Whoa, I didn’t expect this kind of elaborate reply.
Honestly, thanks!
I’ll read it later and reply best I can
Edit: I guess “later” is “now”
From your perspective, what would be exciting, inspired, and spicy?
Good method of questioning. Turn the question around, so that the person pointing out a general flaw needs to improve it themselves.
Guess what? I’m not paid to design, or create it.
I’m here to potentially pay for the end product, based on my assesment of it.
I won’t tell you “what they should do to make it exciting”. Instead, I’ll expand on why I think it’s bland.
Running around the empty fields, barely any mobs, quest markers that are leading you to the next point, fetch quests, bleak graphics (seriously, I think they will release it on mobile at some point, hence no graphical fidelity. D2R skills look better than this). And the story… Meh. What infuriated me were those little unskippable, scripted sequences in which you go and talk to the NPC “a”. NPC “a” then rants for half a minute, walks to a gate/pathway/destination for another half a minute, you interact with them again, an unskippable, invisible wall disappears.
If that’s not a bland gameplay, I do not know what is.
Everything present in this game was in previous ones, just done much better. And don’t get me started on what they cut out, compared to real DIABLO games.
I found myself hunting for those craftily hidden altars of lilith, and regularly rewarded by off-the path caches to break open and see what was inside. Following only the quest markers is an option but also a choice.
Were there no reward to exploring, like the hidden caches and altars of lilith, then you clearly have a point so it’s not clear to me what you’re expecting with a rewarding outcome for exploring if it’s not those kinds of things, maybe you can help by explaining further?
What are those rewards, really? Imaginary “power ups” that try to hide the fact that leveling up in this game does not matter?
No real sidequests to reveal, no additional lore, no hidden things, no views to explore.
What exactly am I missing by just going from the quest marker to another one? I would argue that I lose nothing.
If AT LEAST the “side zones” would be packed with mobs - exp and actually getting to play the arpg by fighting instead of a “mmo fetchquest simulator”, would be a reward enough for me. In the current state?
Booooooooring
Yah buddy, they will, for exactly the reasons you said. So I’m truly lost on what you’re going on about here. Sounds like you answered your own question and didn’t like the answer. Since you know it’s beta, and balancing comes last so it’s not balanced, and you expect that… what was your concern again?
OK, everyone will see after the release.
I guess you may be right, but I do not see how I’m wrong. It’s different to “balance things out” as in: polish the details, than to re-work the things completely because they don’t make sense at all.
My point is: even for a beta, it’s SUPER unbalanced, to the point of it looking like they didn’t know what they were doing when designing it.
I might be wrong, but I think there might be a community post or developer blog post out there somewhere explaining – and I could be way off on this next part: with stats like D1 and D2 to plug say 5 points into every level, there are optimal, cookie-cutter, if-you’re-doing-doing-this-then-you’re-WRONG-n00b solutions, which inevaitably does not contribute to your decisions mattering in the slightest.
Sorry mate, as much as I appreciate you taking time to reply, this is BS take. EVEN if it really comes from the devs, I wouldn’t know (in that case it’s even worse, as they lost the grip on what’s the draw of older diablo games).
Optimising the experience just for one pool of the users (in this case, min-maxers) - completely ruins the fun of actually PLAYING the game and learning the mechanics for others.
I know, I know, there are guides and as you called them “cookie cutter” solutions - but guess what, people are different, some actually enjoy the journey more than the end result, and the learning process that comes from making those “n00b” mistakes.
I want to make a mistake of adding every point into dex. I want to be able to see what happens if I do it. I would like to EXPERIMENT.
Current, super limited way of “leveling” the character takes away this possibility.
(But I guess it already happened in D3)
Where as with the current skill system, you follow the branch cluster of your choice - or not. No need to put skills into that branch at all, go ahead and double down on the previous one, or the following. And THAT agency granted to you, to determine and amplify YOUR play style has far more meaning that the false-choice of where to allocate stats optimally. For your consideration.
