Diablo If D2 Remaster really comes out I can't wait for the community reaction |
- If D2 Remaster really comes out I can't wait for the community reaction
- Behind the Gear: Where does this come from?
- Season 19 PTR First Impressions / Review / Gameplay
- New Blizzard hire: Mike Yberra from Xbox
- Leah's Screams? (Spoiler)
- Diablo 3 armory permanently in maintenance?
- Does anyone have concerns about the potential D2 Remaster?
- Behind the Gear: Philosophies on making Diablo heroes
- Trying to find a fix to random fps drops
- Diablo 4 Wishlist and Ideas
- Where have these sudden D2 remastered leaks come from?
- D2 testing?? Could this be legit?
- PvP arena and PvP ranking in D2:R
- More info about D2R from @Metro-OW
- One week to blizzcon - what is your one greatest concern with regards to this franchise in general?
- Diablo 2 Remaster Leak #2: ‘…just got updates to the icons on the bnet launcher’
- LoD WW build possible with changes, or just use the set?
- Posting my condemn planner, to share builds and also avoid losing my own farming goals.
- Should Blizzard come out and stop the hype train?
- IF we get a D2 Remastered, I wonder if mods would work with it
If D2 Remaster really comes out I can't wait for the community reaction Posted: 25 Oct 2019 05:45 AM PDT It's visible on this sub and in the general internet that Diablo 2 is very much glorified as "the best" Diablo game that we ever had. And I agree on this, Diablo 2 in the 2000's was better than Diablo 3 was in the 2012's. What people seem to forget is that Diablo 2 required loads of dedication. The drop rates were shit. You had to grind your ass off in endless Baalruns, Pindleruns, Countness runs in hope of getting anything worth to trade with. I can guarantee that 90% of the people who remember D2 so fondly can now spare only a couple of hours a week for gaming due to having jobs and families. If the game mechanics won't change in the Remaster a few hours a week won't cut it. Not even close. Add the fact that people who preferred D2 over D3 are playing PoE now, which has a much more varied endgame than D2 ever had - if the Remaster stays faithful to the original I just can't see people leaving their go-to games for fucking Baalruns, even if they are in 1080p. [link] [comments] | ||
Behind the Gear: Where does this come from? Posted: 25 Oct 2019 12:43 PM PDT In my first BTG post, I talked about my desire to share my experiences making Diablo III art and assets. I didn't talk a ton about myself, because this is about Diablo. But some of the comments and questions about my posts make it clear that I should say something about context. I'm not a Blizzard employee. I worked there for more than a decade, and I worked on Diablo III for nine terrific years, but I have since moved on to other projects and companies. I don't get reimbursed for writing and I don't coordinate with Blizzard in any way. It's my pleasure to share war stories and behind-the-scenes tidbits with people who care about them. The processes we used and misadventures we had making Diablo III are stories worth telling, and some Diablo fans want to hear them. But I am not a representative of Blizzard, and I am not tasked with the very difficult job of representing the company in this forum. What I am doing is very easy, and what they do is very hard. When I started at Blizzard, I was a manager for the original Diablo forums. That place was rough. What you had was a community of players that loved Diablo II, and were absolutely starved for updates. Stir into that mix some legitimate sources of negativity: the game had some longstanding bugs, item trading with weird sites lead to a ton of account theft, and there was this long-heralded 1.10 patch that was going to come down from the heavens and make D2 perfect... someday soon. I and my moderators couldn't move that patch along, or even get details on what it entailed. We couldn't fix the awfulness of the trading situation, and we couldn't fix those bugs. All we could do was moderate the truly ugly posters, provide support on what we could, and share some positivity about the game. In the course of that work, my life was threatened several times. Later, I worked closely with people became the first World of Warcraft community managers, and in the course of their work, their lives were threatened more than mine. They were also doxxed, had creepy packages sent to their homes, and treated terribly by the fans that they were earnestly supporting. They were also occasionally reprimanded or fired for cracking under the pressure and responding to player negativity with a little negativity of their own. Harsh, but that is part of Community Management. So I have a TON of appreciation and respect for CMs at Blizzard and elsewhere. You can see how tough it is, just looking at what they deal with on this side of the job. There is a whole other job where they report to their managers, deal with flighty developers, negotiate with web developers, PR, Marketing, Legal... all that happens on the other side of the screen. So please don't compare my little storytelling