Doesn'tmeananything
Learned
- Joined
- Jun 12, 2015
- Messages
- 91
shihonage
You have a very selectively embellished memory of D2. Might be the reason why you go on these lazy and critically non-relevant rants.
This 'mechanism of interaction between players' invariably boiled down to typing 'tp pls' and meeting up with another player. And now in D3 you type 'safe?' or don't even bother and click on a player's banner, saving time for both parties. Oh, the audacity of those filthy devs.
It can be argued that D3 has more more player agency in its levelling process than all the competitors. While you no longer put points in skills and attributes, you have choice in freely juggling active abilities, which directly shape combat. The problem is that most of the interesting item interactions are locked behind level 70 mark (and the fact that levelling in all of these games is done horribly, but at least D3 has Adventure Mode).
Being more than an action game with a fun character and item progression, where the whole point was allocating skill and stat points along with getting the most particular type of items for maximum damage output? What kind of meta-game have the players been missing on all these years?
Guild Wars 1, you dummy.
Disregarding inane rp-in-an-action-game talk, the point to be made vis-à-vis multicharacter weapons is the lack of interesting item stats. At this point D3 is designed into a corner: because the skill system is so free-form, all the balancing and meta-shifting has to be done via skill damage manipulation, whether through direct skill value change or by tweaking supporting items. However, all things considered, the endgame (which is the goal of all the work put into the game) is quite entertaining, and all the builds play very differently.
Just level a barbarian and a mage to 70 (which would take no more than an hour, if you use 'player cleverness' and 'mechanisms which encourage interaction between players) and compare any of the playstyles between the two, and then try two mage builds for good measure.
Or stay needlessly offended by a game that's in a good shape at the moment but somehow didn't manage to recreate your idiosyncratic image of its predecessor. Comparing it to Fallout 3 is telling enough.
You have a very selectively embellished memory of D2. Might be the reason why you go on these lazy and critically non-relevant rants.
Town portals do NOT exist in Diablo3. Instant single-person teleport is just the extension of Blizzard's anti-social "one man army" mentality when it comes to Diablo3. You're a rockstar, fuck everyone else. In Diablo2 they were one of the mechanisms which encouraged interaction between players.
This 'mechanism of interaction between players' invariably boiled down to typing 'tp pls' and meeting up with another player. And now in D3 you type 'safe?' or don't even bother and click on a player's banner, saving time for both parties. Oh, the audacity of those filthy devs.
Leveling up is NOT in this game, as a meaningful process that requires player agency. Much like the rest, it's part of the streamlined autopilotarded vision.
It can be argued that D3 has more more player agency in its levelling process than all the competitors. While you no longer put points in skills and attributes, you have choice in freely juggling active abilities, which directly shape combat. The problem is that most of the interesting item interactions are locked behind level 70 mark (and the fact that levelling in all of these games is done horribly, but at least D3 has Adventure Mode).
Saying that certain mechanics which allow for town downtime are useless because "they keep you from playing actual game", is highly subjective. This just means you think like Jay Wilson does, who believes that "the actual game" is when you're clicking on monsters and getting loot. You could as well say we should remove professions from WoW because you want to play "the actual game". Remove inns. Maybe even remove the distance between various places because you really really want to get to the core experience of "the actual game", which, according to you, is endless combat. Diablo2 designers understood the game as being more than that. Nothing in game design is an accident, because it all takes too much work.
Being more than an action game with a fun character and item progression, where the whole point was allocating skill and stat points along with getting the most particular type of items for maximum damage output? What kind of meta-game have the players been missing on all these years?
Guild Wars 2 has shit combat.
Guild Wars 1, you dummy.
It means that if they didn't have such interbleed of usable items, they would have to pay more attention to what drops for mages, how often, and what damage it does. The way it is now, they just plan for a "generic class", then add a sprinkle here and there for those pesky mages. It's a lot easier.
Disregarding inane rp-in-an-action-game talk, the point to be made vis-à-vis multicharacter weapons is the lack of interesting item stats. At this point D3 is designed into a corner: because the skill system is so free-form, all the balancing and meta-shifting has to be done via skill damage manipulation, whether through direct skill value change or by tweaking supporting items. However, all things considered, the endgame (which is the goal of all the work put into the game) is quite entertaining, and all the builds play very differently.
Just level a barbarian and a mage to 70 (which would take no more than an hour, if you use 'player cleverness' and 'mechanisms which encourage interaction between players) and compare any of the playstyles between the two, and then try two mage builds for good measure.
Or stay needlessly offended by a game that's in a good shape at the moment but somehow didn't manage to recreate your idiosyncratic image of its predecessor. Comparing it to Fallout 3 is telling enough.