Diablo 4 has a yellow “Arrow” or “Icon” on the mini-map that is showing the player where to go in the fog. Is this what you want Devs?
Diablo 3 had a yellow arrow icon showing what direction to walk towards.
Diablo 2 did not have this icon.
“Dark” should not be the only keyword, “Diablo 1 and 2”, “Rogue”, “Quests”, “Medieval” these should be foundation instead of “Dark”.
Notice how Diablo 2’s items had that white “sparkle” to them while laying on the ground? That’s the type of detail that makes a diablo game successful. Please add that white sparkle back into Diablo 4.
Related, is the idea that Diablo 2 had quests we were shown 6 at a time, in grid form, on a page, whose descriptions led the person to “go explore”.
You can’t have quests telling us to “go explore the wilderness or that tomb or so” AND have a map-gps yellow icon telling us where go to.
Diablo 2 chose the former, letting the adult-person playing the game explore and choose where to go, without knowing if that direction is correct or not, or where the last monster is in the Den of Evil. Diablo 3 chose to well probably never think of this tradeoff, or chose to omit it, who knows, but Diablo 3 had us following a yellow arrow instead of “exploring the fog” for both quest objectives and/or remaining monster’s if told to clear a den via a quest.
Do not chose what diablo 3 did, please, we want Diablo 4 to be Medieval more than “just dark”, and more “Rogue like” instead of “killing monster’s for loot”.
Make sense?
Please include quests in general, and a quest screen delivered by NPCs that show us what to do, but not exactly where to go.
DIablo 4 has a yellow arrow icon showing where to go, and also has skeletons on the map showing the remaining monsters locations after a shrine effect or cursed chest. Both of these icons are exactly the type of developer thinking that got Diablo 3 all that criticism, the “hand holding” stuff like this, please do not repeat these in Diablo 4 when it hits beta some year.
“Quest GPS” has got to go. The yellow icon on the minimap shouting where to head. Diablo 2 did not have it, and back in 1999/2000 you had to look at the 6 quest tome to see the icon and read the vague quest description, and explore without GPS icon where to go. We want a quest-page, with icons and descriptions, describing but not showing us, or hand holding us, where to go for quests.
“Monster GPS” has got to go. The skeleton icons showing where the monsters are and how many are left. Diablo 2 did not have this. Diablo 3 did.
Please remove the yellow, glowing yellow minimap arrow and
Please remove the skeleton head icons showing remaining monsters.
Please include a quest page that shows each quest icon on one page, like Diablo 2.
Mold the game after what worked in Diablo 2, not having these icons, please do not side with Diablo 3 on the minimap icon arrow and skull inclusion decision.
Also, the minimap should at least have the option to be an overlay like Diablo 2 instead of the upper corner being the focal point for most of the time.
(Please consider corpse fetch too, items dropping un-ID’d, and tombs like act 2 tal rasha’s 7 tombs where you can enter the wrong cave or find the solution first, and make sure Windforce is super cool in D4) ok sorry I had to you guys, my bad, back on topic.
It seems when put on a coin, the Diablo 4 devs in the minimap icon case chose what Diablo 3’s developers chose instead of what Diablo 2’s developers chose. How frequent does this happen where “D3’s way” of doing something reigns over “Diablo 2’s way” when compared against one another?
I wish Rhykker could comment on this topic, as he and other streamers have the exposure needed to get this out there. The yellow minimap-arrow has to go, right now, this is absolutely the sort of thinking that got Diablo 3 a decade ago all of that criticism. This should be of straight up Priority to talk about when you can get around to it thank you. Please “like” if you agree.
Please D4 Devs, this minimap-icon takes all the exploring out of the game, it really does, and should go. If you factor in a lot of narrow passages and corridors, instead open maps that are more maze-like such as Diablo 2’s Catacombs, Diablo 4 seems to be too linear so far compared to Diablo 2. The feelings of danger, needing to explore, not knowing what direction to go, mystery, is critical for Diablo to be a fun game. The minimap-arrow / icon takes all of these feelings down to zero and is really that detrimental to Diablo, honestly! Cater to the adult veteran Diablo gamer on this one. It is deal-breaking if you put the yellow arrow or minimap-icon the game - that is how major this “seemingly small” but “totally, absolutely important” game-aspect is.
Please, look at Diablo II.