with what Community Managers do. I am doing the easiest version of their job- just talking. My hands are not tied by my manager. I don't have to bite my tongue for fear that I'll accidentally hint at some upcoming project. I am not working to synergize some reveal with a larger media push. I don't have the responsibility of funneling communication between a playerbase and a development team. I'm just a guy who knows some Diablo stories and wants to share them with people who would listen. I don't know about new Diablo games any more than you. At this point in my life, that's kind of nice! I've come full circle, from being a fan who loved D1 and D2, to being the most junior employee at Blizzard North, to being a Producer managing big chunks of Diablo III. And now I'm somewhere else, and I can just be a fan again. Isn't it great to imagine what they might do next? [link] [comments] | ||
Season 19 PTR First Impressions / Review / Gameplay Posted: 25 Oct 2019 01:06 PM PDT
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New Blizzard hire: Mike Yberra from Xbox Posted: 25 Oct 2019 06:32 AM PDT
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Posted: 25 Oct 2019 07:42 PM PDT I dunno but I read this on another site but supposedly you can hear Leah screaming and/or crying in the background of the final fight with Diablo in Act IV. I couldn't hear anything from YT videos and I don't have the game to replay atm. [link] [comments] | ||
Diablo 3 armory permanently in maintenance? Posted: 25 Oct 2019 09:23 PM PDT Whenever I try to look up a character on the D3 website (to check gear etc.) it takes me to this page: https://us.battle.net/maintenance/d3/maintenance.html It's been doing that for weeks. Have I been shadow banned or something? No matter which profile I try battlenetname#1234 it goes to that maintenance page. WHY LOL? [link] [comments] | ||
Does anyone have concerns about the potential D2 Remaster? Posted: 25 Oct 2019 08:55 PM PDT There's a lot of excitement going on and I've been only hearing positive things. I think it'd be cool to hear from people who don't share that excitement and why. I'd assume putting these concerns out there may also benefit the devs. Personally, I'm a bit of both. I'm open to a remaster, though not specifically looking. If they do it, just don't change the atmosphere we love. I open this to everyone else; what's your take? [link] [comments] | ||
Behind the Gear: Philosophies on making Diablo heroes Posted: 24 Oct 2019 11:20 PM PDT I wanted to push a little deeper into art methodology and talk about decisions that went into the models for the main heroes. What we made and how it looked was informed by how we made the characters. This post will be a little more technical than some others, but I know that some people like learning about process. I found a document I wrote, back before Reaper, speaking broadly about how Diablo heroes were made. Here is the first part. Keep in mind, this is specifically about playable Heroes. Monsters, Bosses, and NPCs are made entirely differently. I would add that this list reflects the lessons of an art producer. An art director, being a person with artistic talent and education, would have a lot to say about art itself, things like stylization, technique, and tone. Philosophies on making Diablo heroes
So, let's break what those mean. 1. Create a diverse set of heroes by exploiting differing body shapes, animations, and armor themes. This was a significant decision made very early on in Diablo III development. Hero body differences seem kind of obvious and not a big deal, but they really are. When you commit to a lineup of heroes with highly diverse bodies, you are committing to a lot more effort modeling, rigging, animation (that's a big one), and texturing than you would with intentionally similar heroes. The alternative decision is to save time with shared body elements. You can save a TON of work by using the same animation rig on your characters- we did, on many NPCs. In using shared rigs, you accept that the characters will have similar animation skeletons, proportions, and have a "samey-ness" about them. That isn't always bad! In many of the games you play, you are seeing a ton of characters all sharing the same animation rig and utilizing the same or similar animations. Developers commit to diverse or unique bodies when they want the difference between playable characters to be a central appeal of the game. Zangief and Charlie look and move nothing alike. Zangief has a rig that allows animators to show off that massive mouth and his long arms. Charlie's rig is narrower, with longer legs and special bones to give animators control over his floppy hair. If you put the Charlie model on Zangief's animation rig, he wouldn't look like Charlie at all. The characters need different underlying structures to do the different things they do in gameplay. It's the same with Diablo III- if we tried to make the Witchdoctor and the Wizard models work on the same animation skeleton, they would come out looking a lot more alike, and would lose a lot of personality. The last part about armor may not seem like it goes with the others. Armor is just surface textures and snap-on elements, right? Well, it is, but if you commit to having a lineup of truly unique heroes, then the same breastplate armor will look very different on each of them. Most likely, the breastplate will be stretched and smooshed differently over each body, and look bad on all of them. Committing to a lineup of truly diverse hero bodies means a commitment to customizing each piece of gear for every hero. Is the scope of the job starting to sink in? 2. Maximize character identity with gender dimorphisms- age, size, pose, etc. Back in 2005, the conversation about the representation of player characters was different than it is today. Now, players rightly expect that a game with any hero customization will give you more than one body to choose from. Back then, you could still make an argument for a lineup of unique heroes each tied to one gender. It could be argued that the D2 Amazon is more iconic because there was only one person visualized in that character. But I think we all wanted to make male and female versions of each class. And we knew- the cost of making an alternate gender of each hero is significant. Do not let any armchair game developer tell you otherwise. The time to animate a Diablo hero, with all their abilities and with all their weapon poses, is measured in fractions of a year. Large fractions. Animating a second version of that character takes less time than the first, but still takes months. In the end, I don't think anyone on our team regretted the final decision, because we knew what we were buying. We were buying twice the heroes. The male Witch Doctor is one person, and the female Witch Doctor is a very different person. Their bodies are completely different, their ages, their poses. Though their dialog is the same, their voices and personalities are not. Even when the two characters wear the same gear, they look different. That difference is important because when a player sits down to choose their first hero it gives us twice as many opportunities to make a connection with a player. And that is worth quite a lot. 3. Create collections of armor pieces that compile a unified appearance without undermining the mix-and-match realities of an RPG. This goal speaks to two ideas. One, this was to be an RPG with extensive look customization, and we needed to support that. Two. We wanted to minimize the inevitable patchwork clown appearance of our characters. It's a fact of life- if you make a game with character customization of any kind, people are going to hop online with a video of their character posing in pink, blue, yellow, and probably no pants. The unspoken joke is, "look at these stupid developers", when in reality, they are looking at a testament to player freedom. The alternative to hideous player freedom is player restriction. Have you ever played a game where you could kind of change up your look, but not the way you wanted? Those devs did choose to commit to the freedom of players to make bad choices. It's a decision that needs to be made on a game-by-game basis, and in Diablo III, we decided to let players put together many kinds of looks while only adding touches of restrictions in the interest of making heroes look good. What this means is that we tried to make the armors diverse, out of many different colors and styles, but also steer their palettes and designs into similar patterns. There is no better example of this effort than with the Dye system. 3. Create a progression of 18 complete appearances per class that honors and explores the themes of that class. I was a part of an effort to create a kind of visual journey for each hero within their armor designs. In the course of gameplay, we knew our players would encounter random loot drops in a generally predictable manner. Low-level gloves show up before high-level gloves. And given that experience, we wanted players to see their heroes decked out in gear that told a visual story of progression. The progression from weak to strong, but also from obscurity to glory. There was a great deal of thought and effort put into this "Armor Story", and I'll share more about it soon. 4. Focus the customization of hero appearance in the armor Dye system. Before the development of the transmog system, we wanted to give players more customization tools than just armor selection. What kind of choices are you making when the best-statted items all look alike? The Dye system, driven by Lead Character Artist Paul Warzecha, was a massive effort to put that control in the players' hands. The Dye system, which we internally called Armor Tinting, involved applying tints to specially masked sections of our armor textures. That masking, by the way, had to be added to every single piece of armor in the game, by hand. Remember how all the heroes have different bodies, including the gendered versions? Well, every single piece of armor in the game, times all the classes, needed to be specially modified. How many pieces of armor is that?
