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Diablo 3 Gameplay Video [Art Debate Thread #547]

Yoshichan said:

Wizard* ?

Door2Dawn said:
What the fuck are you talking about.

Although considering everybody's ideas is great for brainstorming, I can't say I agree with their method of actually considering requests like "what if the demon hunter could turn into a jet." I'm sure it worked out in the end, but that request just sounds like too much of a joke. What about the demon hunter class has anything to do with turning into a jet, and why on earth would you spend time looking into how to realize this idea in Diablo.

Other than that, I agree with you on the whole "what the fuck" is he talking about.
 
KrawlMan said:
Wizard* ?
Bleh :/

Sorc = Wizard
Monk = Paladin (fuck you Blizzard)
Necro = Witchdoctor
Amazon = Demonhunter

Goin' OL SCOO' ON DIS SHIAT
 
Danne-Danger said:
http://www.youtube.com/watch?v=Te8t3UPv7yI&feature=youtu.be&t=2m11s

Not good enough, eh? Spells will get crazier later on when you have high level runes and whatnot.
Looking at this video again, there is definitely something off with the new video. Effects aren't as stand out and there's clear slowdown at certain parts on top of showing a max of 5 enemies on screen makes it look even worse. The desert footage shows masses of enemies, tons of effects, and no slowdown. Seems like a fuck up of a video release in my eyes.
 
I'm done with Blizzard. These bullshit business practices are the last straw and their games haven't been good enough to justify putting up with their shit in a long time.

Also, has to be said: Monk looks like the last fucking Airbender.

So y'all have fun when this comes out. I'll be replaying Titan Quest and Magicka instead.
 
Sophuis said:
I'm done with Blizzard. These bullshit business practices are the last straw and their games haven't been good enough to justify putting up with their shit in a long time.

Also, has to be said: Monk looks like the last fucking Airbender.

So y'all have fun when this comes out. I'll be replaying Titan Quest and Magicka instead.
I see all those ppl complaining for nothing.Just wait ,try the game and make your opinions jesus christ.
 
StuBurns said:
The beta is just a server stress test, the game is probably practically finished.

Just had to iron out those extra revenue stream ideas à RMAH :P.
 
piratepwnsninja said:
Um, is Blizzard just fucking with everyone and this game is much closer than we think? I present to you this:

http://www.youtube.com/watch?v=jPwHNaMBqFE&feature=relmfu

A video from May 2nd, in which the hotbar is already at 6 skills instead of 7. Maybe I'm crazy, but I am sure that the 7 skill hotbar being cut to 6 was an announcement from Monday, but this shows it's been that way for far longer.
It has 7, notice the smaller icon on the right, that's a skill too. It's the switch between 2 skills with Tab for the right mouse button.
 
Also, isn't it weird that they have that lightning lighting effect while spells won't illuminate anything? I do hope they fix that before release.
 
SuperAwesome said:
the beta is supposed to be blizzard's "most limited" in recent memory.
In what sense? Scope or player count?

They said it's a stress test, the game is going to sell five million units the first quarter it's out, if they want to stress it, they need to let a lot of people in.
 
StuBurns said:
In what sense? Scope or player count?

They said it's a stress test, the game is going to sell five million units the first quarter it's out, if they want to stress it, they need to let a lot of people in.


edit: turns out I misread a quote by Bashiok. He meant by scope, which is better for us.
 
SuperAwesome said:
edit: turns out I misread a quote by Bashiok. He meant by scope, which is better for us.

Yeah. I'm glad it stops early. I know I won't be able to stop playing (assuming I get in) and I would hate to get some phat loots on a beta character that doesn't mean anything lol.
 
This game needs to come out NOW!!!!!!!!!!!!!!!!!! Hurry the hell up and release it Blizzard! It will have bugs and unblance when you release it anyways, so just release it now and fix it with patches! >_<!!

BTW Any news on the beta? When are invites going to start?
 
piratepwnsninja said:
Um, is Blizzard just fucking with everyone and this game is much closer than we think? I present to you this:

http://www.youtube.com/watch?v=jPwHNaMBqFE&feature=relmfu

A video from May 2nd, in which the hotbar is already at 6 skills instead of 7. Maybe I'm crazy, but I am sure that the 7 skill hotbar being cut to 6 was an announcement from Monday, but this shows it's been that way for far longer.
My god, it's the original reveal demo of the game. It's years old.
 
