I think there should be an option for all.
Pick your own color and brightness, and give people the option to not have it on at all, so you have to totally rely on the pointer if you want (you can shut off the cross-hair in most FPS).
Why does everyone have to look at it the same. I hate flashing red!
In D3 I shut off everything I can, why the hell do people like looking at those numbers flying everywhere? Just kill the bloody thing.
That dev should be reassigned to Heroes of the Storm. Keep him away from Diablo.
The lighting of mobs when you hit them, the health bars right above enemy heads and the flying numbers all completely ruin the experience. In Diablo 2 the health bar of the mob you were focused on sat at the top of the screen and looked like a bar of blood. This added to the immersive experience, it wasnt wobbling around above demons heads like a fricken lightsaber mate, it was fixed to the top of the screen and easily ignored.
There should not be any effects that would not be there if a demon was standing infront of me right now and I was slashing it with a sword. NO EXTRA EFFECTS. Completely life like. Dark elemental magic that looks like it would in real life. Yes magic isnt real but if it was it would look and sound minimalistic and realistic like it was in D2.
Realism. Gothic realism and darkness. We donât need flashy UI and character screens either. Iâd rather have the stone wall from D2 that felt like a god damn stone keep. These things added to the realism with the current UI it just feels slapped on. Why do we need an opaque character screen with all these damn MODERN TEXTURES AND EFFECTS.
Give me a UI which fits in with the STONY, DARK, GOTHIC SETTING OF THE UNIVERSE PLEASE. Thank you. I know weâre asking for a lot but if you actually take the time to get this right we were repay you in blood Blizzard.
I agree with your entire post and especially this bit. Having the monster health bars all over the place looks bad and I miss having it stationary with my hovering a monster.
Completely ruin your experience. You only speak for yourself.
The only person I can speak for genius. Why donât you take your inconsequential and pointless comments back to your wife and family.
Yet you position all of your posts as if you speak for many.
I have many friends who played D2 and I know many people who share my sentiment, do you have neurological issues mate?
Funny I know people who played D2 and share my sentiment. Amazing how some people can not like things in D2 and prefer things in D3.
It doesnât make one better than the other just differing preferences. Yet, you seem to think if other donât share your beliefs they are wrong. I just say itâs OK for things to be different.
I find that funny because everybody I know who played D2 hated D3. But yea entitled to whatever opinion you like.
Anecdotal on both our parts but if you bothered reading these forums you would know there are plenty who enjoyed D3. As well as the 30m+ in sales. A game doesnât sell like that if it is universally hated as you want us to believe.
Diablo II: 17 Million copies Diablo II LOD: 17 Million copies
This was a game with no following, back when blizzard was a quarter the size it was today. This is the game that allowed Diablo 3 to sell 30 Million copies. I bought Diablo 3, played for a month and never touched it again. I played Diablo 2 for 10-15 years on and off.
Funny how that 17M is still less than the 30M+ D3 has sold.
As for no following, you seem to forget a little fastest and best selling PC game when it came out called Diablo. D2 was one of the most anticipated games of 1999/2000. Blizzard was also pretty big and very well known well before D2 with the success of Diablo, Warcraft 2, and Starcraft all being huge games at the time. So D2 wasnât some smash hit from a small indie dev with nothing to show.
Diablo II also had 11 Million active players 7 years after release. Do you believe that Diablo III has any where near that?
Got a source on that?
Correction it says 11 Million playing Starcraft and Diablo, but still there were a very very large number of people playing D2 7 years after launch. From what I hear D3 is dead⌠7 years later.
You can find it on the Diablo II wikipedia⌠Under the commercial sales heading⌠Its from a 2010 Gamespot article.
I think itâs a matter of functionality. While the degree of these effects may be a tad overdone, I can certainly understand why theyâd want that sort of visual feedback to amplify the power fantasy and boost the decision-making process on the playerâs end. Considering the gameâs fairly fast, there are a lot of information bits that could get lost if it werenât for this sort of effects. A more poise-driven combat system such as the Souls games or Monster Hunter can comfortably rely far less on that visual flare than a fast paced game like Diablo does, because your movements tend to be directed far more deliberately than they do within the relatively more chaotic situations you see in Diablo.
Even in relatively darker games such as Path of Exile you see some sort of visual flare to accentuate your actions and give relevant status information and what not, and yet Iâve never seen anyone complain about it, despite it getting quite stroboscopic at times. At that point it may be just a matter of how far theyâre willing to take the flashiness, and at what point reducing it becomes functionally impractical or even trivial for the actual intent of the designers.
Imho, a lot of the people requesting the superduper dark environments where you donât see a damn thing are approaching this particular problem from a cinematic perspective, rather than a gameplay one, and it really shows. Then again, not everyone will even bother to ponder fundamental design-driven issues when it comes to looks. Granted, itâs not the playerâs job to think of these things, or even acknowledge them, but theyâre very tangible problems for the actual game designers.
Thatâs an interesting topic. However, having played a lot of games with stupid invisible walls I expected to be able to go through, I often end up feeling rather disappointed when I find you I canât go where I wanted. If the entirety of the world can be traversed in one way or another, however, I think this would be a good suggestion, and even a nice opportunity to place some interesting environmental threats and what not that arenât explicitly disclosed as part of the exploration process, as well as to help flesh out a more compelling and believable world. Itâs something we often see in Souls games, and itâs often quite a deadly experience, which would certainly add to that unforgiving mood they seem to be attempting to convey with their visual design.
However, I also wonder how far theyâd be willing to take this sort of details in a game thatâs ultimately a grindfest. Kind of like the story itself, really. I never paid much attention to it past a couple playthroughs, because after that itâs just going to get recycled during the endless grind.
That gave me the idea: some of the places we can climb, break and we can fall and take damage. Maybe one of the ladders break and others donât.
I hope they do, bcs this game will be different to the previous ones. This will be more open world with places to explore, and with some good luck, when they finish the expansions we will get the whole world map to explore.
Going back to the topic. Now i am playing Diablo 1 and they only add a red border around the enemy to highlight it when we move the mouse pointer over them. I think that should be enough.