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So just in case you wanted customisation in D3

Shannow

Waster of Time
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Kraszu said:
Xi said:
Fucking socialist developers! They are trying to promote equality by removing aspects of the game that allow a retard to fuck up his character.

Actually you were bound to fuck up character if you didn't have insight of what equipment will be like, also lack of uber loot forced you to fuck up the char, try to play whithout giving points to EN when you don't have anything decent whit +mana, or be fucked by finding your first 80% requirements armour after you had bumped STR. It suck that they will not try to fix it instead of removing through.

What happened to "gain experience in a game before you are really good at it"?

Anyway: keep your WoW out of my D3, kthxbye. (And that also goes for the garish graphics)
 

Kraszu

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Shannow said:
Kraszu said:
Xi said:
Fucking socialist developers! They are trying to promote equality by removing aspects of the game that allow a retard to fuck up his character.

Actually you were bound to fuck up character if you didn't have insight of what equipment will be like, also lack of uber loot forced you to fuck up the char, try to play whithout giving points to EN when you don't have anything decent whit +mana, or be fucked by finding your first 80% requirements armour after you had bumped STR. It suck that they will not try to fix it instead of removing through.

What happened to "gain experience in a game before you are really good at it"?

Anyway: keep your WoW out of my D3, kthxbye. (And that also goes for the garish graphics)

Hard to masters should not be based on knowing what items are later on. Anyway I think that the problem is whit items replacing stats, maybe remove +mana and lower requirements from items. Ad % dmg to STR, maybe some bonus to EN.
 

thesheeep

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I don't care about that stats thing as long as not all characters end up the same.

It's a h&s for for fucks sake, not really related to RPGs anyway, so everything that makes it focus more on the action and less on calculating stuff is fine with me. As long as it doesn't turn out like Space Siege, that is ;)
 

Suicidal

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I don't get it. They most likely knew this was going to piss many people off so if they really wanted to implement auto stat allocation why couldn't they let you choose between manual and auto within the game? Very simple - the retarded or those who just can't be arsed would choose auto and those who want more in depth customization would choose manual.

Why did they ignore a so easily achievable win-win situation or is implementing 2 stat allocation systems at once too much work?
 

Xor

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Suicidal said:
I don't get it. They most likely knew this was going to piss many people off so if they really wanted to implement auto stat allocation why couldn't they let you choose between manual and auto within the game? Very simple - the retarded or those who just can't be arsed would choose auto and those who want more in depth customization would choose manual.

Why did they ignore a so easily achievable win-win situation or is implementing 2 stat allocation systems at once too much work?

Because making it easier for new players isn't the issue, that's just what people here have randomly assumed and are discussing.
 

Naked Ninja

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I am getting the impression they are simply moving elements of the other char systems onto items.

Take skills. The skill trees look simpler than D2, which I found disappointing. Until I heard about the rune system, which seems to seriously kick ass.

However, if you look at it, all it is doing it moving skill customization into the realm of gear customization. You find runes off drops, choose to equip them into slots. Skills and the loot system are now more tightly bound.

And considering action RPGs are all about the looting, this seems like it will simply add to the addictive nature of finding rare gear. I know I'm going to be excited to see Runes that I don't have dropping.

So I can see them doing the same with your stats. I don't think it's a lessening of complexity. I think it's simply tying it all into the focus of the core of the game, the most addictive element, the random item drop lottery. I think Blizzard knows exactly what they are doing here.
 

Topher

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Well, I have now lost all interest in Diablo 3, if it ends up being good when it comes out I'll check back into it but as of now I don't care to keep track of it anymore.

It doesn't look like a Diablo game and it doesn't look like it's going to feel like a Diablo game. Between this and StarCraft I am very disillusioned with Blizzard and no longer care about any games they make. I'm just going to write them off completely.

World of Warcraft killed Blizzard.
 

DraQ

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Haven't it crossed their minds to look at the number of varied character builds in D2 and think "Shit, we're doing it wrong!"?

Skill runes seem cool - I liked the random element spellbooks provided in DI (I'd make it different kinds of items for different classes and some cross-class items when skills are related closely enough, though), but scrapping the whole attribute point system? Retahded!
 

Durwyn

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What the hell happened to Blizz guys. First SC2 now this. :declineofblizzard:
 

Naked Ninja

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You know, there is reasonable levels of cynicism.

And then there is a company who has consistently made great, fun, well designed games for over a decade introducing a change you can't see the benefit of and immediately deciding that they have just completely lost their minds and cannot see the obvious flaws that you, average joe gamer, can clearly see.


The skill rune system, and the videos of their thinking behind its design, clearly show that they understand the importance of character customization and differentiation. Have a little faith, wait and see how it turns out.

FFS, if more than a decade of consistently producing quality AAA games cannot earn you enough gamer community faith to weather a few feature announcements then, well...just fuck. People suck.


:decline of Ninjas faith in humanity:
 

Kingston

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Naked Ninja said:
I am getting the impression they are simply moving elements of the other char systems onto items.

Take skills. The skill trees look simpler than D2, which I found disappointing. Until I heard about the rune system, which seems to seriously kick ass.

However, if you look at it, all it is doing it moving skill customization into the realm of gear customization. You find runes off drops, choose to equip them into slots. Skills and the loot system are now more tightly bound.

And considering action RPGs are all about the looting, this seems like it will simply add to the addictive nature of finding rare gear. I know I'm going to be excited to see Runes that I don't have dropping.

So I can see them doing the same with your stats. I don't think it's a lessening of complexity. I think it's simply tying it all into the focus of the core of the game, the most addictive element, the random item drop lottery. I think Blizzard knows exactly what they are doing here.