KrawlMan said:
Although considering everybody's ideas is great for brainstorming, I can't say I agree with their method of actually considering requests like "what if the demon hunter could turn into a jet." I'm sure it worked out in the end, but that request just sounds like too much of a joke. What about the demon hunter class has anything to do with turning into a jet, and why on earth would you spend time looking into how to realize this idea in Diablo.

Other than that, I agree with you on the whole "what the fuck" is he talking about.

That was one thing.

Another, which has of course been beaten into the pits of hell already, is the whole idea that they want to get more "color, saturation, and vibrancy" into the game in order to "flesh out the feeling of the world as a whole." The world of Diablo isn't some magical fairytale land that needs to be exuberant in order to be expressed. The dark mood originally established was fine just the way it was without the needless addition of unnecessary layers of color and saturation to the environment. Their whole idea of them trying to get a more "arty and painterly feel" to the game, implying that DI and DII didn't have that is bull shit.

I feel like they're trying way too hard to stand out and are exaggerating everything with the game now. There's nothing wrong with being simplistic in your approach. The "Wall of Zombies" spell for the Witch Doctor, for example, is something that was fine during its original inception, but for some reason they felt like making it so they crawl out of the ground, turn into a fucking totem pole, and do some kind of twisted, reverse-suplex and explode when they hit the ground. That just looks absolutely ridiculous to me and just makes me feel that either they're trying too hard or they're not taking this seriously at all.

Just let it be known that I am not just hating on DIII, I am interested in it, I want to play it, I will be playing the demo/beta whenever it comes out, and I'll more than likely buy the game near release. It has just been very difficult for me to become as hyped as I think I should be because of what feels like the nonchalant approach the developers have taken with this game.
 
piratepwnsninja said:
Um, is Blizzard just fucking with everyone and this game is much closer than we think? I present to you this:

http://www.youtube.com/watch?v=jPwHNaMBqFE&feature=relmfu

A video from May 2nd, in which the hotbar is already at 6 skills instead of 7. Maybe I'm crazy, but I am sure that the 7 skill hotbar being cut to 6 was an announcement from Monday, but this shows it's been that way for far longer.

It's a video from 2008 and it has 7 skills. Not crazy, but careless :-)
 
SamuraiX- said:
That was one thing.

Another, which has of course been beaten into the pits of hell already, is the whole idea that they want to get more "color, saturation, and vibrancy" into the game in order to "flesh out the feeling of the world as a whole." The world of Diablo isn't some magical fairytale land that needs to be exuberant in order to be expressed. The dark mood originally established was fine just the way it was without the needless addition of unnecessary layers of color and saturation to the environment. Their whole idea of them trying to get a more "arty and painterly feel" to the game, implying that DI and DII didn't have that is bull shit.

I feel like they're trying way too hard to stand out and are exaggerating everything with the game now. There's nothing wrong with being simplistic in your approach. The "Wall of Zombies" spell for the Witch Doctor, for example, is something that was fine during its original inception, but for some reason they felt like making it so they crawl out of the ground, turn into a fucking totem pole, and do some kind of twisted, reverse-suplex and explode when they hit the ground. That just looks absolutely ridiculous to me and just makes me feel that either they're trying too hard or they're not taking this seriously at all.

Just let it be known that I am not just hating on DIII, I am interested in it, I want to play it, I will be playing the demo/beta whenever it comes out, and I'll more than likely buy the game near release. It has just been very difficult for me to become as hyped as I think I should be because of what feels like the nonchalant approach the developers have taken with this game.

Distinctive colors are a gameplay design element moreso than anything else. It's really important in a fast-paced game to have distinguishable details or your audience isn't going to see what's going on. Saturation and vibrancy do not eliminate atmosphere; there are plenty of screens in the game that have a dark atmosphere. 80% of Diablo 2 takes place in open fields, desert, swamp or the extraordinarily bright and fiery hell areas.

