Diablo 3 Developer Explains Health and Potion Changes
One of the new features in the upcoming Diablo 3 release is a change from the traditional potion-guzzling, inventory-clogging system of previous games to a new scheme in which monsters drop health orbs on the ground that refill your health when you touch them. Lead Designer Jay Wilson says the change makes for more varied gameplay and a more consistent way to scale difficulty. He told the Multiplayer blog:
"When the player has similar downsides, it means we can make a lot more interesting monsters. We don't have to kill you to challenge you. We can make a monster that affects your mobility, we can make a monster that has different kinds of attacks that are dangerous to you and that you actually have to avoid. And so it makes the combat a lot more interesting."
Monsters drop health orbs on the ground when you kill them, instead of a potion system? So, in a way, what they've got now is Metroid applied to a dungeon crawl?
(yes, there's a billion other games that do that, Metroid was just the first to come to mind)
Demanding constant attention will only lead to attention.
It sounds as if they wanted to bring in a strategy angle for the PvE element with this new installment... I remember not needing much strategy at all in Diablo 2, just hack and slash and power through everything. Also, if I'm understanding TFA correctly, there are no potions (But as you get further and further into the game, you start having to go, 'Okay now I've really got to use this ground stomp thing to stun some monsters and get some distance from them to recover.') They also imply the monsters will be weaker to balance this out however, so it'll be interesting indeed to see how everything turns out.
Starcraft 2 and Diablo 3... Blizzard is going to make some cash off me when they finally hit the market.
How is that going to affect boss matches? Unless the boss monster has a load of minions, that could be quite a challenge!
So, if there's an extended fight like, say, DIABLO...
A fight which you might not survive with just the health and mana you have in your orbs, what do you do? If you can't chug potions, you have to, in effect, execute the monster perfectly to even survive. I think that the orb system is better when you're hacking and slashing your way through several monsters that actually die, but when you encounter monsters that are not easy to get down, then you might need a heal or two. I certainly prefer chugging potions to relying on support classes (like priests, druids, paladins and shamans in wow) to heal you.
Move sig!
in the early 80s with tabletop games, "Hit Points" made a lot of sense. slash, you lose 20 hi point. erase erase erase. "I drink my potion of extra healing" roll 3d8.
Today, when you have ridiculously powerful personal computers running massive 3D simulations with thousands of concurrent interacting users - you'd think the game industry could innovate just a little bit around the idea of character "health". There are so many ways you could make these MMO games more intersting and fun by making the simulation of the character more like a real being... but somehow we have this near-ubiquitous meme that the characters in games have a single, one-dimentional, magically refreshable integer that rules the survival of the character.
Instead, we get "item creation" ooohhhh. Fun!
That's also one of the big changes they are putting in to Diablo 3. When you're in a multiplayer game, each item drops for a specific player, and only that player can see that item until they pick it up (and drop it). So no you don't have to loot furiously or out ninja-click your teammates to get shinyz any more.
For those who think I'm talking out of my ass:
http://blizzplanet.com/news/2537/
Abaddon: An Xbox 360 Indie game
I've never been able to decide if I like a weight based inventory (like The Elder Scrolls) or a slot inventory (like Diablo) more. Both systems have their pros and cons, but I think a mix would be best. Sometimes really small things can be very heavy, while large things can be light. A slot inventory that gets dynamically adjusted based on the weight of things you are carrying would be good. Small heavy things would reduce the available slots, while large light things might give back half the space they take. It probably sounds a little half-baked, but I haven't fully worked out how I'd implement it yet, so it IS half-baked :P
Admit it. You post strawman arguments as AC so you get modded Insightful for refuting them, rather than Troll