• Breaking News

    Sunday, October 27, 2019

    Diablo Remember official Diablo comic book they cancel last year just before Blizzcon?! Look at this front cover lol (yes this is LILITH!!!)

    Diablo Remember official Diablo comic book they cancel last year just before Blizzcon?! Look at this front cover lol (yes this is LILITH!!!)


    Remember official Diablo comic book they cancel last year just before Blizzcon?! Look at this front cover lol (yes this is LILITH!!!)

    Posted: 27 Oct 2019 05:57 PM PDT

    [img]https://i.imgur.com/llWNWrB.jpg\[/img\]

    LMFAO!!! Now we know WHY they dont release this last year and we know for 666% that D4 Lilith leak from Art of Diablo book is legit!!!! HYPEEEEEEE

    submitted by /u/Hellus666
    [link] [comments]

    Evidence leaked Lilith page from Diablo Art Book is legitimate

    Posted: 27 Oct 2019 04:01 PM PDT

    John Polidora, the author of Lilith's concept art which shows in the leaked "Art of Diablo" page, replied to the same twitter thread from WeakAuras ( https://twitter.com/WeakAuras/status/1188214015765483521?s=20 ), confirming that the image is actually from him.

    https://imgur.com/xrpAFYc

    He later deleted his post (maybe he was requested to do so?). Here is the Tweet link with the now deleted reply.

    https://twitter.com/op_Vox/status/1188344889433571330?s=20

    This is the closest thing we might get to a confirmation if the page is actually legitimate...

    submitted by /u/SmithReplica
    [link] [comments]

    /r/Diablo at Blizzcon 2019

    Posted: 27 Oct 2019 07:46 PM PDT

    Hello everyone!

    Blizzcon is this week!

    Most of us will be in attendance, covering Blizzcon from the show floor. Those of us not at the convention (myself included) will be watching from home, providing updates to the live thread as well as hanging out in Discord.

    As always, we will be hosting our yearly meetup, this time however we will be in a different location! The meet-up will take place within the Slaughtered Calf Inn, located in Hall E, on Friday at 4:30PM PT. We will have sweet stickers as well as a limited number of Horadric Cubes to pass out so stop by and say hello!

    TL;DR
    We are going to Blizzcon!
    Meet-Up: Slaughtered Calf Inn (Hall E) - Friday at 4:30PM PT
    Loots: Sweet stickers and Horadric Cubes
    Live Thread: https://www.reddit.com/live/13tqwldb0xdkb
    Blizzcon Discord Channel: https://discord.gg/zBJTf63

    submitted by /u/menagese
    [link] [comments]

    Diablo 4 has five classes. Pick 5 that you'd like to see in the game

    Posted: 27 Oct 2019 06:53 AM PDT

    If there will be no D2:R, retry the original D2!

    Posted: 27 Oct 2019 01:18 PM PDT

    Before you tell me what was not good in D2 and what is horrible by todays standards and only nostalgia holds it up... I know all these arguments by now...

    Nevertheless, the hype for D2:R shows me that a lot of people still have fond memories of D2.

    So if there will be no D2:R announced, give D2 a try/retry and thank me later!

    If you want some QoL changes and/or are tired of bots, I can definitely recommend the mod PoD.

    submitted by /u/doomiablo
    [link] [comments]

    Wallpaper: Fiery Runes II: Belial - Lord of Lies (Art by Secret-Schwarz)

    Posted: 27 Oct 2019 09:49 PM PDT

    Fiery Runes II: Belial - Lord of Lies (Art by Secret-Schwarz)

      

    deviantART: http://fav.me/ddj7k5g twitter: https://twitter.com/Holyknight3000/status/1188644994414006272

      

    Featuring the amazing artwork of Diablo3-Belial by secret-schwarz.

      

    This artists work is stunning. This just pops so well. I wanted to capture their work but also change the lighting to match the setting of the essence runes.

      

    There aren't to many Belial fan arts and I'm glad I found this one. Plus Secret's original version is so under viewed and deserves so much more. I hope people find their work through this wall.

      

    That's all for now. Brace for BlizzCon people the Hype-trains flooring it now.

