Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Diablo IV

J1M

Arcane
Joined
May 14, 2008
Messages
14,754
The game looks like Diablo but am I the only one who thinks the actual fidelity is a bit lackluster? It looks like a game that could have come out 4 years ago.

Yeah, it doesn't look bad, but it also doesn't look like one of the biggest upcoming games either...which it is. Visually it doesn't really seem to look any better than that The Ascent game, which is some little indie title.
The game is played with an isometric birds-eye viewpoint. Do you want 80% of the screen to be particle effects or something?

Games in this style don't have much headroom left visually, unless we start talking about how a second screen would be utilized. But that's more about UI design than graphical fidelity.
 
Joined
Nov 23, 2017
Messages
4,663
The game looks like Diablo but am I the only one who thinks the actual fidelity is a bit lackluster? It looks like a game that could have come out 4 years ago.

Yeah, it doesn't look bad, but it also doesn't look like one of the biggest upcoming games either...which it is. Visually it doesn't really seem to look any better than that The Ascent game, which is some little indie title.
The game is played with an isometric birds-eye viewpoint. Do you want 80% of the screen to be particle effects or something?

Games in this style don't have much headroom left visually, unless we start talking about how a second screen would be utilized. But that's more about UI design than graphical fidelity.

What are you even babbling about? Nowhere did I say anything about anything you're talking about.

The in-game character models aren't exactly great, and neither are the animations. They seem to be using the isometric view as a cruch to get away with this kind of stuff. Thing is it looks like the camera will be zooming in on the models for cinematic stuff, and better animation would look good even in the isometric view. The environments also seem to be all over the place in terms of texture quality, although the design of them looks to be a major step up from where they were with Diablo 3.

They could probably have had a Diablo 4 where your character model in-game actually looked like the one on the character select screen, but they seem to be of a substantially lower quality than that in-game.
 

LabRat

Learned
Joined
Jan 23, 2020
Messages
155
Location
Taiwan
door-milan-cathedral-italy-27498276.jpg


^this is diablo

sds5whimsydale.jpg

Don't you mean?
d8d33cd822863cb78a8f984585c0bf9a.jpg


one can only dream for a Diablo abundant in christianic and satanic iconography


 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT

J1M

Arcane
Joined
May 14, 2008
Messages
14,754
David Kim (semi-pro Starcraft player/balance designer) is no longer lead systems designer on Diablo 4. "Promoted" to a Principal Game Designer on World of Warcraft.

Chances this will be worth playing have increased an unknown amount.
 
Last edited:

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,766
The game is played with an isometric birds-eye viewpoint. Do you want 80% of the screen to be particle effects or something?

Games in this style don't have much headroom left visually, unless we start talking about how a second screen would be utilized. But that's more about UI design than graphical fidelity.

P.o. Exile is is already more than halfway there with its fluttery stuff (meshed particle fx) and you don't see people complaining, even though most of that stuff looks disconnected hence wrong. I thought is unanimously agreed that stuff stays , and it's also a transparency problem most bigwig devs just avoid.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,405
Divinity: Original Sin Divinity: Original Sin 2
Chances this will be worth playing have increased an unknown amount.

why
I didn't want someone whose career was built on RTS balance and public speaking to be in charge of Diablo 4 systems design.


that's a weak ass argument.

It's all about the numbers and the developer willingness if they want to take all the good aspects of Diablo 1/2 into consideration or not.

If Kim was against that, only then you could argue that his departure is a good thing.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,754
Chances this will be worth playing have increased an unknown amount.

why
I didn't want someone whose career was built on RTS balance and public speaking to be in charge of Diablo 4 systems design.


that's a weak ass argument.

It's all about the numbers and the developer willingness if they want to take all the good aspects of Diablo 1/2 into consideration or not.

If Kim was against that, only then you could argue that his departure is a good thing.
Well, have a look at the state of Diablo 4 systems before they started incorporating some feedback from the customers.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,405
Divinity: Original Sin Divinity: Original Sin 2
Chances this will be worth playing have increased an unknown amount.

why
I didn't want someone whose career was built on RTS balance and public speaking to be in charge of Diablo 4 systems design.


that's a weak ass argument.

It's all about the numbers and the developer willingness if they want to take all the good aspects of Diablo 1/2 into consideration or not.

If Kim was against that, only then you could argue that his departure is a good thing.
Well, have a look at the state of Diablo 4 systems before they started incorporating some feedback from the customers.

Compared to Diablo 3, it was a start in the right direction.
We all would love to have the former designers of Diablo 2 in charge of D4 but that's not gonna happen.

Who says Kim was not "fired" because he wanted D4 more to be like D2?
It doesn't matter if he had a background in RTS.
It's all about the vision and the capacity to understand what made D2 great and build upon that.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,754
Chances this will be worth playing have increased an unknown amount.

why
I didn't want someone whose career was built on RTS balance and public speaking to be in charge of Diablo 4 systems design.


that's a weak ass argument.

It's all about the numbers and the developer willingness if they want to take all the good aspects of Diablo 1/2 into consideration or not.

