2012年4月16日星期一

Grug's thing a Day

Since my video blog is having setback after setback, I'll just have to put my ideas here. Every day I'll think up something new for Diablo 3. Since it's the first time, I'll do 2!

First a monster: the Stag. Stags are corrupted deer with antlers growing into and out of all parts of their bodies. Combat wise they're pretty simple: Fast, Weak, and Swarmy. They'll charge you in herds and try to spear you with their horns. They die quick, though, so you can feel like a beef rancher on harvest day. Some of the bosses or more powerful breeds could have a minor Thorns power, on account of all the spiky bits.

Next, something I want to say before I forget it. I hope that the level spread is wider than it was in Diablo 2. I've read that you can beat Hell level baal at level 60 or so. What about the other 39 levels? I'm hoping that Blizzard makes the game a lot longer, and spreads out the XP and challenge so beating the final boss on Hell difficulty requires level 80 or more. Having such a high goal to beat the final boss offers two benefits. Firstly, it encourages players to fight him in Multiplayer, but also allowing the boss to be beaten in single player with a few extra levels. This sets up, but doesn't require, the "raid boss" style encounter that everyone seems to want. If beating the final boss on hell unlocks cow level-like zones with high XP yield, it would be a good reward to a difficult fight. The last gateway to the end-game. In addition, a player that levels up enough to take the boss on Solo before reaching the high yield areas will earn Elite status in the community.

In summary, I want the final boss on hell to truly be the greatest challenge in the game.

Thanks for reading. More tomorrow.|||I completely agree with you on the level spread. They did say that they were going to work on it though which is a VERY welcome change.|||Thing 2! Another monster!

I thought of this in Class today. The "Chaos Skeleton".

I called it the Chaos Skeleton because Amalgam Skeleton doesn't have the same kick. It's a single skeleton with way too many bones, coming to look like a big blob of bones with legs and several arms. As usual, it will come up to the hero and smack it. As you fight the Chaos Skeleton, bones will fly off with every hit. As it loses HP, its attacks get weaker as more and more bones are knocked off.|||Here's another idea straight from school. Possibilities for Disintegrate and runes.

Striking: Initial cast does extra damage.

Power: Greater damage ramp/less damage decay

Multistrike: Becomes a cone or fan instead of a ray, to get more targets.

Energy: Costs less mana, so more frying!

Lethality: When a monster is killed with Disintegrate, every other monster in the line takes a big hit.

I'll admit, most are just numbers But it's hard to mutate Disintegrate. Instead, I'll do Whirl Wind!

Striking: Deflects arrows while spinning!

Power: Knocks back enemies to clear a path.

Multistrike: Barbarian Combo

Energy: Creates a tornado at the end!

Lethality: When a monster is killed, the next WW attack will automatically Crit.

You may have noticed Multistrike's effect. What's Barbarian Combo? It's a new mechanic I invented specifically for the Barb. If you use a skill with Multistrike like WW, Leap Attack, or Charge, you can almost immediately use another skill right after. Imagine whirlwinding through a throng of enemies, the immediately Leaping to the boss behind them, then stomping the ground to stun and another whirlwind again, followed by two charges back and forth! That's a barbarian combo. when I watched the videos, his moves seemed too sluggish, with a long winddown time. Plus, I like the idea of the barb leaping over and over and over without pausing.|||Something small today.

New Spell for Witch Doctor: Carpet of Vermin.

Right click and a swarm of biting, stinging things gather around your mouse. Anyone inside the swarm takes damage. What makes it unique is that you can hold the mouse and sweep it around, and the swarm will follow it.|||Quote:








Something small today.

New Spell for Witch Doctor: Carpet of Vermin.

Right click and a swarm of biting, stinging things gather around your mouse. Anyone inside the swarm takes damage. What makes it unique is that you can hold the mouse and sweep it around, and the swarm will follow it.




I like this idea.