      

    HK

      

    Art (C) Secret-Schwarz
    Belial & Diablo 3 (C) Blizzard
    Fiery Essence Runes by me
    Wallpaper made and arranged by me as well

    submitted by /u/Holyknight3000
    [link] [comments]

    Behind the Gear: How Hero models work

    Posted: 26 Oct 2019 11:37 PM PDT

    My last post talked about some of the philosophy that went into building our hero characters. In this one, I wanted to talk about how they are constructed. This continues from my 2014 documentation – some details are out of date.

    The observable facts of Diablo 3 hero models

    • Diablo 3 has 12 playable heroes- a male and a female Barbarian, Crusader, Demon Hunter, Monk, Witchdoctor, and Wizard.
    • These 12 characters each have their own unique physical geometry and animations.
    • Diablo 3 heroes can equip items in several slots in their paper doll, but the only ones that will be visualized on the game model are Head, Shoulders, Torso, Gloves, Pants, Boots, Held-Left, Held-Right.
    • Any armor item worn by a hero will have one of 18 appearances in-game. The same armor item will have one of 18 different appearances when worn by a hero of another class.
    • Armor is customizable by means of Dyes that can be applied to armor pieces individually.
    • Heroes can equip many kinds of held objects, including weapons and shields. These objects usually inherit visual FX based on the item's randomized affixes. Held objects are not dye-able and not a part of the character, like armor.

    Less-apparent functionality of hero models

    • Each hero model is comprised of four sections: Boots, Legs, Torso, Hands. Each section has four looks, each with different geometries. These four looks are called Naked, Light, Medium, Heavy.
    • When a character equips armor in the game, we look up the geo and texture linked to that item, then swap in the correct body section and apply the appropriate textures.
    • There are 18 armor appearances per hero, counting one 'naked', or zero-items appearance.
    • Armors designs commonly benefit from transparency. In the creation of armors using the same geo, we frequently make areas transparent to disguise the recycling.
    • Though one tier of armor art logically includes the matching helms and shoulders, these are separate models bound to the hero model as attachments. We call them snap-ons.
    • All 12 heroes use unique models for their helms and shoulders, though the helms and shoulders of one class's male and female may closely resemble each other.
    • Hero models, as well as attachment items, sometimes benefit from engine cloth- generally skirts/loincloths. Some of the characters' hair meshes and some dangling armor elements are managed by physics. Some 'cloth' elements are hand-animated in order to provide stylistic control, as with wizard robes reacting to spell explosions.
    • Some heroes have one or two features that break conventions.

    World of Warcraft comparisons

    • World of Warcraft heroes have fewer polygons than Diablo 3 heroes.
    • Any World of Warcraft armor textures can be applied to any WoW hero model, and most WoW NPCs. This is not true of Diablo 3 heroes. Each class of Diablo hero has exclusive armor art.
    • World of Warcraft heroes have a much larger library of armor textures available to them. There are 200+ torso armor textures available to a given WoW hero. For Diablo characters, there are 18.
    • Because each Diablo 3 hero benefits from their own custom UV arrangement, Diablo 3 heroes are far less prone to texture stretching.
    • World of Warcraft characters have a Cloak attachment that is hand-animated. Diablo characters do not. One of the six Diablo 3 hero classes has an alternate chest geometry that resembles a cloak. It uses engine cloth.
    • Diablo heroes' armor pieces can be customized with Dyes.
    • World of Warcraft weapons have more texture variants per model. Most Diablo weapons have no texture variants.
    • There are only ~200 weapons/held items in Diablo 3. Counting texture variants, World of Warcraft has thousands.
    • Diablo 3 hero armor and weapons/held items very rarely have floating pieces.
    • Diablo 3 heroes employ more instances of physics and engine cloth.

    There is a lot of information there, so let's take some bits apart.

    1. In D3, you can equip many kinds of gear, but not all of them appear on the actual model. This has important implications for itemization.
    2. Snap-ons are an important part of how characters art visualized. When you are deciding how a character looks, you can either build their clothing and armor into their model, or you can attach snap-ons to various hardpoints on their animation rig. Two common ones are on the head and hands. The disadvantage of a snap-on is that it moves rigidly, like it's glued to the character. The upside of snap-ons is that it's really easy to use them to modify characters. Designers can do it in the game, even after a character has been modeled. We used snap-ons to attach helms and shoulder pads to heroes, as we well as any held items. Whether or not an item was built into the hero model or was a snap-on had big implications for itemization.
    3. A couple heroes had more torso geometries than others. This started with the Monks. We had a bunch of concept art of the Monk wearing large beaded necklaces, and we wanted that to be a part of the armor design. However, they were poor candidates for snap-ons- they needed to flex and conform to the movement of the monk's torso. Putting the beads into the Heavy armor geometry meant that EVERY monk armor of Heavy armor category would have to have beads, which wasn't appealing from a standpoint of variety. So the Monks got special additional Medium and Heavy torsos, so the artists could decide when to add beads.
    4. World of Warcraft is a train that does not stop. I am sure that some of the details and ALL the numbers I listed for WoW are out of date. They were accurate in 2014.

    What I think is important to talk about here is that I am describing a system. It works in the game, and it follows a distinct logic. But you have to remember that, when we started, we had to invent this system! How heroes in Diablo II were visualized is nothing like how D3 heroes work. We had to create this system in a massive negotiation between the leads of several disciplines.

    Our Lead Designer, Jay Wilson, could have put forth a lot of demands, but he mostly asked for that our heroes have as many items visually represented on their models as possible. He also wanted Pants in the game. The Artists wanted to have as much freedom as possible to make every piece of armor look as cool as possible on the heroes. The Programmers and the Tech Artists had already implemented a look system for heroes on the Blizzard North version of Diablo III. Their goal was to make sure that whatever strategy we selected was practical and performance-friendly. The producers just wanted a system in which art could be produced at a reasonable rate of speed.

    Even though everyone was working together and in good faith, that negotiation took a long time. The Barbarians and Witchdoctors that appeared in our announcement video used an in-between armor methodology that doesn't match how they work today.

    But one thing that we agreed to early was that we were not going to use shared hero models. World of Warcraft has shared models to tremendous success. A single chest armor texture works on most of their humanoid races, including heroes and monsters. That was terrific for them, but we didn't want our human Wizard and our human Barbarian to look anything alike. So we decided on unique bodies and subjective armor. The same Level 10 boots look like leather boots on a Wizard and wrapped sandals on a Barbarian. It's a little weird, but from the perspective of the player, it mostly works. But since that level 10 boot item is something different for each hero, we had a lot of support to do. Every pair of boots in the game is actually multiple assets. It was a lot of work and a lot of data to keep track of, but we knew it was the way to go for our game.

    But I think that the most significant challenge of figuring out our hero look system is best demonstrated by Phroi's Barb.

    Phroilan Gardner was a Diablo III character artist that originally worked at Blizzard North. He is a talented painter with a strong vision for characters. He was particularly in love with the Barbarian, and more than anyone, Phroi is responsible for the look of that character. His Barb concepts are some of my favorite images to come out of Diablo III.

    Phroi modeled the first Barbarian. What we needed at the time was a cool character- how different items would change the character's look wasn't yet set. But we had Phroi's barb in-game, which was valuable for development. You need something to test environments, monsters and abilities, with, and it helps if it doesn't look like a stick figure. Phroi's barb looked a lot like his concepts, with giant claws, a spiked belt, and a massive chain girdle.

    As we started figuring out how putting gear on a hero would work, Phroi's barb looked less and less practical. That massive spiked belt looked awesome… would every belt look like that, just with a different texture? We were going to need a lot of torso armors. How could we develop a massive array of armor pieces if they were as specifically-detailed as this model?

    Phroi's answer was that he would gladly model every piece of gear for the barbarian. And I believe that he would have! But the answer from production was that we didn't have enough time to build every hero that way. And the answer from Tech Art was that we couldn't build a game with so many variants of the body section. Further, that belt, which looked so good with the chain girdle, wasn't always going to play nice with pieces like shoulderpads. We needed a more standardized armor solution.

    The artists acknowledged this with some disappointment. Everyone loved Phroi's barb, even those who felt it wasn't practical. But in the end, everyone contributed to the system that we ended up with.

    At the end of the planning and negotiation, we had a system wherein Heroes are made of four chunks- a head and torso, arms, legs, and boots. Each of the four chunks has four geometries (think "bulk versions"), and they are modeled to be mostly naked (1), up to heavily armored (4). All four bulk versions of the arms plug in seamlessly to all four versions of the torso, so they mix and match perfectly. The rest of the work was in painting textures for the geometries on each chunk of the heroes' bodies.

    The upside of Phroi's barbarian was that it would offer highly unique designs for each armor of the character. Our system's weakness was that our chunks could only be as different as our four bulk versions.

    So we did what we could to get some of that uniqueness back into the armor geometries. Our first tool was the artists themselves. They could paint five completely different armors on the same body geometry, and you would never know they had the same shape. These guys were freaking talents. Second, we knew that we could conceal a lot of the shape recycling with Helmets and Shoulderpads. Remember, those are snap-ons, and not modeled into the armor. If you have to make two sets of Barbarian armor on the same geometry, but you can paint one to show a lot of skin and have a metal helm, and the other one is painted to be covered in fabric with a tasseled helm, people aren't going to notice that they share an underlying shape.

    We also gave the Monks special alternative torso geometries that add large beaded necklaces. Some of our coolest Monk concepts included the necklaces, but we didn't want beads on EVERY monk armor. So Tech Art hooked up some variants that had that special look.

    Also, we used transparency on a lot of models to cover up the similarities. Take a look at these two (gorgeous) armor sets that Character Artist Cory Robinson did for the Demon Hunter. These both use the same heavy geometry ("bulk version") for the torso, arms, legs, and feet. First off, look at how much they differentiated simply through high-quality textures and dramatic changes in the Helm and Shoulderpad snap-ons. It's hard to tell that they have the same wireframe. Now look at the tier 15 Sovereign armor set. It has the same heavy bulk geometry as the other two, and the artist has once again used texture and snap-ons to create a new visual concept. But the massive arm spikes are suddenly gone. The geometry is still there- that part of the armor has just been made transparent, giving it a different profile (and a less evil visual) than the others. That little trick was used all over the hero armors so that your eye wouldn't start picking out similarities, and make the gear feel stale.

    When I think about how much art we made and the complexity of the system, it still amazes me that we made it work. And no one person could have done it- this was a giant group achievement. And I still love pulling up armorsets to gawk at- they really are works of art.

    submitted by /u/lutsock
    [link] [comments]

    How could Blizzard reintroduce all evils in D4?

    Posted: 27 Oct 2019 02:26 AM PDT

    .. We killed pretty much all of them, but I really want to see all of them make a return and have to fight them again.

    submitted by /u/dassadys
    [link] [comments]

    Diablo III tattoo brainstorm.

    Posted: 27 Oct 2019 10:11 PM PDT

    Hey folks!

    Gun to your head, you must decide on your favorite items in Diablo III or any Diablo game as inspiration for a tattoo. The art of items in Diablo III really inspires me to get a small tattoo in black and white. What comes to mind first? Thinking of a legendary gem as a small tattoo idea too.

    Does anyone here already have a Diablo tattoo? LET ME SEE!

    submitted by /u/Atakan4
    [link] [comments]

    Error Loading Hero

    Posted: 27 Oct 2019 09:37 AM PDT

    Anyone else having issues getting into game at the moment? Receiving an "error loading hero" message.

    submitted by /u/StillRunsa2500k
    [link] [comments]

    An inside look to Diablo, Thanks to David!

    Posted: 27 Oct 2019 04:18 PM PDT

    Will Diablo 4 be a 3rd person game?

    Posted: 27 Oct 2019 07:23 PM PDT

    It's been confirmed there was a cancelled 3rd-person perspective Diablo game (explained as similar to Dark Souls).

    How would you feel if we got something like this with D4?
    So same general gameplay loop, mechanics & gearing but with a 3rd-person/over-the-shoulder perspective and more direct control scheme (ala God of War or Soulsborne games).

