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re: Fired Blizzard employee leaks all
Posted on 11/2/19 at 2:48 am to PEPE
Posted on 11/2/19 at 2:48 am to PEPE
The game is a re-skinned Diablo 3. Ignore the darkness and gore which is essentially just there to distract you from what's going on. Watch a live stream, not the information controlled panels that blizzard has, and watch what's happening. The skill system, itemization etc. Is all copies from Diablo 3 with modifications to make it appear different. The engine is also the same with upgrades.
My hype levels have almost completely died since earlier
My hype levels have almost completely died since earlier
Posted on 11/2/19 at 9:59 am to DrSteveBrule
2 sockets is the max on items and all rune words are 2 'letters' long.
It's amazing how utterly simplistic it is at every turn, at least at this stage.
It's amazing how utterly simplistic it is at every turn, at least at this stage.
Posted on 11/2/19 at 10:00 am to PEPE
quote:
at least at this stage.
"Watch our movie of a game you will get in 4 years and will be nothing like what you just watched!"
Posted on 11/2/19 at 12:07 pm to DoUrden
it's sad how far blizzard has fallen but not surprising. greed wins again
Posted on 11/2/19 at 12:14 pm to geauxtigers87
Blizzard isnt the first company to show a game years before its even close to being done. I would bet it comes out within 3 years. So even still its faster than some of the Ps4 games 

Posted on 11/2/19 at 6:20 pm to DrSteveBrule
See I’m not mad if it has d3 gameplay but looks like Diablo because that’s what everyone wanted in D3. D3 gameplay is great, it’s all the other stuff that sucks. It seems like they are fixing that stuff and keeping the best thing about D3
Posted on 11/2/19 at 6:37 pm to Civildawg
They are fixing some things but not other obvious things. It's clear as a company Blizzard now has a religious like devotion to simplistic philosophy to the point it's damaging the quality of the games. I think they erroneously believe casuals will be scared off by any sort of depth.
Posted on 11/2/19 at 7:47 pm to FourThreeForty
quote:
Glad Lilith is back
Where was she before? I remember fighting Andariel in D2.
Posted on 11/2/19 at 9:24 pm to CGSC Lobotomy
Lillith was part of the pandemonium event in D2 which wasn't canon or anything. It was more of an eastern egg type event.
Lillith is a significant character in Diablo lore though. Not a newly developed character or anything.
Lillith is a significant character in Diablo lore though. Not a newly developed character or anything.
Posted on 11/2/19 at 11:30 pm to PEPE
quote:
2 sockets is the max on items and all rune words are 2 'letters' long.
It's amazing how utterly simplistic it is at every turn, at least at this stage.
The game is planned to release concurrently for consoles. That should tell you all you need to know.
There is a massive discrepancy in the expectations of a game like this between a dedicated PC audience and a more casual console audience.
The PC audience wants deep and meaningful itemization, massive amounts of build diversity, and they want to spend all night theorycrafting in online forums. The console audience wants to smash stuff for 20 minutes before they turn on the basketball game.
It's beyond obvious who Blizzard is catering to with this game. The dilution of baseline stats down to just "attack" and "defense" is almost insulting to any longtime fan of the genre.
Posted on 11/3/19 at 1:09 pm to sicboy
quote:
So activision is the new cancer in the gaming business.
Since when is Activision being a cancer a new thing?
Posted on 11/3/19 at 1:47 pm to Dr RC
quote:
Since when is Activision being a cancer a new thing?
Yea, Sic
Explain yourself!
Posted on 11/3/19 at 3:48 pm to Cs
quote:
The game is planned to release concurrently for consoles. That should tell you all you need to know.
There is a massive discrepancy in the expectations of a game like this between a dedicated PC audience and a more casual console audience.
The PC audience wants deep and meaningful itemization, massive amounts of build diversity, and they want to spend all night theorycrafting in online forums. The console audience wants to smash stuff for 20 minutes before they turn on the basketball game.
It's beyond obvious who Blizzard is catering to with this game. The dilution of baseline stats down to just "attack" and "defense" is almost insulting to any longtime fan of the genre.
Agree with all of this.
They are destroying what makes PC gaming special. PC games can have a ton more complexity and depth to them console games typically, a mouse and keyboard UI lends itself to certain types of games you can't do on consoles.
The war against RPG elements in games over the past decades has been pretty disheartening. RPG's have always been a stat nerd's paradise. The people who want to min/max, optimize, experiment, theorycraft, find synergies, all that stuff.
Blizzard and most other gaming companies have been gutting all of that out of games.
Posted on 11/3/19 at 3:55 pm to PEPE
quote:
PC gaming special. PC games can have a ton more complexity and depth to them console games typically, a mouse and keyboard UI lends itself to certain types of games you can't do on consoles.
Is this a peak into the future with all the cross platforming that is occurring? In fact, will they allow D4 to be played cross platform?
Posted on 11/3/19 at 4:01 pm to LSU Coyote
They have almost made EA an afterthought with how Bungie escaped and how they're slowly killing Blizzard.
Posted on 11/3/19 at 4:05 pm to sicboy
quote:
They have almost made EA an afterthought with how Bungie escaped and how they're slowly killing Blizzard.
I agree. Was just messing.
We have seen the signs for years.