If Kim was against that, only then you could argue that his departure is a good thing.
Well, have a look at the state of Diablo 4 systems before they started incorporating some feedback from the customers.

Compared to Diablo 3, it was a start in the right direction.
We all would love to have the former designers of Diablo 2 in charge of D4 but that's not gonna happen.

Who says Kim was not "fired" because he wanted D4 more to be like D2?
It doesn't matter if he had a background in RTS.
It's all about the vision and the capacity to understand what made D2 great and build upon that.
When there's only one entry in the series per decade, a 'start in the right direction' isn't nearly enough.

Nothing Kim said led me to believe he possessed inspired ideas or raw talent at game design. WoW's launch was so successful because some of the most influential designers on it were passionate Everquest players. Diablo 4 should have started with that same approach. Not with a group of people from unrelated projects at Blizzard that were winding down.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,158
Location
Platypus Planet
They removed Kim and replaced him with a former HOTS designer who joined Blizzard a few years ago. It's not like they improved the situation at all for D4. Yeah maybe D4 didn't start out too hot, but you could see that they were listening to feedback. Who knows what will happen now? This move just weakened D4 and showed that WoW is in full red alert mode when they need to grab all hands that they can to fix it. Blizz is not doing all that good these days. I'm beginning to wonder if we'll even see a D4 release.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,456
They removed Kim and replaced him with a former HOTS designer who joined Blizzard a few years ago. It's not like they improved the situation at all for D4. Yeah maybe D4 didn't start out too hot, but you could see that they were listening to feedback. Who knows what will happen now? This move just weakened D4 and showed that WoW is in full red alert mode when they need to grab all hands that they can to fix it. Blizz is not doing all that good these days. I'm beginning to wonder if we'll even see a D4 release.
To be fair the hots guy was working under Kim for a while. They pulled Kim to try and salvage wow expansion and put his right man in charge. I doubt much is going to change for D4
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,180
Location
Frostfell
My wishlist for DIABLO 4 druid
  • 1 - COOL long lasting transformations
  • 2 - Magic more different than sorc aka more dependent on the environment.
  • 2.2 - Wind based spells
  • 3 - Make game mechanics in line with Druid’s lore.
  • 3.1 - Tier based progression
  • 3.2 - Explanations on skill usage limitations
1 - Watching the gameplay from the blizzcon some time ago, the greatest disappointment, is that the shapeshift druid transformation gameplay wise, is just an attack with another animation.

Transformation should be something that changes everything about your character. Giving different attributes(that should measure your char capabilities), and persist for a long time.

2 - What would make the Druid’s magic fells far more primal in relation to other types of magic is if a component of the power of the spell is determined by the envoriment and the druid could shape the environment with the spells.

Eg - An hurricane spell casted in mid of a desert would be far weaker compared to the same spell casted in a very cold and humid place.

An railstorm spell would make the area far more susceptible to lightning spells.

2.2 - Wind based spells and let is control the battlefield.

Let druids knock down enemies with strong wind(obviously not ultra large enemies) . And it should be proportional to the spell level and magic.

For eg, an lv 1 “first of the wind” should be able to knock down imps, an lv 20 first of the wind should be able to knock down tougher foes but the chances of knocking down depending upon the mob’s size, STR attribute and weight. Makes mobs stats reflect mobs, not being just numbers.

Like Sacred 1/2 Gust of the wind.



On Sacred 2, the force of the spell is Blow range = 5.7 + 2 meters per CA level
http://www.sacredwiki.org/index.php/Sacred_2:Gust_of_Wind

3 - Tier based progression.

Where a low level druid can have only one wolf, become a werewolf for a very short time and only has access to the simplest air spells. An lv max druid, can nuke the screen with maelstrom and hailstorms, spend eternities as a werewolf with fire claws capable of obliterating the most powerful demons

3.2 - For example, an summon or healing spirit needing time to “reform” in astral plane is a good explanation to cooldown. But please. No cooldown to jump or other things like that. Nor I wanna the “your tornado wind speed/force is proportional to the size and shaprness of your axe”. I know that I talked a lot about that last point, but what makes RPG’s different than a just Chess is that RPG’s has the game and the lore. Both(and the visuals) needs to be consistent. Recently I bought “The Technomancer” from Spiders and is a average game, but sadly, you are mostly a “melee lightning wizard” in gameplay, you only control machinery with your powers in cutscenes. I wanna create robots, control the gravity and singularities with that class fantasy. IF the devs had maintained the game consistent with the lore, it would be a masterpiece.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,405
No way they are going for a more horror vibe with gothic inspired art , that incline is long gone, the maximum we can expect is a game with better art than Diablo 3 and that will only happen because Path of Exile is kicking Blizzard's ass so they need to ape it.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,180
Location
Frostfell
My problem with Diablo sequels is there is too much action and too less RPG in them.

The biggest problem is the NONSENSICAL art style and nonsensical mechanics completely unaligned with diablo lore. Survival games like Conan Exiles arguably has dozens of times more RPG on it than D3...
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom