Q u o t e: - The biggest problem is how behind the official D3 site is, as far as up-to-date information. Diablofans.com is probably the current information leader.
Yeah, well, it's Blizzard, innit? I hate it myself, but that's just how they do.
Q u o t e: - It is likely a character will be able to pick up armor pieces from clashing styles. This was always annoying in Morrowind, and should be avoided here, especially because Diablo 2 was able to accomplish that feat.
We've already heard that armor choices and appearance will largely be class-specific (via the "epic barb armor" thread). Therefore, any piece of armor that a given class wears with be in keeping with that class's "style," and therefore consistent.
Q u o t e: - Of what I’ve seen through the promotional videos and from the models on the official D3 website, the characters have problems reacting with directional light sources in game. This should be addressed. Look at this video, from 0:56-1:01. Notice how the Wizard transitions into a completely different area, yet she is still lit the same. If there is no light radius, why is this happening? http://www.youtube.com/watch?v=u2azMHCaO_k&feature=related#t=56s
The brightness of D3 has been a big point of contention for a lot of people. I PROPOSE THIS TO YOU ALL: maybe it looks that way right now because they're still WORKING on the game and need to be able to SEE everything when they play it, but it will eventually change. If I'm wrong, then I agree with you on this point, the character sprite should be shaded.
Q u o t e: - Some characters are very well done, but it seems there is a problem with armor fitting well on the character models. I am aware this has been addressed.
Then why did you bring it up?
Q u o t e: - Of what is listed on the official D3 site for skills, not much is different from Diablo 2. It’s just been jumbled around a bit. Plus there might be references to classic games that you all might have missed… take a look.
Actually, I thought that most of the skills were very different. Sure, there are a few comeback skills (Whirlwind), and sure, there are certain basic skill functions that have to be fulfilled, no matter what they're called (e.g. Barb's Bash/Cleave), but that's the name of the game. Anyway, most of that stuff is on the Barb, which is a returning character. I won't say I have no issue with any of the skills, but some of your gripes are unreasonable. The Monk's skills necessarily can't look as flashy as other characters' skills, because they're martial arts depicted from a top-down viewpoint. The Wizard is going to have lightning stuff, if they left that out you would have just complained "lack of lightning" rather than "this is chain lightning." I think all the WD's stuff is incredibly original (and Aku Aku looks badass, so I'm cool with the parallel). Basically the only thing I'm with you on here is that a couple of the Wizard's skills need work. I agree that Magic Missile is a lame name. And I agree that she shouldn't have a laser beam (very much agree on that one in fact).
Q u o t e: - Blizzard is obsessed with glowing blue lights, green tint, and as I’ve recently come to notice, purple glowing lights. Why is this in the game?
Could be temporary. Read my response to the character lighting issue above. Otherwise, I agree with you.
Q u o t e: - The game isn’t finished by any means, but a lot of texture work needs to be completed before the game is released. Just reminding Blizzard.
I think the texture looks just fine. We've only seen a select few areas, places which were made to look a very certain way because of scripted events that occurred there. I'm sure the random areas will be much more, well, random.
Q u o t e: - The new inventory system has its ups and downs. A noteworthy down is the potential lack of art on the item previews. Go read what I have to say on the matter. As a player of 4-5 years, I’ve never had a problem with inventory tetris. Ever. Lack of inventory space and ability to xfer, on the other hand...
I agree that tetris is better. But...didn't they say they were, in fact, converting back to it? Anyone have more info on this? It's the last thing I heard. If not, I'm with you on this one.
Q u o t e: - Character vampirism (a.k.a. health globe collecting) is different, and unique. However, the potion belt was one of the most streamlined parts of D2 (besides having to load your potions back into your belt after death). Retaining this for D3 would have helped keep a sense of “Diablo-ness”. And yes, it was a GOOD game mechanic.
No, you're simply wrong about this. Potions were over-prevalent and abused. They needed to fix that, and they did. Well done, Blizzard.
Q u o t e: - The HUD for D3 is bright and vibrant (and the health/mana orbs look terrible compared to D2). That has never been a part of the Diablo franchise, and you know it. Also, why is there a need for the skill lineup if we still have hotkeys?