    Ideally there would be an option to switch between 3rd-person and classic isometric view, but I can see this being difficult to implement from a logistics/art direction standpoint.

    submitted by /u/damienjohn
    [link] [comments]

    The Diablo font has changed slightly. The "spike" on the A doesnt curve as much and is more sharp. The "spike" on top of the D is more prominent, and the "flange" on the O is more defined.

    Posted: 27 Oct 2019 11:51 AM PDT

    What to expect of Diablo II RM?

    Posted: 27 Oct 2019 01:11 PM PDT

    Ive never played a "remastered" game before...

    I presume we could expect the usual... higher resolution, HD character/ item/ world assets... minor QOL improvements.

    Anything beyond this? Could we hope for added stort, new items, etc..? Or is that like a .0005% chance?

    submitted by /u/HighOnTums
    [link] [comments]

    Is Hellfire separate? I know this is stupid...

    Posted: 27 Oct 2019 02:28 PM PDT

    I'm a stickler for spoilers, and I did Google a bit but was afraid to delve too deep. Do I need to finish Diablo before opening Hellfire, or is Hellfire just Diablo with an extra side story?

    submitted by /u/GemDoppler
    [link] [comments]

    Error retrieving hero list

    Posted: 27 Oct 2019 04:42 AM PDT

    Anyone else just get disconnected and now cant get back in?

    submitted by /u/TheCandyMan88
    [link] [comments]

    Diablo 4: Do's and Don'ts that will make or break the game.

    Posted: 27 Oct 2019 08:22 PM PDT

    By this stage, Blizzard has probaly finished the design of Diablo 4 and are in implementation for some years - Good for them! With all that has happened (HK, controversies, iconic blizzard people leaving, activision), it feels that it will be impossible for them to deliver great games going forward. Hence why many have lost hope.

    If Blizzard was the Blizzard of old, you know, the one we loved, how would they make D4? I'm bookmarking this post to compare it with their anouncement and the eventual reveal of D4 design spec.

    People's perception is very important. As an engineer turned businessman and selling consumer software, I'd be interested in your opinions here. As good and conscious consumers we should reflect on what we asked of blizzard and what we got. If anything else, we've been spewing requests on the Diablo forums for almost 10 years now. It's time to see if they have been listening, which can only be shown and tested by their actions/choices and not by just making a post or anouncement.

    I understand we might get a D4 that could be irrelevant with the action RPG genre. In that case I'll drow my sorrows with the possible D2 remake, or in one of the many upcoming ARPGs.

    So as a big fan of past Diablo games, these are some of the things I always wanted, even from D3:

    Do's:

    1. Do have meaningful itemization - not just better stat sticks but items that the player will remember.
    2. Do have a darker look and feel - Diablo 1 style.
    3. Do bring back runes & words or other glyph system.
    4. Do away with the 6-piece set system. Have small sets (2-3 pieces each) only.
    5. Do implement some form of PVP and perhaps PVP exclusive worlds (consensual). You sold D3 pvp to me on the box! I won't forget!
    6. Do have meaningful character progression beyond itemization, even skill training.
    7. Do have multiple activities after you finish the story: Wave mode, maps, exploration, boss runs, hell runs? etc...
    8. Do have meaningful crafting and progression for it, but don't antagonize boss drops or top gear - work along with it.
    9. Do have a balanced drop system that won't get out of whack with progression. Filling the screen with legendaries is bad.
    10. Do allow for trading, perhaps an option for a player shop and an AH for fungible materials/gems etc, without real money.
    11. Do story right! What we got in D3 was horrible! If you can't, please just stay on beautiful cutscenes alone.
    12. Do create memorable boss fights and challenges. Not choreography dancing or raids! This is not WOW.
    13. Do make starting with another character meaningful. Perhaps add a retire character option that removes the character and adds pernament account bonuses based on progression and gear sacrificed (or other incentives to start anew). Ladders are not the only solution and can quickly feel repetitive.
    14. Do have a meaningful death penalty, even for softcore. It will make the game have greater stakes and not feel boring.

