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  •  Topic Exp Globes
  •   |  02/09/2010 10:22:37 AM PST 
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Jynxed-oblivion
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  • 0. Exp Globes   11/02/2009 09:33:48 AM PST
I saw a demo for God of War 3 and the monsters dropped the experience on the ground in little globes and you walk over them to pick them up. Should D3 have this? To me it seems incredibly pointless.
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Grug
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  • 1. Re: Exp Globes   11/02/2009 09:40:28 AM PST
You're right. It would be incredibly pointless. So why'd you post this thread?
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Bashiok
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  • 2. Re: Exp Globes   11/02/2009 09:46:30 AM PST
lolwut
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Metaknyght
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  • 3. Re: Exp Globes   11/02/2009 10:35:03 AM PST
Yes! D3 should have this. That way, I can horde all the exp globes for myself. MUHAHAHAHAHA!
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Wogrim
  • USWest
  • 4. Re: Exp Globes   11/02/2009 10:48:02 AM PST
Haven't played God of War, but in Fable you had to collect exp orbs. I think it's so that you have a good visual of the amount (and types, for Fable) of experience you're getting, instead of subtracting large numbers to figure out whether or not the monsters you're killing are worth your time. I think the experience bar used in WoW and all 3 (?) Diablos does that just fine.

http://www.youtube.com/user/Wogrim
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Jynxed-oblivion
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  • 5. Re: Exp Globes   11/02/2009 12:30:28 PM PST

Q u o t e:
You're right. It would be incredibly pointless. So why'd you post this thread?

I don't know but developers seem to want to put that in their games for some reason that I don't know why.

Q u o t e:
lolwut

lolk

Q u o t e:
Yes! D3 should have this. That way, I can horde all the exp globes for myself. MUHAHAHAHAHA!

Hahahahahaha..

Q u o t e:
Haven't played God of War, but in Fable you had to collect exp orbs. I think it's so that you have a good visual of the amount (and types, for Fable) of experience you're getting, instead of subtracting large numbers to figure out whether or not the monsters you're killing are worth your time. I think the experience bar used in WoW and all 3 (?) Diablos does that just fine.

Ah well seems unnecessary. I guess it has it's point as a visual clue but they could of just threw a number at your face instead of walking over it.

[ Post edited by Jynxed-oblivion ]

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Risingred
  • Asia
  • 6. Re: Exp Globes   11/02/2009 01:10:18 PM PST
It's more like a visual reward. Fable being a good example; you'd kill a hard(er) monster/boss and you'd see lots and lots of large globes of all different colors.

It isn't necessary in Diablo because the loot pinata effect is there with items, and you don't need globes to give player that kind of "feeling" of accomplishment when killing a boss. Because you get lewtz.
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Zybon
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  • 7. Re: Exp Globes   11/02/2009 01:14:09 PM PST

Q u o t e:
Haven't played God of War, but in Fable you had to collect exp orbs. I think it's so that you have a good visual of the amount (and types, for Fable) of experience you're getting, instead of subtracting large numbers to figure out whether or not the monsters you're killing are worth your time. I think the experience bar used in WoW and all 3 (?) Diablos does that just fine.
I've found that I prefer it when the experience bar isn't visible from the main hud (it wasn't in Diablo 1 fyi.) All it does is remind you of unpleasantries. If the game is well-made then simply playing it should be its own reward.
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  • Level: 1 Solo
  • Gateway: Azeroth
  • 8. Re: Exp Globes   11/02/2009 02:10:16 PM PST
I liked the way Fable 2 did the experience globe thing. However I don't know how well that would translate into a multiplayer experience like Diablo 3 will be. It also was slightly annoying sometimes when you were vacuuming up the experience and one would get caught up on some weird terrain glitch.

Other than that it was visually impressive and complimented the four different experience types well.
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Risingred
  • Asia
  • 9. Re: Exp Globes   11/02/2009 02:44:32 PM PST

Q u o t e:
I liked the way Fable 2 did the experience globe thing. However I don't know how well that would translate into a multiplayer experience like Diablo 3 will be. It also was slightly annoying sometimes when you were vacuuming up the experience and one would get caught up on some weird terrain glitch.

Other than that it was visually impressive and complimented the four different experience types well.


Also a great point: four different experience types (which was awesome!) but, again, this doesn't fit in Diablo very well because there is only one experience type and there are already globes in the game. The screen is cluttered enough as it is.

I imagine that if they added them in, the screen would look like the ball pit at Chuck E. Cheese because you're killing so many monsters in so short a time.
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Grug
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  • 10. Re: Exp Globes   11/02/2009 02:44:58 PM PST
The globes are in God of War and Fable because in those games your experience increases depending on your performance. So if you pull of an incredible combo in God of War, you'll know by the storm of red balls flying into you. Same with Fable. Diablo's xp is based solely on the monster and your level. Plus, experience in Diablo is experience, as in learning from your actions, a mental thing, and it wouldn't be appropriate for learning to fly out of creatures and into you. In fable and God of War, experience is a more mystical and tangible thing, the accumulation of power.

And that's a good point, whoever said that items flying out in Diablo is its visual reward is correct.

EDIT: The performance based XP, the kill-chain and multi-kill bonuses, already appear on screen in the form of text.

[ Post edited by Grug ]

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Funkdaddymac
  • USWest
  • 11. Re: Exp Globes   11/02/2009 07:44:21 PM PST

Q u o t e:

I don't know but developers seem to want to put that in their games for some reason that I don't know why.