I have another idea for Disintegrate+Multistrike rune though: Make it bounce of walls. Think of it as a ray of light and on the walls as mirrors. Disintegrate around corners anyone? |||I thought about that idea too, but it wouldn't work. It would be useless outside, and when in a dungeon there aren't any walls on the bottom side of the screen.|||Quote:








I thought about that idea too, but it wouldn't work. It would be useless outside, and when in a dungeon there aren't any walls on the bottom side of the screen.




It would work, just won't be overpowered |||Again, there aren't enough walls in the game to make it worthwhile. At least from what we've seen.

Are we gonna get a regular walled dungeon? Or are all the environments going to be sprawling like the Tombs and Cave we've seen so far?

Anyways, time for new Thing. Another monster! The Slave Armor. Slave Armors are animated suits of armor with cultists lurking inside. The armors will run up to the hero and hit him with a sword. However, if injured the armor can CONSUME THE CULTIST INSIDE causing a geyser of blood to shoot out the visor and the armor to heal itself. To make it fair, the armor can only do this once. In addition, if the armor is killed before it consumes the cultists, there is chance the cultist will emerge and continue the fight.|||I'm gonna be gone all day Saturday, so I'm posting a big Thing at 12:01. Respecs! EDIT: Crap. Oh well, it's midnight in England.

Respecs are the ability to refund and reassign your skill points. A controversial subject, there have been heated arguments from both sides. Those that are in favor of respecs claim that it will allow players to tweak their build without needing to re-roll, saving time and effort. Those against claim that respecs will allow complete changes of the build, thus negating the significance (and status) of level gaining levels.

My opinion? I'm all for them! The anti-respecs players are elitists that think starting over and over makes them better than the other noobs. It doesn't. It just means that you played the game more and took the longer route (re-rolling and re-leveling) to the same end (a different build). But still, they do have a point about making levelling and planning less significant. So I thought of a compromise that allows tweaking of builds, but not total re-furbishes.

As is standard in most games like this, you can pay to have a pre-assigned skill point refunded to assign at your convenience. An NPC will provide this service at a steep, but reachable, price. You pick each individual skill to withdraw points from. But here's the kicker: You can only put the points back into the tree you took them from. Players can then pump up a skill they like and move their passives around, but completely changing from a Storm Wizard to Summoning Wizard will be impossible. In addition, unless each point is placed carefully the casual player won't be able to get exactly the build she/he wants, thus encouraging reroll. This system lets the dedicated players be more powerful with planning their build, but still allowing some wiggle-room for regular players.



Addendum:

In a similar vein, there is an issue with skill runes. Each rune will be placed into a skill, and runes come in different qualities. However, it is unknown what happens when you want to switch a rune. If the old one is consumed, the player could lose a high-quality rune if they want to test another. If runes can be added and removed at will, what's to keep players from switching their skills for every fight? Again, I've come up with a system to ensure both wiggle-room and consequences for decisions.

Naturally, every skill can have one (or maybe more?) rune put into it. This rune becomes permanent. It stays in the skill until you decide to put in another, making the old rune disappear forever. Now, when you want to try out a new rune, you can "break" it. Then, for the next few minutes or so, the skill will get the effect of the broken rune instead of the permanent one, letting you test it out without sacrificing your old one. However, the broken rune is, well, broken. It is consumed when used for the temporary effect. That usually means that when testing, players will use the abundant low-quality runes that provide the effect but not the numbers.

However, there is another dimension to this set up. The fact that you can still use the rune's buff means that players can use a different rune for a special fight. That means they will use a high quality rune for breaking. If the runes are consumed, that will encourage collecting and trading high-level runes for breaking. Equip the Witch Doctor's Skull of flame with Multistrike for crowds, and keep a stash of Power runes to break during boss fights. Because the permanent rune will be the most powerful available, players will notice a decrease in damage when using a broken rune, encouraging either breaking runes sparingly, or breaking strong runes.

All in all, this will allow tweaking and testing, and even add a new side to strategy and the player economy.

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