That's a lot of armor files being opened up, masked, and cleaned… like, several months of cleanup just to implement the feature. I remember when we first got the system working on a single barbarian helmet. It looked pretty good, and we were happy with how it worked! I also remember weeks into the masking project, seeing the artists go back over armor sets they had designed a year before and trying to figure out the most logical parts to make dye-able. Internal enthusiasm for dyes took a hit before we were through. Paul also managed the selection of the Dye colors, which was a very tricky and subjective thing. To feel like actual customization, we needed to provide all the basic color options a player might want. But we wanted to minimize the Fuschia+Cyan+Mint experience. Paul spent a lot of time selecting a range of hues that struck that balance between providing our players artistic freedom and providing the tools of intentional hideousness. At one point, the team at-large had started to make fun of the dye system while under development. The issue was that we had been testing the system internally by making all new armor drop already pre-dyed in a random color. Everyone had a special "remove all dyes" command to reset this. In theory, this would let the team see what dyed armor pieces looked like without going through the process of locating or buying dye objects in-game. The result was that everyone's gear looked ridiculous. The dyes were being selected truly randomly. In our original vision, colors like Brown, Tan, Forest Green, and Charcoal would be most commonly selected, so that a "random" dyed armor item wouldn't be too far off from what people were already wearing. But these actually random-colored items were giving people clothing in colors like Lemon and Magenta. We got it right soon enough, and the system ended up a success internally and externally. But my heart still hurts when I remember the artists who had spent months making the feature having their work laughed at. 5. Exploit the fact of our game camera with artistic decisions that emphasize the more regularly-seen head, shoulders, and back. This last one is kind of a no-brainer for veteran artists, but it takes some explanation for everyone else. When it comes to isometric games, the human body gets treated unfairly. Seen from overhead, the parts of the body that enjoy the most screentime are the head, shoulders, back, and arms. Unless the characters maintain an especially upright posture, you won't usually be looking at their chests. This means that skin, clothing, and armor designs on the legs, chests, and feet aren't going to be seen much. Turning these facts to our advantage took artistic experience and strategy. Our artists created specific areas of low and high detail on the characters, painted light to fall off vertically, and used many other techniques beyond my understanding. As an art producer, I sat in on perhaps hundreds of art reviews, and the depth of the craft still astonishes me. All I can say is that our artists understood that the game camera provided their characters with a very specific challenge, and they worked wonders to meet it. These philosophical points are kind of a departure from specific gear stories, but some of these details add context to the hows and whys of our hero items. Understanding why we made the heroes' bodies so different from one another comes into play when we start talking about things like legendary chest armors, and how they were such a tremendous pain in the ass. [link] [comments] | ||
Trying to find a fix to random fps drops Posted: 25 Oct 2019 07:57 AM PDT I decided to jump back into Diablo 3 and enjoy this season, but I keep having random fps drops every 1 minute or so lasting from 2 seconds up to 5 second. Is this a common issue or is it just me, since I wasn't having these issues before at all. I tried contacting support, but I can't submit a ticket for whatever reason, so I decided to seek help on Reddit. I badly want to play the game, but I really can't when I freeze in middle of a pack and die instantly, so I'm kinda desperate for a fix. Specs: OS: Windows 10 Home 64-Bit CPU: I9-9900K GPU: GTX 1070 Ti RAM: DDR4 3200MHz 4x8GB Video to Clarify how the issue looks like in-game https://www.youtube.com/watch?v=Dewn0SXYlp8 Fixes I've already tried: Changing the values in D3Prefs e.g HardwareClass Resetting Game settings Reinstalling Disabling Fullscreen Optimization Updating Drivers Running the game on 32-Bit Edit: The Issue only occurs on Diablo 3. [link] [comments] | ||
Posted: 25 Oct 2019 07:24 PM PDT I just wanted to list some things I would like to see in Diablo 4 and open a discourse to discuss ideas with you guys. I know this topic has been done to death but screw it.