I did like the gothic carving-look of D2's HUD, hopefully they'll work on that a bit. As for the "skill belt," I think it's fantastic. The whole point of it is, now you have a bunch of skills you can simply CAST by pressing a button, just like drinking a potion in D2. Think of the combo possibilities! It is infinitely better than hotkeys. Why you can't see that I don't understand.
Q u o t e: - D3 needs to address the gold problem of D2. Wilson has said the solution is to make more of a need for gold. This is not the answer; I could spend 2.5million gold in D2 very quickly on things that I felt my character(s) needed. The problem was being able to get 2.5million gold without much work.
They ARE addressing this. They're working on it from both angles.
Q u o t e: - High-end, bind-on-equip items are a bad idea for the simple fact of respec. Read what I say.
Agree. Are they really binding items on equip? Lame.
Q u o t e: - D3 should incorporate a JSP aspect in-game. There is no reason why it can’t, yet Blizzard hasn’t shown any plans for this, just speculation.
What does JSP mean, everybody? I'm out of the loop on this one. *ashamed*
Q u o t e: - The Monk and Wizard trailers look terrible when compared to cinematics Blizzard made 10 years ago. That is unacceptable. The game trailer, however, looks badass (even though it borrows heavily from Lord of the Rings).
Yes, they are in-game engine videos, not cinematics. The cinematics will look like the original game trailer. Better than Pixar. And, man, of course it borrows from LotR, that's because Tolkien borrowed from Dante and Milton and all the other Hell imagery in literature when he created Mordor!!! (Not knocking, LotR is my favorite book)
Q u o t e: - Crafting has been removed. Why? Because it created overpower items? Then just fix that, don't remove it completely. It added a huge niche of gameplay.
Agree. If this is confirmed, then I am sad. Crafting is super fun.
Q u o t e: - Wilson’s reasoning for removing ‘player allocated stats’ is simply wrong. Go read what I say. However, losing this part of the game isn’t the end of the world.
I'm completely fine with his reasoning.
Q u o t e: - Whatever Wilson was saying about having an area for players to look at stats for their characters, whatever that pans out to be, will be a great addition to the game. But it could be amazing if it goes into a lot of detail, and it should. Read what I say.
Yeah, you had some good ideas there.
Q u o t e: - Whatever the development team’s problem was with rares being too powerful is beyond understanding. Diablo 2 doesn't have a problem with any of the normal-magic-rare-set-unique classing being too powerful, either as a hierarchy or as any single item out of those classes. Yes, this used to be a problem with several patches for D2, but now it is completely not the case.
Didn't the devs already say that the most powerful items in D3 will be high-end rares? I thought we got a confirmation on this? It seems like you believe the opposite to be true. D2 has overpowered uniques and runewords (not in the original lineup, but from later patches). But they introduced the stuff to add some spice to the game after the fact, so I don't blame them.
Q u o t e: - Sweet, runes will add an interesting aspect of play. They are not the greatest idea ever, as one is led to believe… Yes, clearly I was misinformed on how exactly they worked. I still contend that they are charms: they are more or less in your inventory, they are passive, and they have the ability to amplify skill effectiveness, along with other things (pcombs anyone?). But why are charms gone?
Correct. Skill runes are going to be great, and they don't just sit in your inventory once you equip them. Charms are gone because they are clutter. I agree with the devs' reasoning.
Q u o t e: - Having damage tickers appear above the character/NPC for any reason is a terrible idea for any Diablo, ever. Why? It’s the same reason why the original development team never wanted dwarves, elves, or dragons in the game. Wrong style, that’s all. The more WoW elements you add, the more it becomes like WoW. Diablo is not WoW. If you want WoW, go play WoW.
If implemented, this feature will toggle on/off according to your desire.
Q u o t e: - I had a rant about RealID, but that’s mostly irrelevant. Unless, of course, they decide to make it mandatory in the future.
Yeah, you were a little behind the times on that one. In-game RealID is optional.
When you came here, your heads were filled with soup. When you leave here, your mind will be like...a steel trap. A steel trap with the bloody foot of law caught in it, crying for its mommy.