The skill runes are indeed cool, and will allow for different builds, but still, this feels like quite a limiting factor. Now we won't be seeing as many far-out builds. You won't be able to tweak your block rate, manage your damage output (somewhat classic dilemma for a shield-using melee fighter, picking str or dex?).

They've basically created class-specific items now as well, even though before they said there wouldn't be any (iirc). The barbarian will always have more strength than other classes and you can bet there will be an item that only a barbarian will meet the str requirements for. Why bother showing stats at all, or the required str/dex/whatever on an item, just say "A paladin can use this at lvl 85, a barbarian at 70 and the rest of you won't be able to". Although there will probably be items that will add to stats, they might not make enough of a difference to catch up that gap between classes.

It just makes me feel like they think their players are retarded. Less skills, respec, no control over your stats, skill runes can be changed on the fly etc. Now whenever someone comes up with a new build all you do is hit respec, change your runes and there you go.

All this emphasis on items is a bit weird considering everyone gets their own individual drop. Where's the competitiveness? Your entire character build is based more on random chance now than before, since items make all the difference, and if that one goddamned awesome item drops, you won't be able to affect who it goes to.
 

Darth Roxor

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Well... Nox also didn't let you allocate points into attributes and it was uberawesum.

But then again, it's not like the stats kind of mattered in that game.
 

Kingston

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Emotional Vampire said:
It all depends on how many runes there actually will be, and which ones will be overpowered.

Well, that's also an issue. That rune that added bouncing into the Witch Doctor's fireball looked extremely powerful in any situation, while the rune that added a burning patch where the fireball lands will probably be useful in less situations. But afaik you can change runes on the fly, so you can basically adapt to any situation which makes the builds less distinctive.

Also, dying means you respawn at a checkpoint. There better be a penalty or this is too much faggotry for me to handle.
 

Shannow

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Kraszu said:
Hard to masters should not be based on knowing what items are later on.

You actually built your first chars around cookie-cutter-internet-builds? Because otherwise you don't need to know anything about items "later on".

More balanced options > less options in a H&S (RPG).
 
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Kingston said:
Also, dying means you respawn at a checkpoint. There better be a penalty or this is too much faggotry for me to handle.

You need that or people will bitch about waypoints again. And you can't have hard save for MP reasons.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Gone are the days of making crazy builds like a Sorceress with high strength to create some kind of battlemage :cry:

Creating unique builds that work surprisingly well/don't work but are still fun was really awesome in Diablo 2. Too bad you can't do that anymore now.
 

Kraszu

Prophet
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Shannow said:
[quote="Kraszu"

Hard to masters should not be based on knowing what items are later on.

You actually built your first chars around cookie-cutter-internet-builds? Because otherwise you don't need to know anything about items "later on".

More balanced options > less options in a H&S (RPG).[/quote]

No I never did actually, but I like to be able to do some planning when creating character, it is in big part pointless in D2 becouse of items that replace statistics so that is not such a big difference compared to D2, it could be done much better through.
 

The Exar

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Besides equipment, the only other way to customize your char in Diablo 1 was attribute points. In D2 the accent turned on skills. Now, in D3 we have talents and skill customization (runes). Diablo never was a deep game. Though removing attributes will certainly hurt the role-playing element, I doubt it will ruin the Diablo experience which is mainly focused on fast paced combat and item hunting. The automatic attributes system already worked well in WoW. It allows an easier balancing of classes and firm grip on gameplay development. For good or bad Blizzard are trying to change some semi-core concepts and I'm sure they'll make up for the loss of stat points distribution. One is certain - the main way of attribute management will be through items. Very wow-esque.
 

DraQ

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The Exar said:
I doubt it will ruin the Diablo experience which is mainly focused on fast paced combat and item hunting.
More of the latter. Fast paced combat where your character mowed down hordes of enemies at alarming speed already eroded the experience for me in II by damaging the atmosphere.
 

St. Toxic

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Darth Roxor said:
Well... Nox also didn't let you allocate points into attributes and it was uberawesum.

But then again, it's not like the stats kind of mattered in that game.

This. I take it that I personally have finally convinced the Blizz-team that Nox is the way to go, by mentioning Nox every time Diablo comes up, and promoting it not as the bastard child of Diablo, but rather the overshadowing übermench that it was. :cool:

Diablo was never a contender for the rpg scene; it's ferocious hack'n'slash primarily enjoyed online with other retards. Attaching characters to stat-builds (which may be fallable, or the contrary, über awesome) is a hinderance in the potentially fast paced gameplay that the series offers. This way the weight is completely on loot and player skill; you can still manage in creating a powerful character intelligently via the rune system, without being the hot-key pumping master-blaster, but it's also possible to counter that build without having to create a new character from scratch.

The next logical step would be removing stat-checks from equipment, and replacing them with severe stat penalties, which is the better alternative to simple lvl checks (that would simply be jmmo faggotry). And don't forget fast/extreme equipment decay. I'm all done.

Let the good times roll. B)
 

elander_

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Neverwinter Nights did the stats distribution hell thing very well. You have an option to let the computer distribute your xp points for you according to your class choice or you can turn this off and do it yourself. You also get penalties if you try to distribute xp for stats you are not good at. What else is needed?

Forbidding the player to distribute xp is treating the player like a retard. What if the player wants to try an exotic character for fun. Trying exotic char combinations is part of what makes roguelikes fun, which is what Diablo has always been (a graphical roguelike) except for the action combat part.
 

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