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22.09.2011 - 14:00
Zarhym lässt dieser Tage endlich mal wieder viel von sich hören und informiert uns viel über den Zustand des Spiels. So auch heute wieder, wo er mal wieder das lästige Thema des Schwierigkeitsgrades bearbeiten muss, da Blizzard deswegen wohl immer noch geflamed wird.

Nun hat er sich hingesetzt und den Post von einem User beantwortet, der sich ein 30 Minütiges Video aus der Beta angeschaut hat, in dem ein Hexendoktor wohl einfach durchgerannt ist und zu keinem Zeitpunkt auch nur annähernd Probleme hatte.

Deutsche Version folgt in einigen Stunden!

"While I understand this is meant to be the easiest part of the game, it seems a little odd that in watching 30 minutes of gameplay, I didn’t see a single Zombie Dog die. We aren’t talking players here, but minions, and they don’t die. At all.
Witch Doctors have far too much kimana regen, being able to spam Plague of Toads for a solid 15 seconds, wait 10, and do it all over again. In the early game, mana should not be so easy to come by, so as to force a Witch Doctor to smack things up a little.

I can see Blizzard wanting to make a game that has a fair learning curve, but this is a little too far, in my opinion. The game should not be starting out so mind-numbingly easy, especially if it has any intention of becoming difficult. Diablo 2 was not difficult in Act 1, but it was possible to die, even with experience, if you made mistakes. Think of our poor Ironman challenges! "


"Zarhym":
We’ve talked about this with the development team a good deal. While it’s very likely you’ll see tweaks here and there to classes and creatures throughout beta, there’s still a learning curve of which you’re only seeing its miniscule beginning.

The way that difficulty ramps up through an entire play through of the game — and then again with each difficulty setting — resource management, crowd control, skill use, etc. become extremely important. As far as beta content goes, we more or less want your grandmother to be able to pick a class and have reasonable success up to the Skeleton King (I mean no disrespect to grandmothers! I’m just using a stereotypical illustration in jest to put some perspective on the learning curve for the beginning of the game.)

So in all honesty, resource management shouldn’t be a very big concern on Normal difficulty up to the Skeleton King. We’ve tried tuning the numbers in various ways around the board. We’ve found that the gameplay of having to worry or focus too much on resource management while just starting out and on this difficulty setting, is pretty crappy. This isn’t World of Warcraft. We want you feeling comfortable wearing down your poor mouse and keyboard.

I really hate to say “don’t knock it ’til you’ve tried it,” as I know the response from most people here would be, “well let me friggin’ try it!” But the point still stands. We want you to feel pretty good when you’re starting out. We don’t want you to shy away from spamming your skills and feeling really powerful. You’ll actually learn pretty quickly this way how your resources regenerate and how to manage them — you’ll learn what you’re capable of. That’s what an action RPG is all about to us. That said, and as with all Blizzard games, you’ll have to trust me when I say this one is easy to learn, but will be difficult to master.


"As for resources being meant to be infinite at the beginning, I have to strongly disagree with this being a good thing. A good part of what makes a character feel more powerful is being able to consistently use skills for long periods of time. If we get that from the beginning, there is less progression to be made."


"Zarhym":
I didn’t say infinite. I said it “shouldn’t be a very big concern.” While playing the wizard I frequently ran out of DiabloWikiArcane Power. While playing the DiabloWikimonk I frequently ran out of DiabloWikiSpirit. But their regeneration mechanics are such that I was still effective in battle, both in terms of controlling incoming damage and killing dudes. The synergy of that gameplay leaves much less room for error as the game goes on, and as difficulty levels increase. Later on I might run out of Arcane Power or Spirit, just as I have in the first ten levels, but surviving combat on limited resources may be much more difficult.

Anecdotally, I did die a few times with the monk. I found myself low on Spirit at the wrong times as waves of normal and rare creatures came at me. With the skill setup I was using — which I realized afterward wasn’t ideal — I ended up not having the Spirit to use any sort of defense, escape, or crowd controlling method, got surrounded, and was quickly killed. I then reevaluated my skill setup and was much more successful. That trial and error process was actually very fun. Playing around with different builds is great, and you’ll probably be encouraged to do so if you find yourself feeling less effective than you could be.

So boom! I’ve died in beta. This is proof it’s not too easy. Thread solved. Crisis averted.

Right? … Guys?
 
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