The reason D2 lacks saturation is simply when it was made; just look at Hellgate: London, Mythos, Torchlight. All of those games are made by original Diablo designers and possess lots of color saturation and distinctiveness. Even HGL with its' mostly grey backgrounds still uses bright colors everywhere.

First of all:What is wrong with absurd spell effects? Do you not like fun?

Anyhow, If you haven't noticed the Witch Doctor is designed to be a bit wacky and absurd; his spell effects include fiery bats, snake blow darts, spiders in a bottle, exploding fetishes, charging zombie bears, and yes zombie towers. Demon Hunter, barbarian, and wizard all seem very sparse on the absurdity so how is the entire game moving in that direction? You also have 5 (assuming you'd never use the unruned one) versions of every skill selection so I'm sure you can avoid the silliness.

Nonchalant? Do you honestly believe they haven't had multiple meetings for every major design element involved in this game? How do you think Blizzard designs games? I honestly want to know.
 
I'll be seriously pissed if there isn't a teleport type ability in Diablo 3 that you can spam indefinitely. Putting everything on cooldowns is terrible and slows down the pace of the game dramatically.



Also, watching that recent Diablo III gameplay video, I am now convinced that they are going to make a console version. They seemed to design all the spells in such a way that they would work with twin sticks. You can tell, all the spells seem to be aimed radially away from the caster, but without a distance selection that you would expect of a game built for mouse controls. I bet it's also the real reason they removed corpses from the game, it's too hard to select the corpse you want with twin sticks.
 
Zzoram said:
Also, watching that recent Diablo III gameplay video, I am now convinced that they are going to make a console version. They seemed to design all the spells in such a way that they would work with twin sticks. You can tell, all the spells seem to be aimed radially away from the caster, but without a distance selection that you would expect of a game built for mouse controls. I bet it's also the real reason they removed corpses from the game, it's too hard to select the corpse you want with twin sticks.
Six skills is also an easy fit for a controller. XYB with a trigger to alt between two sets.
 
Zzoram said:
I'll be seriously pissed if there isn't a teleport type ability in Diablo 3 that you can spam indefinitely. Putting everything on cooldowns is terrible and slows down the pace of the game dramatically.

Here you go.
Wizard


List of Actives:

Frost nova
Magic missile
Ice armor
Shock pulse
Wave of force
Spectral blade
Electrocute
Magic weapon
Arcane orb
Diamond skin
Energy twister
Disintegrate
Storm armor
Explosive blast
Mirror image
Slow time
Teleport
Hydra
Ray of frost
Energy armor
Arcane torrent
Meteor
Blizzard
Familiar
Archon

And from a chinese site.

200wor7.jpg


And an album with leaked shots.

http://imgur.com/a/pwrPP#398et
 
And new post deserves this.

New hidden interview on D3 site..

I'm quoting this

How are you approaching balancing the game’s overall difficulty?

Kevin Martens: When it comes down to balancing the actual numbers, there is an expected amount of damage output that players should be able to sustain based on their level and gear. There is no absolute benchmark though, as skillful players will be able to do more damage with speed, precision, and advanced attack combos, while less experienced players will generally do less damage with more straight-forward attacks. The expected damage is a starting point to balance from. Balance must be maintained for both players types, and everyone in between, which can be tricky. Ultimately, it’s going to take the game's harder difficulty modes -- Hell and Inferno -- to challenge the limits of the best Diablo III players.

Inferno? My body is ready!
 
So Precision is chance to crit and not hit chance. Not sure if we knew this before?

EDIT: Those pics....I need this game more than a girlfriend right now.
:(
 
So is it now Normal, Nightmare, Hell, Inferno, or did they just drop Nightmare and make Hell the middle difficulty?
 
tokra2003 said:
I see all those ppl complaining for nothing.Just wait ,try the game and make your opinions jesus christ.
The presumed quality of the game itself didn't lead to his decision. The business practices put him off. If he sticks to his words, I'd call him principled.

I'm personally still on board. Corporations are congenially evil but I can still choose which one is going to screw me over.
 
I hope they make the controls right.

Press F1-6 to switch what skill is assigned to Right Mouse Button, then right click to use it.

I hated how Titan Quest didn't do that.
 