I considered it, and it makes no sense.
Your premise is based on the assumption that those “choices” matter.
Min is that they don’t, as there are BARELY any noticeable differences between the choices.
Does it? I found myself not wanting to give up the +crit modifier on one of my weapons because it DOUBLED my overall crit chance at a low character level, from 10% to 20%. So even though the green-arrow showed me the next weapon had a +2 dmg on it when comparing purely damage numbers on DPS, none of the more-mathy and person-style attributes were a part of that auto-calculation. I’m confident sim sites will factor all those in and they’ll disagree with the easy auto-calc green arrow. But like only following quest markers, or only selecting certain skills, it still comes down to what YOU want to do buddy. No one’s forcing you to go green arrow every time, and fortunately no one is forcing you to do crazy math in your head or deep dive on DPS sim sites to assess whether the “true” upgrade choice is. You be you.
I won’t argue about this one, it seemed like the D3 arrow up system to me at a first glance, but seeing your point I can think of a potentially more stat-oriented direction in the end game.
Will it be dmg, crit, crit dmg for everyone, like in D3? Or more expansive, with different stats for different build “archetypes” like in D2?
Time will tell.
I think I covered this, think of it as a root system that branches out and you follow the main root down. Still part of a tree, just not locking you in to all the previously-chained decisions you MUST make to get that final tier option unlocked.
OK, valid point. It is, technically, a “tree”.
But a tree without any roots nonetheless.
It’s shallow af, and we all know it.
When you said weird I’m hearing an unexpectedly low max-zoom-out? What would you want to gain by zooming out further? Part if this maximum will be due to back-end performance considerations, such as loading mobs and triggering based on your proximity. Fractions of microseconds for pathing calculations matter especially when needing to communicate to N number of players in the same place. The further you zoom out the more optimizing-for-speed that system has to be, not to mention rendering distances and the impact on graphics cards on the client end.
Ah, yes. The “optimization” argument.
If that would be the case - let them present us with two options.
Current zoom level for potato PC and consoles, and farther away zoom level for those of us who actually play ranged and like to see what’s coming their way.
Current design is just lazy, and, most probably - a way to port to mobile later.
Welcome to the MMO genre? Not sure what else to say there other than to ask were you wanting a solo-version?
Yup, I simply don’t like it.
I would like to have an “offline” or “single player” option (let it be always online still, it’s assinine, but I understand the business aspect of this decision).
From the feedback I see in general, many people dislike it as is. One can argue that it is a “game design”, I believe it’s just a way to sell those mtx later.
I invite you to watch some YouTube of Baten Kaitos, and experience authentic bad voice acting for comparison. Actors with accents does not equate to bad voice acting. They sounded mature and professional to me, setting the tone of the hardship the villagers live in. Hit us up with some examples of good voice acting for comparison, and to keep things on a level playing field do find examples with accents; the YouTube video from a Command and Conquer game featuring Tim Curry is escaping to the one place that hasn’t been corrupted by capitalism, could be a good starting point to compare an excellent voice actor portraying an absolutely ridiculous atrocious (yet perfectly fitting) accent.
Thanks, I’ll watch those.
Good research, or knowledge on the topic (at least it looks like).
Doesn’t change the fact that (personal opinion) this game voice lines sound exactly like “Fenix Rising” - you know they had some kind of a goal, but the execution is imho poor, and sounds like a caricature at best, incompetence at worst.
From the top of my head, you want good voice acting? Play “Hades”.
I’ve exhausted my limited tank of helping others convey more of what they intent to, so I hope you’ll find this enough to expand upon so your messages are more broadly and better appreciated.
Appreciate the effort.
But I don’t care if my opinions will be “broadly appreciated”.
I just wanted to voice them, it’s the internet, after all. Some people will agree, some won’t, some will just fling insults.