    Don'ts:

    1. Don't limit the number of characters we can create as much as in D3. Have a reasonable limit, and some way to get more slots though gameplay.
    2. Don't be so harsh with storage space as in D3. And don't have gear items and variations explode the storage requirements.
    3. Don't monetize game systems and progression: (gems, combat pets/followers, xp potions, runes, inventory space, map/level access etc). We are willing to buy new content like more classes and more story if done to a high quality standard as a package.
    4. Don't make the characters wear plain rags if you monetize cosmetics. There should be cool visual gear options added with updated without spending extra.
    5. Don't make the leveling process fast and insignificant. Make it longer and meaningful.
    6. Don't make all areas and opponents scale automatically - it makes the world feel bland - and removes world identiy.
    7. Don't make the game favor party play, there are people that can only play solo or want the convenience of solo play. This is not WOW.
    8. Don't just have a paragon level progression post game. Have multiple dimensions to grow. It is/was boring.
    9. Don't have a companion system that is flawed and useless. Enhance people's experience by alllowing player classes as companions in solo & multiplayer.
    10. Don't have huge progression glass walls and don't drag the game out - people have lives and we can't just play Diablo all day, even if we wanted to do so!
    11. Don't have WOW like expansions where you get 10 more levels and all old content becomes irrelevant, along with all your gear. Have expansions that add more horizontal options, classes, content and reasons to start new characters. Have inspiration from POE.
    12. Don't have free and infinite instant respec. It must have a moderate if not high cost - one more reason to have another character. Take examples from POE and make characters have weight.
    13. Don't make all classes use all weapons. Weapon based spell damage for wizards/casters was a huge mistake and a turnoff.
    14. Don't have an infinite consumable slot. Use crafting to allow for a limited number of buffs, if you play solo or if the party isn't of the right composition. Some preperation should be required, but not too much as a WOW raid.
    submitted by /u/xGnoSiSx
    [link] [comments]

    Diablo 4 needs more open ended maps

    Posted: 27 Oct 2019 06:06 AM PDT

    My memory might not be good.. so pardon me if I m wrong.. but I remember that 3-4 act maps in Diablo 3 where very linear.. Like they did not have open field.. Players where hopping from act to act in linear manner. In D2 only the last map was linear. So I hope they add more open ended maps in Diablo 4. The open feel is reason why I liked first area in Diablo 3..

    submitted by /u/Bootleking
    [link] [comments]

    URGENT ! How do I change Diablo1 sounds?

    Posted: 27 Oct 2019 05:51 PM PDT

    The footstep sound is so annoying.

    submitted by /u/zude111
    [link] [comments]

    [POLL] Which game Blizzard is gonna introduce first at Blizzcon 2019? Diablo 4, Diablo 2 Remaster or Diablo Immortal??

    Posted: 27 Oct 2019 05:30 PM PDT

    Let me try asking this a different way. What was/is it about D2 you found great that you did not get, or feel was done poorly in D3?

    Posted: 27 Oct 2019 04:36 PM PDT

    My last post turned into a shit show. That was likely partly due to my poor wording that some apparently found offensive or antagonistic and, looking back, I guess it kind of was.

    D2 is, in my opinion, a good game that was great and ground-breaking for its time. I do not dislike D2. I just don't liken it as well as I do D3. Likely, that is partly due to my having played D3 first, partly to the fact that I don't have a lot of time to devote to playing and probably a bit because I'm playing it at a time when that style and type of game is no longer new or novel. I freely admit to all of that.

    So, how about we try this again?

    Tell me what it is that is so great about D2 that differs from D3.

    Can we please refrain from purposefully antagonistic and argumentative comments and replies, though? I'm pretty tired of seeing, "you're just an idiot who doesn't get it" or being told I'm just a dumb kid. I'm actually 35 and spent a lot of my formative years playing games for Sega Genesis, Super Nintendo and a lot of PC games installed from floppy disks like Tie Fighter and Command & Conquer. Both of which I still enjoy playing, btw.

    Ok. Let's hope the hate and rage is kept to a minimum this time.

    submitted by /u/JonSnoWight
    [link] [comments]

    2019 release ?

    Posted: 27 Oct 2019 05:07 PM PDT

    Is there any chance that D4 will release this year ?

    submitted by /u/darkFire2919
    [link] [comments]

    No comments:

    Post a Comment