's not going to be a positive experience for either of us, and neither of us get what we want out of it. With a stable economy and currency, there's at least a common language that anyone can understand regardless of their game knowledge.

So, can you speak on whether gold going to be worth something in Diablo 3, or if the developers are planning to continue the item-based currency method?

We want gold to be worth something in Diablo III,yes

Gebundene Items
Diablo is a trading game, and we have no plans to change that. We don't have any inclination to make items bind to a character, or otherwise remove trading opportunities.

Will there be absolutely no items that will be bound to a character? It isn't possible to say with any certainty at this point, there might be

Talent Respec
There will almost definitely be some sort of system to respec; however, it isn't likely to be as liberal as World of Warcraft. We don't want to lock a player into a system that punishes them for mistakes, experimenting, or lack of knowledge early on in the game. We also don't think a system that allows immediate, complete, and at-a-whim changes to a character spec matches the feel of Diablo. It's likely to be somewhere in between.

That said we still feel like the desire to play the same class again that you may have played before is still a part of the game, and with some ability to respec could potentially require other incentives.

Tank oder Heilerklassen
Fan said: They have literally said Diablo 3 will be "first and foremost a cooperative game". Which leads me to believe it's possible they add a talent tree for dedicated healers to one or several classes.

No. Not that classes won't benefit from each other in various ways, Barbarian shouts being good party buffs, etc. but every class is essentially a demon-killing DPS class. We have no intentions to create a tank, or healer, etc. Every class will play their own way, and while some may take direct hits easier than others, it certainly wouldn't define their role within a party. Everyone should be kicking in heads at the same time.

Diablo III having a strong emphasis on cooperative play is really building upon one of the best parts of Diablo II, and that's charging through dungeons with other people. Our focus is on removing the frustrations that existed with grouping, and adding new features that encourage everyone to stick together and fight as a party.

Playerkilling
We're - in general - not big fans of griefing for any game. It's really only "fun" for one person, and that definition of fun isn't generally something we're going to want to encourage. It's far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.

I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you've toggled it to get them back. After a while everyone usually agrees to a truce because it's just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I'm sure that it was a feature that was right up some people's alleys, I won't deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?

We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.

That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing.


soo.. was hab ich vergessen?..irgendwas bestimmt*g*
 
Yeah, genau so hab ich mir das vorgestellt, das könnte doch ge"sticky"d werden.

Denn abgesehen von den Infos auf der D3-Seite von Blizzard und den News auf der Blizzcon und der WWI ist das ja immer das einzig offizielle.



edit: vieleicht noch mit Datum, denn irgendwann wird er ja auch ein zweites Mal Stellung nehmen zu bisherigen Posts. Sonst fragt man sich irgendwann: "Was ist denn nun aktuell?"

Aber vielen Dank schonmal!
 
Gute Zusammenfassung. Könnte man dazu auch einen Link zur Quelle einfügen?
 
Ich meine eher Deeplinks auf die jeweiligen Beiträge im Blizzardforum. Ich such ungern zeitintensiv nach seinen Beiträgen.
 
HonKPoweR schrieb:
Versuch doch mal den Link: der ist im d3-general Forum zu erreichen wenn man in der Suchfunktion auf "Blizzard Search" geht. Da werden dann alle Bashiok posts aufgelistet

http://www.battle.net/forums/thread-search.aspx?searchtype=3&fn=d3-general

MFG Marc

jupp, aber bequem und faul wie ich bin hätte ich es halt am liebsten hier in nem sticky, und dann enfach immer updaten sobald was neues kommt.
will zum quoten nicht immer ne andere seite aufmachen müssen.
wie gesagt, war halt nur ein vorschlag, das kam mir ganz spontan in den sinn;-)
 
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