So you don't know but you think Developers want to put EXP globes in but you don't know why.

God my head just asploded.

[ Post edited by Funkdaddymac ]

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Targetgamer
  • Europe
  • 12. Re: Exp Globes   11/03/2009 04:07:06 AM PST
Well, it could be done into a gameplay theme for keeping up speed.

Every time you pick up a exp globe, you or your party get a 30 second experience buff of like +10%.

If you pick up another one before the first buff has run out, then you get +20%, and the duration resets to 25 sec. Third glove before buff runs out gives +40%, and 20 sec duration.

Fourth = +80% exp for 15 sec
Fifth = +160% exp for 10 sec
Sixth = One-off bonus based on the level of the monsters where you are and resetting the bonus to +10% and 30 sec duration

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Orixil
  • Europe
  • 14. Re: Exp Globes   11/03/2009 01:16:18 PM PST

Q u o t e:
Well, it could be done into a gameplay theme for keeping up speed.

Every time you pick up a exp globe, you or your party get a 30 second experience buff of like +10%.

If you pick up another one before the first buff has run out, then you get +20%, and the duration resets to 25 sec. Third glove before buff runs out gives +40%, and 20 sec duration.

Could lead to some interesting scenarios. Imagine just spawning 3-4 of those globes, then fetching a huge pile of mobs, snatch the globes, kill the mobs, ???, profit.
I would fear that they would feel too mandatory to have around before a big monster pull (and thus a burden). You'd probably hold off killing a huge pack of mobs until you found a exp globe.
And if you make them pretty rare then it'l be hard to get the stacking effect.

But the exp boost is interesting though. Even the simple experience shrine in Diablo II is pretty cool. It sort of makes the few minutes where you have it into a race to kill as many mobs as fast as possible for the duration of the buff, to get as much exp squeezed out of it as possible. So the fast gameplay just becomes a notch faster because of that buff.

But it should be a rare bonus that happens rarely (if anything), so it feels speical each time it occours. If you have exp globes dropping regulary then they're not really a bonus, but just a thing that's almost expected that you have around, and when you don't then the gameplay suddenly feels a lot slower.
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Jungle_wrath
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  • 15. Re: Exp Globes   11/03/2009 02:12:41 PM PST
By experience do you mean red orbs, because thats nothing new, and would be pointless for Diablo 3 to implement.

Someone from blizz srzly tell me what Tyrael says in the final scene in D2, its killing me

-----Physics adds a lot of "OH CRAP! That was awesome!" moments.-----> Bashi
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Mephdos
  • Europe
  • 16. Re: Exp Globes   11/03/2009 02:25:31 PM PST

Q u o t e:
I saw a demo for God of War 3 and the monsters dropped the experience on the ground in little globes and you walk over them to pick them up. Should D3 have this? To me it seems incredibly pointless.


haha :D if it come i sell my EXP that i found :DDDD

[ Post edited by Mephdos ]


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The_architect
  • Europe
  • 17. Re: Exp Globes   11/03/2009 07:16:52 PM PST

Q u o t e:

Q u o t e:
Well, it could be done into a gameplay theme for keeping up speed.

Every time you pick up a exp globe, you or your party get a 30 second experience buff of like +10%.

If you pick up another one before the first buff has run out, then you get +20%, and the duration resets to 25 sec. Third glove before buff runs out gives +40%, and 20 sec duration.


Could lead to some interesting scenarios. Imagine just spawning 3-4 of those globes, then fetching a huge pile of mobs, snatch the globes, kill the mobs, ???, profit.
I would fear that they would feel too mandatory to have around before a big monster pull (and thus a burden). You'd probably hold off killing a huge pack of mobs until you found a exp globe.
And if you make them pretty rare then it'l be hard to get the stacking effect.

But the exp boost is interesting though. Even the simple experience shrine in Diablo II is pretty cool. It sort of makes the few minutes where you have it into a race to kill as many mobs as fast as possible for the duration of the buff, to get as much exp squeezed out of it as possible. So the fast gameplay just becomes a notch faster because of that buff.

But it should be a rare bonus that happens rarely (if anything), so it feels speical each time it occours. If you have exp globes dropping regulary then they're not really a bonus, but just a thing that's almost expected that you have around, and when you don't then the gameplay suddenly feels a lot slower.


What if it is included in the Health Globe system that is already implemented?

Picking up on an idea that has already been discussed in this forums, what if each Globe picked-up on full life instead of healing gives out random bonuses like +MF, +GF, +TF and yes, +Exp.

The Globes will not be rare, but the bonuses, being random (and so each one only happening from time to time) and only happening on full health, will in fact be rare... but you still have the chance of getting the same bonus quickly in a row and stack the effects on a few happy and lucky occasions.

[ Post edited by The_architect ]


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Koopahtroopah
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  • 18. Re: Exp Globes   11/03/2009 09:53:19 PM PST

Q u o t e:
lolwut

You're right. It would be incredibly pointless. So why'd you post this thread?



This.

"Don't put points into it." - Bashiok
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Rickymm3
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  • 19. Re: Exp Globes   11/04/2009 01:10:33 PM PST
My god, has anyone played GoW?

The "exp globes" that drop on the ground are merely graphical, and do not affect gameplay. As soon as you kill something they fly into you. It just shows visually how you steal their soul/energy to improve on your own.
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