Diablo II did not have the minimap-icon, thus Diablo II pushed exploring on us all, and nobody has complained about that. Exploring is what you do in an action RPG, right? Please take away the minimap-icon when you can, or at least comment on the forums about your “pro-icon” or “anti-icon” stance and why.
Diablo II did not have a minimap-icon.
Usually, that means it’s a good idea to do what Diablo II did when in doubt or as your base game you are researching for what works and what does not. Brevik and them did so many things right that favor the adult veteran gamer, so it’s a great idea to take after Diablo II in this case.
Diablo 4’s art has a problem as well. D4’s art is too light-grey, homogenous colors, It looks very bland I mean that politely everything is “stone” color, your character is grey, the ground is that same shade of light-grey, there’s barely any green grass to get a different color on the screen and/or some contrast going on. Diablo 2 was more gothic/medieval first and then dark wherever the game needed it. Diablo 4 doesn’t seem gothic or medieval, colors blend too much. Diablo 4’s campfire selection screen is the art style that looks medieval, that is the art style to go with - keep it medieval first, then “dark”.
Diablo 4 also includes skeleton heads on the minimap showing how many monster’s are left and their exact locations, just like Diablo 3 did. Diablo 2 did not do this, and it really breaks immersion once again by showing the player where to go, without debate. Please remove the skeleton heads showing where the remaining monster’s are located, thank you.
Please include a light radius and item affixes to increase light radius, it majorly helps immersion.
1 Take away minimap-icon - this is critical - should of been done yesterday.
Please do not go forward including the minimap-icon telling us what direction to go. The icon/arrow absolutely should be taken out because immersion matters!
2 Less “grey” in the art, more “color” and “blacks” are needed.
Grey character, grey backdrop, grey rocks for land, everything on the screen is grey! Diablo needs blacks and color, or contrast, in there to make things look medieval, there is way to much light grey it all homogenizes and looks very dull. Study Lut Gholein in Diablo II, it’s “Bright” but not just “Grey everywhere”. In Diablo II’s Act 1 the wilderness is green, and the caves are deep black holes. Caves are all-grey, but the overworld is dark forest green, which looks a lot better than grey everywhere.
3 Include Light Radius in Diablo 4 please!
4 Please think about adding Corpse Fetch to capture that true Diablo feeling.
5 The Sorc’s skills Frostbolt and Fireball both need way more color and contrast to be visible, they look underwhelming.
6 Did anyone see the large attack damage and gold sell value numbers? They looked “Molded after Diablo 3” and large and not-memorizable which is part of learning a game, by keeping numbers low we could be rewarded for understanding the game better.
7 Please, you have skeleton heads on the minimap showing remaining dungeon monsters. The skeleton heads simplify the combat experience and again feeling of exploration. Please do not include the skeleton minimap icons or have them spawn out of something you click on, it doesn’t feel rpg.
8 The items are dropping ID’d already. They should be dropping as item type, not by icon, but by item category name like how Diablo 2 had it ideally.
9 the characters move in a slow “Jog” instead of Diablo 2’s faster “running” animation that gave off more a danger feeling than “jogging around slowly and hopping around”.
10 you want elite monsters to hit you with a physcial or ranged attack, not just affixes. Like an elite should "smack’ you for damage, or have something like diablo 2 did, and not be just modifiers like diablo 3 did, where standing close to an elite never matters since they don’t attack, their affixes do. we do not want this, we want ministun on most attacks to keep you from running through the screen, and elites to have a melee or ranged physical attack that can take away your health, not just their affixes like what diablo 3 did.
Examples:
Diablo II’s Act 1 Quest 2 “The Sisters’ Burial Grounds” quest did not have a glowing yellow arrow showing where Blood Raven’s hideout was.
Diablo II’s Act 1 Quest 3 “The Search for Cain” quest did not have a glowing yellow arrow pointing to where the “Tree of Inifuss” is located to find the black scroll for the quest.
Diablo 3’s quests do have the arrow on every quest, even if some or most of the community does not want the arrow because it breaks immersion and totally takes away exploration to find out where to move.
Why did Diablo 4’s devs copy what Diablo 3 chose to do, include a yellow minimap arrow pointing where to move to, when Diablo 2 did not include this controversial and “hand-holding” arrow? Is this a trend for Diablo 2 vs Diablo 3 decision points and which side Diablo 4 chose to go with?
Thanks,
Thor