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Lessons DIII devs could learn from D2.

Discussion in 'Diablo 3 General Discussion' started by Aaiieeee, Apr 18, 2008.

  1. Aaiieeee

    Aaiieeee IncGamers Member

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    Lessons DIII devs could learn from D2.

    This thread is not about types of gameplay, storylines or anything of that nature.

    Im thinking of a user interface type thing. We've had the last 8 years to play this game, so what can the devs learn from us? Ill start us.

    1. Lying Character Screen.
    We love numbers and details to tell us how good our characters are, we need the information to know where we are going. I really hope that ALL information is avaliable on D3, even if there has to be tabs and tabs of it. Every damage modifier or attribute should be listed with its current value and it should be correct!

    2. It does not take 20 seconds to read "Failed to Connect". 'Nuff said.

    3. The way the multiplayer games are listed, its so annoying, hardly any are displayed and you cant filter them at all. This of course depends on the game style, but if its going to be like D2 at all, then make it more user friendly!

    Now your turn, list things that bug you or wernt well thought out with the interface of D2.
     
  2. jakotaco

    jakotaco IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    Autokicking and temp bans will never be a good solution to botters and hackers, what it really does is annoy the hell out of legit players. I don't mind if it takes another year, make sure the game is free from hacks and bots from the start.
     
  3. Merick

    Merick IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    Totally agree with #1, show us our damage to demon and undead, show us our total magic find, etc, to use D2 examples.

    The join game list is indeed a terrible feature that shockingly has never been updated, despite Starcraft having a superior version.

    I hope they've learned not to design their games around one video card, and something about security as well ><
     
  4. Friends Call Me Butch

    Friends Call Me Butch IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    Who knows what they're working on there, but there's definitely one lesson every developer should learn from the Diablo teams:

    4. Every single one of you is 100% replaceable and no one will notice when you're gone.
     
  5. Maastaat

    Maastaat IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    Ability to see games in lower difficulties is a major one for me.
     
  6. Davio

    Davio IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    As a character who finished all dificulties, I want to be able to see all dificulties when I'm looking for a game, not just hell. This can be done simply by using 3 tabs. To fix the PKing of newbies that might occur, just set a +/- limit (like 15) on the level difference between players for dueling.

    There can be even more tabs for games like a variable that defines 'game type' such as 'baalrun', 'mf run', 'rush', 'trade' etc... Obviously, the intention is for us to play normally and just go from a to b to c and not from a to c immediately and as fast as possible so this needs some tweaking.
     
  7. mince pies

    mince pies IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    Not really something that bugs me, but I'd like to see games where more than eight players can join. Maybe 10 - 15 at the most
     
  8. Lord BBQ

    Lord BBQ IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    How they missed this is beyond me...
     
  9. prion

    prion IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    autojoin channel. some of us hang out in certain channels and we don't want to hear from spambots just because we had to spend half a second in the general chat in order to join our channel.
     
  10. Davio

    Davio IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    I just thought of this.

    What's with durability? It's such a lame stat with zero meaning.

    If an axe loses it's sharpness it's probably going to do less dmg.
    If an armor gets holes in it, it'll probably have less defense.

    Why didn't they just translate durability to these base stats? For every 50 whacks with a sword, it loses 5% dmg, for every 50 hits taken, your armor loses 5% defense.
     
  11. prion

    prion IncGamers Member

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    probably just technical reasons but they could certainly change it if they wanted.
     
  12. Davio

    Davio IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    Technical reasons?

    You only need one extra line of code:

    Real base def = base def * durability / total durability
     
  13. prion

    prion IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    mmhmm and how does it work with enhanced damage modifiers, and how is the information stored...additional computations or w/e...

    think about it on weapons are you doing this for elemental damage, open wounds, +AR, magic absorb, CTC spells, and extra damage vs demons? The game would have to store the stats of the item at full durability and then got thru and change them as you used the weapon.

    just sounds like a lot of complication that they didn't want to deal with. Introducing some of that complication would seem to be the next step but I can't say I blame the game industry for delaying so long.
     
  14. Davio

    Davio IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    It just has to modify the base dmg and base defense.

    Easy as pie.
     
  15. jesterlolz

    jesterlolz IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    It would make casters even more overpowered than they already are. Every few hits a melee char has to go to fara, wheras a caster never has to deal with reducing their damage.
     
  16. trashX

    trashX IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    dont know how they missed this, but nerf smiters and Foh (if its still in the game) dont wanna see the pala filled pubbys that D2 has -.-
     
  17. Davio

    Davio IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    Well, how about staffs degrading with every spell, which degrades spell dmg?


     
  18. Matt

    Matt IncGamers Site Pal

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    Re: Lessons DIII devs could learn from D2.

    Honestly, I'd be pretty annoyed by that feature. Your character would just get progressively weaker as you played, unless you went to town to repair every minute or two. Sure, it'd be more realistic, but I for one am willing to turn a blind eye to the realism factor of a fantasy game and save myself the hassle of repairing every 2 minutes I play the game.

    An interesting idea, but I think it's end up being more hassle than it's worth.

    -Matt



     
  19. sirwhere

    sirwhere IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    getting rid of hackers would be nice

    balancing the items and skills PROPERLY would be very nice as well

    thing is... they're both so unlikely to happen as me winning the lottery 3 times in a row...

    oh, and for heaven's sake, make the monsters at least a bit dangerous
     
  20. Angel_of_Wrath

    Angel_of_Wrath IncGamers Member

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    Re: Lessons DIII devs could learn from D2.

    Yes. Having just reinstalled D1 on my travellin laptop recently, I can say that charges on staves and seriously depleting durability on weapons is time consuming and annoying to repair. I need to collect all my gold to do repairs...

    And please give me sprint in D3.



     

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