As long as this game has been in development, having put in the necessary refinement that the game is balanced in such a way that the players should need to think when playing is the least they should have done by release.
Amen.rembrandtqeinstein said:no lan=no sale
I bought 2 copies of SC1 and 2 of brood wars, I bought 4! copies of D2 and 2 copies of LOD
I bought 0 copies of SC2 and will be buying 0 copies of D3 until such time as there is an emulated bnet server available so I can play with my friends without "checking in" and asking permission to use my own property
Have an e-cookie good sir.swooshmeister said:Pillar abuse and tactical clicking wooptidu
Ramirez,hide behind that chest high wall and cast bone spear!!!
This is commonly known as Bethesda and Peter Molyneux's way of overhyping their games.LightPurpleLighter said:Blizz needs to stop yapping about the game and just get it ready for release. Every time they open their mouths, I get more excited.
Yeah, the whole point of Diablo is that it was bereft of tactics apart from spam attacks then spam healing.Fr said:anc[is]Diablo... Thought...
...
...What?
I am looking forward to this. You'll need to be evaluating your surroundings and giving priority to the enemies according to their abilities. Adding unique sounds for difficult enemies would enhance the creepy factor as well in some of those dungeons.Tom Goldman said:Blizzard writes that it wants to make monster encounters "more tactically interesting" than in previous games, but without sacrificing that fun, quick Diablo feel. There are two techniques Blizzard is using to do so.
The first is through diversity. Blizzard says it's implemented a "malevolent throng of new, more diverse monster types" in Diablo III. A big room of monsters in Diablo used to mean clicking on all of them as fast as possible, perhaps taking out the ranged enemies first. Diablo III will require much deeper choices in regards to the order in which monsters must be dispatched.
Secondly, Blizzard has categorized every enemy by its unique behaviors, instead of its type. One category is called "big hit," and includes enemies that will make "very telegraphed, obvious, and often slow attacks that do a great deal of damage if they hit you."
Thing is none of that is thought really. You have to prioritise the cultists, you have to stun the zombies, you have to evade the massive throng of enemies. It's conditioned response no more thoughtful than Guitar Hero. Strategy will come in when you have contradicting wants as opposed to a tiered list of needs.Telperion said:Looking through the in-game videos it's obvious that they have accomplished a little more than that.archvile93 said:I'm not convinced. There's only so much strategy you can get out of the combat system of "click on monster, pray to god your stats are higher."
Examples:
- you got to prioritize on those cultists, before they become possessed with all manner of hellspawn
- you have to somehow stun or stumble skeletons with shields, or your frontal attack will be ineffective
- you have to evade or disorient masses of strong enemies designed to block your path to (say) cultists summoning hellspawn
We have seen stuff like this before, but not quite so obviously designed. It's more about getting the player to learn an increasing number of ways to "solve" individual monster puzzles. It's better than "click on these monsters real fast until they die, and drink a health potion if you need to", but it's hardly revolutionary. Torchlight, for example, has similar stuff.
.....touché. I agree with that.Shjade said:Isn't dropping walls on zombies itself a tactical decision?SnipErlite said:You can drop walls on zombies. That's cool enough. Plus tactics and shit.
Within an indefinite amount of time, the monstrosities possessing the Vessels will tear through the flesh of their living hosts and emerge onto the battlefield, utterly consumed by rage and hell-bent on inflicting grievous harm.[footnote]http://us.blizzard.com/diablo3/world/systems/encounters.xml[/footnote]