2012年4月18日星期三

Busier towns - Page 4

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Maybe I was a little unclear. I probably was looking at the text. I don't want the actual important NPCs that you interact with to wander all over the place. But perhaps other townsfolk that you can't actually get anything useful from to go about their daily lives. They could be characters that just say hi or something other unimportant when you click on them. That would add a busier feel to the towns. I just want it to be lively and not so static!




100% agree, in D1 the empty feel made sense to me. D2 was ok with some parts like the rogue camp and possibly lut but act 3 never made sense to me. why would the entire town flee when the dark wanderer got there at the same time as the hero. that town should have had more people in it imo (unless i am missing so piece of lore). act 5 felt like the best act to me but that was cause all the stupid barbs were out fighting, felt more like an actual town.

so yeah i agree, i wanna see more going on in D3 towns, more people who are just there to make it actually feel like a town.|||I don't care about the towns, unless they start doing something different with them other than a "drop off" station.|||Quote:








Maybe I was a little unclear. I probably was looking at the text. I don't want the actual important NPCs that you interact with to wander all over the place. But perhaps other townsfolk that you can't actually get anything useful from to go about their daily lives. They could be characters that just say hi or something other unimportant when you click on them. That would add a busier feel to the towns. I just want it to be lively and not so static!




Yea thats more of what I meant also. The NPCs who sell stuff (merchants) cant be the only people living in the towns, that just makes them seem a bit unrealistic. Even if the townsfolk only said thinks like hi or gave little quest hints itd still make you feel like you were part of a bigger war vs evil than in the previous two games.

I think i read somewhere that elixirs that give buffs would be rare drops, so they could have a merchant come to a certain town maybe once a week or month that would sell elixirs at a fairly high cost, but you would be limited to one or two purchases at a time. This could help keep the economy in check also (I think i mentioned this somewhere before...)|||Quote:








100% agree, in D1 the empty feel made sense to me. D2 was ok with some parts like the rogue camp and possibly lut but act 3 never made sense to me. why would the entire town flee when the dark wanderer got there at the same time as the hero. that town should have had more people in it imo (unless i am missing so piece of lore).




Mephisto subverted most of the people of Kurast to his side. All the "Zealot"-type monsters you fight were once human. In fact, once you break the compelling orb, they stop fighting and try to run away from you.

The only ones unaffected were the people at the docks, who were protected from the curse by Hratli's enchantments.|||I would like to see town guards actually fighting when a monster comes to close. Or even, a town getting attack once in a while, (nothing to overwhelming though, unless the Act is based on a huge battle.)|||I'm one of those players who counts the seconds and was frustrated by act 2 and 3's relatively sprawling towns. Tighter packed, the better, here. Hey, when you're doing 3k pindle runs, you really don't want an extra 8 seconds on your run. Put Hratli next to Ormus and start the char next to them on joining game and I'm ok... centralise the important stuff, spread the filler around for those who want it.|||Quote:








I'm one of those players who counts the seconds and was frustrated by act 2 and 3's relatively sprawling towns. Tighter packed, the better, here. Hey, when you're doing 3k pindle runs, you really don't want an extra 8 seconds on your run. Put Hratli next to Ormus and start the char next to them on joining game and I'm ok... centralise the important stuff, spread the filler around for those who want it.




I agree. Put the important stuff where the players can get to it easily, but add extras so the town looks like it has a population higher than five.|||Diablo's charm is about small towns. You spawn, someone tells you to go kill demons, you're off, that's it.

I don't want to play always thinking, hey did I speak to every NPC in town? Maybe I missed something really important! Like a quest for that big mauls every barbs but me have?

I also think that we don't really want towns and NPCs, it's more about the dungeons and they're populated enough...|||Quote:








Diablo's charm is about small towns. You spawn, someone tells you to go kill demons, you're off, that's it.

I don't want to play always thinking, hey did I speak to every NPC in town? Maybe I missed something really important! Like a quest for that big mauls every barbs but me have?

I also think that we don't really want towns and NPCs, it's more about the dungeons and they're populated enough...




Well what weve been saying above is the main npcs would be in a certain area, or they would have a special symbol above their head or on the map, and the regular townspeople would just be wandering around and wouldnt give any quests at all, so you wouldnt even have to speak to them. The small town charm is a bit lost on me when it crosses into being just plain unrealistic. Im not buying towns with 3-4 citizens being able to survive an event, or events, that happen in Diablo all by themselves, especially during acts when there are supposed to be mercenaries protecting those towns. I need the world to have a population bigger than 30.|||I guess but i dont want the game to become like Guild Wars and World of Warcraft.

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