Zzoram said:
So is it now Normal, Nightmare, Hell, Inferno, or did they just drop Nightmare and make Hell the middle difficulty?
If that is true, they should have simply used The Divine Comedy's order and reversed it: Paradiso, Purgatorio and Inferno. We don't need Hell twice.
 
I forgot all about a difficulty harder than Hell. This was either confirmed or rumored awhile ago, I forget.

But yes, I am READY! 4 difficulties is going to be sweet.
 
Zzoram said:
So is it now Normal, Nightmare, Hell, Inferno, or did they just drop Nightmare and make Hell the middle difficulty?

Normal, Nightmare, Hell, Inferno :)
 
I wonder if they'll actually make Inferno harder than Hell in Diablo II. I get the feeling that Normal is just going to be pathetic and Inferno will just be Diablo II Hell.
 
Zzoram said:
I wonder if they'll actually make Inferno harder than Hell in Diablo II. I get the feeling that Normal is just going to be pathetic and Inferno will just be Diablo II Hell.

Well, I think we can easily forget the concept of what Hell was in D2 and what it will mean to D3. What will stay imho is the more frequent "elite/aura" monsters, and I am sure as hell(!) that difficulty jumps wont mean that they just add immunities to certain skills to all mobs, as that was quite a dumb design because all it did was to find one of the few ways to overcome the hardships of your skill commitments.

Now, with easily switchable skills and resocketing to give everything different elemental properties if needed, I am sure the difficulty wont be the "you need to hit the monster with something he is not immune to" part, but rather their speed, they might get new skills on new difficulties, work together better, etc. Imho, ofc.
 
V_Arnold said:
Well, I think we can easily forget the concept of what Hell was in D2 and what it will mean to D3. What will stay imho is the more frequent "elite/aura" monsters, and I am sure as hell(!) that difficulty jumps wont mean that they just add immunities to certain skills to all mobs, as that was quite a dumb design because all it did was to find one of the few ways to overcome the hardships of your skill commitments.

Now, with easily switchable skills and resocketing to give everything different elemental properties if needed, I am sure the difficulty wont be the "you need to hit the monster with something he is not immune to" part, but rather their speed, they might get new skills on new difficulties, work together better, etc. Imho, ofc.
It wasn't dumb design. The idea was to encourage complementary builds in a multiplayer environment. I'm not saying it worked -- and to some degree Blizzard actively made sure it didn't -- but the design choice was pretty neat.
 
Goldmund said:
It wasn't dumb design. The idea was to encourage complementary builds in a multiplayer environment. I'm not saying it worked -- and to some degree Blizzard actively made sure it didn't -- but the design choice was pretty neat.

Of course, take my "dumb" with a grain of salt, it was not really dumb.
It just put an end to a lot of otherwise fun-looking builds. Fire-only sorc? Go to hell!
 
V_Arnold said:
Of course, take my "dumb" with a grain of salt, it was not really dumb.
It just put an end to a lot of otherwise fun-looking builds. Fire-only sorc? Go to hell!
Hell always felt like an afterthought to me, born from the sudden realization that people might want to play this game in multiplayer. There needed to be a justification for it. »You can have your fire-only sorceress, but bring a few of your other elemental and physical friends along for the ride -- wait, just build a Hammerdin.« Still, in my opinion it's easily the most fun of all the difficulties.
 
I liked how Lightning Enchanted Multishot Magic Immune Physical Immune bosses would always appear when you play a melee character.

What's the most special attributes a Hell monster could have? I recall some of them being immune to pretty much everything except 1 attack type.
 
Hasphat'sAnts said:
Is the music included in the footage the actual game music?

Wish Uelmen was back for this. It's just not Diablo without his stuff.
The music used in the video was from Diablo II, which unless im mistaken, Matt composed.

Also I cant believe there are people that think Diablo II's soundtrack was crappy.

I mean just listen to these:

http://www.youtube.com/watch?v=APASlrdLjGA

http://www.youtube.com/watch?v=OHRqAPbgjKE&feature=related

Slashing up demons to this? C'mon, pure awesome!
 
Yeah, I can definitely guarantee there won't be an area as mindblowingly awesome as the Arcane Sanctuary in DIII.

Good God, I'm so sour about how bland the environments look in this game. None of them stand out or have their own identity like the ones in DII.
 
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