Re: [gamedesign-l] Diablo II Act I
- "Brandon J. Van Every" wrote:
> > > I stopped picking up health
> > > and mana potions because I never needed them, all my fights were
> > > ridiculously easy.
> > That will change soon.
> Actually it did change when I got to the Monastery. Those minotaurs
> were kicking my ass! I died once and it took me a long time to get back
> and find my corpse. I started picking up every single health potion I
> could get my hands on. Still no use for mana though.
> > It seems you're playing a barbarian.
> Actually no, a Paladin.
> Actually I chose it because the character description said it wasHe's important for parties of human players in multiplayer. Not so much in
> supposed to be an excellent party leader. Seems reasonable as he's got
> lotsa spells that do things for the entire party. But, I got 2 hired
> rogues killed in the Monastery so after that I figured I should just
> spare their lives and clean it out solo.
case of hirelings. In plain DII the hirelings just die frequently. Only in
DII LOD you have a serious chance to level your hireling, and revive him
when he died.
> Anyways, I do *not* feel guilty for using my "split levels" tactic inI think you thoroughly ruined your abilities to enjoy games. But then,
> Diablo 2. My whole strategy is to cut through the tedium of the game
> and get to the point, using the least amount of effort possible. If
> that means I've finished the game 3 days from now, great!
you're a professional game developer, so I guess your not playing games but
rather testing them.
Anyways, I don't think this way you'll get a good feel if a game is fun for
the ordinary player or not.
> And there'sThe boss monster of Act II resides in a locked cave, but you can use town
> nothing that says the level designer couldn't have locked me in with the
> Big Boss.
In Act V (part of DII LOD only) there is a boss monster group that is
restored to full health every time the player back out but any means. You
need to fight them in one go.
> > BTW, usually the poeple play through the acts several times -Some people said the step from normal to nightmare is too big. I've read
> > you start on
> > 'normal' go through the acts, kill Diablo, and then you're
> > allowed to play nightmare difficulty.
> That's interesting. I kept looking for a Difficulty option and couldn't
> find one. I definitely thought most of Act I was too easy, but that's
> certainly preferrable to it being too hard! It would also make a "real"
> fight more enjoyable when it actually happened.
suggestions levelling a while in Act IV/normal until you go to Act
I've always played DII LOD which has five acts, so the gap is smaller there,
and I can't tell how hard it is in plain DII.
> > Not much thinking required, still there is some thrill, IIt's been so long that I played Archon II :)
> > play quick and if
> > I make a mistake I'm dead. I think it's a relaxing game.
> Yeah, it's relaxing if you avoid thinking about maps, muleing, and
> minimaxing stats. I like dodging the missiles and closing for the big
> whack on the skull. I liked that in Archon II also, using the Behemoth.
IMO one of the best games I ever played, but maybe that's just me.
> > > I think II'm afraid I misread the section a bit. You asked for more spectacularity,
> > > could make a better game that was focused on that and that
> > > alone. It
> > > would be a bit nihilistic, you'd just kill bigger and
> > > badder things, not
> > > getting any money or points for it. The rewards would be
> > > the ways you
> > > kill, the spectacularity of the kill, and getting to see
> > > the next thing
> > > you're gonna kill.
> > Many people think this way. Some started to do :)
> Who did? What titles?
while I just read "make a better game" and thought about adding features and
> Cheers, www.3DProgrammer.comc.u.
> Brandon Van Every Seattle, WA