I don’t need to. I already showed you content you have to defend about.
My point is pretty clear: mindlessly picking up stuff in a slow paced game is bad. This should NOT happen in D4.
I don’t need to. I already showed you content you have to defend about.
My point is pretty clear: mindlessly picking up stuff in a slow paced game is bad. This should NOT happen in D4.
Well even with your cherry picked example you fail because it wasn’t mindless: The items were legendaries, set items, gems, and crafting materials that were useful. They didn’t pick up any junk because the rift guardian didn’t drop any junk.
Sorry but your cherry picking didn’t include content that actually dropped the stuff I said you should be skipping over in Diablo 3(Hence why I responded with “Show me that content”).
I also already said Diablo 2 is better the way they do it. Pointing out somebody got something wrong about Diablo 3 isn’t the same as arguing that it’s the way Diablo 4 should do things.
Which is frankly a concept A LOT of people around here struggle with understanding.
Let’s try to reduce the arguing and be productive about D4.
33 weapons/armor to hold in D4’s inventory simply makes no sense with a combat way slower than D3’s.
Depends on the drop rate and the relative value of the drops. You’re on the right track though.
Strawman alert!
GRifts are an embarrassment for A-RPGs, with notning dropping except at the end.
The speed of the combat is largely irrelevant. What matters is how much loot drops, which we don’t really know what that is going to look like at Diablo 4’s endgame.
Even in Diablo 2 quite a bit of loot drops. the limited inventory just means you filter out and ignore 99% of it.
Which I don’t know about the exact size of the D4 inventory, but you should definitely be able to carry more than Diablo 2 from the start of the game.
Pace of combat should be consistent with other other elements within the game. Otherwise what the user would receive is like watching a clip that goes from x1 speed to x4 to x2 to x1 to x2 to x4 and so on… It won’t be consistent!
We need immersive D4!
Well Diablo 2 had perfectly fine pacing and I would hope the combat isn’t really slower than that.
Immersion levels in Diablo 2 were fine as well.
I am pretty sure most game devs will tell you it is important to have varied game pace. Moments of higher pace and moments of slower pace.
So that scenario you describe does not seem like an insurmountable issue. Maybe even good game design instead.
Immersiveness is the single most overrated word in gaming.
D4 needs a lot of things. Being immersive is far far down on the list imo…
Yeah, moments of error 37 mixed with other moments. I get what you are saying. They nailed it in D3.
Imo an important aspect when talking combat speed also isnt that slower combat speed doesn’t necessarily mean there is a long time between actions, or that enemies must die very slowly. To me it is about the weight of the combat. Of each decision mattering/making a difference. Aka. tactical combat. Which does somewhat limit the speed of combat, since you need enough time to make conscious decisions.
But, I mean, the Souls games have slow combat in this sense. But it also isnt exactly a slow game. The combat action is constant.
If you are implying that I am defending D3 in particular, I dont know what you are smoking
Just to let you know gameplay pace in D2 is constant. It doesn’t have the ups and downs like in D3 that you like.
D4 should follow D2 in that regard -> constant gameplay pace.
It sure does. They try to get you back to town fairly often. Slowing down the pace.
Monster density can vary a fair bit from area to area.
I didn’t say I like it. I say that varying the game pace is game design 101, with a lot of developers seemingly liking it.
No, the pace is still constant since you have more decisions to make due to inventory tetris. Simply making the user go to town (or anywhere else) doesn’t deliver change of gameplay pace.
In D3 the change of pace comes from pushing GR (slow activity) to playing Rifts/Bounties/fast GR or selling in town (fast activities).
Every activity in a game has a particular pace for different groups of players with some having the same pace for all groups of players (pushing for example) and others having a different pace (player using AHK to clear inventory vs. slow clicker).
Okay I promised a serious reply.
On what foundation they teleport back and forth with no inventory? If I find an item that I can not equip yet even this theory is impractical. We’re looking at fantasy characters here; Doomslayer, Duke Nukem, Gordon Freeman all carried their entire arsenal around. Magic or not. Doomslayer cannonballed himself as well.
On a serious note, actually giving inventory space to your hirelings, mounts or followers is a good idea.
You mean couriers in DotA? I bet a smart familiar of the town’s cleric might do just that.
Lengthens the farming phase and stops being result oriented. I can live with that. You can kill a sword wielding skeleton to find a simple headwear or axe for sure but when you kill a quillfiend to find a long sword is outright weird.
And that’s another to the list of why I can’t take this post serious…
Or… Or… You make this a paid feature from MTX because there’s no such thing as Wisdom stat in Diablo 4 and most likely you’re pseudo nerfing any PvE farm build that can not utilize it. Do I also have to mention how causing a telekinesis on a single item to fly for kilometers long road back to town and lock itself in your stash is a very specific task and Wisdom supposed to be a general use stat?
Going back to town slows down the pace of the game.
Having ups and downs in your pacing is also very important in general. The downs make the ups hit harder. If everything was equal then the pacing would get mundane, and you want to avoid your game feeling mundane.
Even mixing up the pacing of fighting from one mob to the next isn’t really a bad thing. It can keep things fresh. Some mobs should feel faster and more frantic while others are slower and more methodical.
Diablo 3 just messes things up for a variety of other reasons.
Not by default.
In case of D4 it would speed up the pace since you’d sell fast a lot of stuff while the combat is slow.
Nevermind that you don’t seem to know what pacing is.
Your idea of a good game is that the the high octane action part of the game is selling stuff in town and not fighting hordes of demons?
I use it with that in mind:
move or develop (something) at a particular rate or speed
Moreover, I relate it to APM in a way: More eAPM means more action (higher pace).
Pace is different than adrenaline.
I can drive with 200 mph having zero adrenaline.
In terms of video game design, it’s not merely just the number of actions occurring per minute. It more relates to what is happening on screen and the intensity and duration of it.
Combat should generally have a greater intensity than selling stuff in town. It’s the up in your pacing in a Diablo game. Going back to town and the moments between fights are the downs.
Though even in terms of purely APM, combat should probably be higher than selling stuff in town unless you’re madly clicking 600 times to move when only 1 click was needed.
Are you trying to get an Action RPG or gothic fantasy XCOM?