Posted on 11/3/19 at 7:15 pm to Cs
Another good point I saw someone raise raise in relation to where the Diablo series fell off
Characters in these new Blizzard games are just far too overpowered. They look OP, they feel OP. In the old RPG's (D1, D2, original WoW) the games made you feel like a regular old warrior (or whatever class you were). Sure you were tough, but your foes were too. Even the bravest and strongest knight doesn't charge into a hoard of 50 demons and live.
The world was dangerous, foes were intimidating. Staying alive and progressing was sometimes a struggle. Look at how D1 and D2 felt, when you are wandering around a dungeon you really don't feel particularly powerful. You often go around cautiously, there's a real sense of danger, if you run blindly into a room of mobs and get surrounded you are often just toast.
There's a sense of satisfaction as you watch your character grow in power. Unlocking a new powerful ability or finding a powerful new item, you can really see the difference and it feels good.
Now they essentially make you a f'ing Super Hero. Your skills from the beginning of the game are over the top and insanely powerful. You jump into a pack of enemies and send them all flying back 20 yards, you smash the ground and they fly into the air, you throw a fireball and they all explode. The gameplay is significantly faster paced and there's no real sense that the world or your fores are a threat to you. You're usually just an unstoppable chainsaw and they are piles of twigs to be torn through.
That sort of gameplay is mildly fun at first but gets boring quickly. You become numb to it. There's no sense of satisfaction.
Activating your "super" ability in video games is common trope because if you're struggling 95% of the time, that 5% of the time you finally get to be OP is super satisfying. Knocking over the enemies you've been struggling with like bowling pins is a great "YEAH F! YOU" rush.
It's like game developers looked at the moments people liked best and then tried to make games exclusively of those moments, which doesn't work. Making a movie exclusively of special effects doesn't work. Making a cake that's exclusively icing doesn't work.
Characters in these new Blizzard games are just far too overpowered. They look OP, they feel OP. In the old RPG's (D1, D2, original WoW) the games made you feel like a regular old warrior (or whatever class you were). Sure you were tough, but your foes were too. Even the bravest and strongest knight doesn't charge into a hoard of 50 demons and live.
The world was dangerous, foes were intimidating. Staying alive and progressing was sometimes a struggle. Look at how D1 and D2 felt, when you are wandering around a dungeon you really don't feel particularly powerful. You often go around cautiously, there's a real sense of danger, if you run blindly into a room of mobs and get surrounded you are often just toast.
There's a sense of satisfaction as you watch your character grow in power. Unlocking a new powerful ability or finding a powerful new item, you can really see the difference and it feels good.
Now they essentially make you a f'ing Super Hero. Your skills from the beginning of the game are over the top and insanely powerful. You jump into a pack of enemies and send them all flying back 20 yards, you smash the ground and they fly into the air, you throw a fireball and they all explode. The gameplay is significantly faster paced and there's no real sense that the world or your fores are a threat to you. You're usually just an unstoppable chainsaw and they are piles of twigs to be torn through.
That sort of gameplay is mildly fun at first but gets boring quickly. You become numb to it. There's no sense of satisfaction.
Activating your "super" ability in video games is common trope because if you're struggling 95% of the time, that 5% of the time you finally get to be OP is super satisfying. Knocking over the enemies you've been struggling with like bowling pins is a great "YEAH F! YOU" rush.
It's like game developers looked at the moments people liked best and then tried to make games exclusively of those moments, which doesn't work. Making a movie exclusively of special effects doesn't work. Making a cake that's exclusively icing doesn't work.
Posted on 11/3/19 at 9:19 pm to Cs
quote:
The PC audience wants deep and meaningful itemization, massive amounts of build diversity, and they want to spend all night theorycrafting in online forums. The console audience wants to smash stuff for 20 minutes before they turn on the basketball game.
It's beyond obvious who Blizzard is catering to with this game. The dilution of baseline stats down to just "attack" and "defense" is almost insulting to any longtime fan of the genre.
It's sad. They are so great in the production department. If they put that entergy into designing great game systems they would still be on top of the world. They sold so many copies of their games back when they focused on making great games first, and letting the audience fall in line naturally. Now they only put a system in their games after they have 30 meetings about it to make sure that Bill with 5 kids who only has 20 minutes a day to play will have a good time.
The problem is that Diablo 4 will also sell millions upon millions of copies. And it will be considered a commercial success. But a couple weeks after it comes out, people will start getting burned out because they will feel like they've accomplished everything, and the lack of depth will set in. And people will leave the game in droves and as the weeks go by a larger number of people will quit each week until eventually the game is left with a skeleton crew.
What I saw this week shows me that they have a significant amount of work to do on the game's core character development systems for this to really be a different story than Diablo 3. I can't believe they're going back in the legendary power direction with their items. The open world, and the dungeon keys, and all of that seems like an expansion of the bounty and greater rift system. Like those systems didn't have staying power the first go around for most people, so why is it even a thought to bring them back?
I just want to know why Blizzard thinks designing games around people who play them the least is a good idea. They will sell millions of copies off of the name "Diablo" and their marketing campaign alone. Design your fricking game with staying power for people who would play it for a long time. Blizzard has been giving a giant frick you to their core audience for years.
This post was edited on 11/3/19 at 9:28 pm
Posted on 11/4/19 at 8:48 am to DrSteveBrule
quote:
I just want to know why Blizzard thinks designing games around people who play them the least is a good idea.
Because Activision said so!
Posted on 11/4/19 at 8:54 am to SG_Geaux
This is exactly how Activision almost ruined Destiny 2. They went away from the progress they made towards the end of 1 and tried to make it more accessible, which ended up meaning "boring".
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