That's all I have for now guys, I could go on and on but this post is too long already. What do you guys think? Share some of your ideas. Let's talk about this. [link] [comments] | ||
Where have these sudden D2 remastered leaks come from? Posted: 25 Oct 2019 01:54 AM PDT I keep reading about D2 remastered, but is this just what the fans want, or has there been some actual leaks that its a possibility? [link] [comments] | ||
D2 testing?? Could this be legit? Posted: 25 Oct 2019 12:29 AM PDT https://imgur.com/a/3OzGlHOJust saw this in search results with the link: https://www.tweaktown.com/news/68405/diablo-ii-remastered-beta-invites-being-sent/ Which is now returning 404. Apparently it was added 3 hours ago, and removed quite quickly. No idea about credibility of this site. EDIT: https://www.google.com/search?q=diablo+2+remaster+invites [link] [comments] | ||
PvP arena and PvP ranking in D2:R Posted: 25 Oct 2019 07:14 AM PDT Alot of fansite made PvP tournaments but a built in PvP arena and ranking would be really fun. D2 still lives and imo pvp is still a big part of its longevity . give us an arena and tournaments to sign in with our character and it would be a blast. [link] [comments] | ||
More info about D2R from @Metro-OW Posted: 24 Oct 2019 11:50 PM PDT | ||
One week to blizzcon - what is your one greatest concern with regards to this franchise in general? Posted: 25 Oct 2019 03:09 PM PDT | ||
Diablo 2 Remaster Leak #2: ‘…just got updates to the icons on the bnet launcher’ Posted: 25 Oct 2019 04:05 PM PDT | ||
LoD WW build possible with changes, or just use the set? Posted: 25 Oct 2019 07:13 AM PDT I love the idea of not having to use a set to be powerful, but at the same time it usually feels like leaving lots of damage on the table. Any theorycrafters out there have ideas about this? Here's what I was thinking for a WW LoD build when the new season starts: Skull of Resonance Mantle of Channeling Cindercoat / Aquila Cuirass (wear better, cube worse) Mortick's Brace Magefist Lamentation Hexing Pants of Mr. Yan Ice Climbers or Fire Walkers Ess of Johan or Hellfire Amulet Band of Might / OrtZ / Skull Grasp (cube the worse one of BoM/SG) Ambo's Pride and Thunderfury weapons Cube: Furnace, and chest/ring as detailed above Skills: Rend - bloodlust, WW - volcanic eruption, Leap - Call of Arreat / Iron Impact or Ground Stomp - Wrenching Smash / Deafening Crash, Ignore Pain - Iron Hide, Threatening Shout - Falter, WotB. Passives would be Ruthless, Berserker Rage, Boon of Bul'Kathos and Rampage [link] [comments] | ||
Posting my condemn planner, to share builds and also avoid losing my own farming goals. Posted: 25 Oct 2019 05:43 AM PDT Idea is to benefit from stone gauglets thoughtless, sheet dps from echoing fury after kills, and keep condemn spam & akarats up. Balancing thougness/damage and speed clear was challenging, but Flash from iron skin might do the job. With charged up rune from iron skin, you might want to use Pathans defenders bracers instead of the bracers shown. also it's a theorycrafted thread so the main idea is there, Cheers [link] [comments] | ||
Should Blizzard come out and stop the hype train? Posted: 25 Oct 2019 01:02 AM PDT I mean its going full speed. Its gonna crash hard if they have nothing big to announce. [link] [comments] | ||
IF we get a D2 Remastered, I wonder if mods would work with it Posted: 25 Oct 2019 02:41 AM PDT If not I'd still play the hell out of it I admit, D2 got me through some rough HS years. [link] [comments] |
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