03/28/2013 06:51 PMPosted by LylirraIn that video (around 7:14) a monster drops a "buff globe" that increases exp greatly for about 10 seconds. I have seen no official world on this mechanic, will this come to PC's also?
It's what we call a "power up" globe. Basically, there's a small chance that whenever a health globe drops it'll turn into a power up globe instead. These globes can provide the player with one of several small, temporary buffs (+MF/GF, +movement speed, +attack speed, etc) when picked up and last for very short period of time. They're similar to Shrine buffs, but are designed to give players a quick boost during the middle of combat, rather than something you take from fight to fight.
Right now, there aren't any plans to bring power up globes to the PC, but that of course may change as we continue testing and poring through your feedback. :)
03/28/2013 06:10 PMPosted by TwoCoinsLol, why do you insist on telling others how to play?
03/28/2013 06:09 PMPosted by LylirraThe first is because, fundamentally, the way you move your character around on the console vs the way you move your character around on the PC is pretty different. With a keyboard and mouse in a game like Diablo III, you have a little more freedom. Not only can you see a bit farther (because of how we've positioned the camera), but you can also literally point to a spot on the map, click it, and your character will move there.
Hey guys! I chatted with Wyatt about this topic on your behalf and, while he's currently at GDC giving a sweet talk about refining game systems in Diablo III (including health recovery, combat controls, and character skills), he shared some information with me that I wanted to pass on.we should be able to at least have parties of 5 instead of 4
that would at least be a good thing....
We know some players will always prefer to have more than 4 people in a group, and we respect that completely. Even so, while a larger party size may seem appealing in concept (and even in practice for other games), there are a number of factors which contributed to belief that four players is the ideal party size for Diablo III.
First off, the four-player limit isn't in any way related to the number of classes you can play. One reason we actually preferred the idea of four-player co-op as opposed to five was that we felt if the number was five, then players might feel as if it was mandatory to have one of each class in their party. This couldn't be further from the truth. We want players to feel like they can charge through Sanctuary with their friends regardless of whether they have four different classes represented or (for example) a group with two Barbarians and two Witch Doctors.
We also wanted group buffs (like auras and shouts) to feel meaningful in both solo and group play. Right now, you buff yourself and others by the same amount. We like that shouts are good and auras are strong, and that my contribution to the group via my buffs feels significant. But as group sizes get larger, the best player buffs would potentially need to be nerfed either by:
- Making them to be weaker, and subsequently tuned around multiplayer (which is a similar approach to what World of Warcraft uses)
- Or reducing the effect buffs have on other players (which is what Diablo II wound up having to do later)
We don't like the idea of these sorts of nerfs and want to avoid them as much as possible, which is part of the combined reason why we aren't eager to increase the maximum size of groups.
Another factor we considered is that of player contributions. We like that you can really notice the contribution of each person at four players. No matter what size group you have, whenever you add another person to a group, each player’s personal contribution is diminished. This has some bad side effects. For example, if you swing at a monster, it feels good when you're doing enough damage to see its health bar move. At four players, it’s already possible to be punching a monster and not feel like you're doing any damage because the bar is moving slowly. This stigma would get worse as you add more people to a group.
Other factors we considered were that of screen noise and the number of players you can follow. At four players, we felt that you were still able to easily keep track of your party-members, but that beyond this size it became more and more difficult to monitor everything on screen. Additionally, the screen noise and spell effects generated by five players simply felt too overwhelming (this is something we tested quite extensively).
In summation, we’re pretty happy about the size of four-player groups. HOWEVER, we know that the multiplayer aspect of Diablo III needs improvement and are already looking into ways that we can further incentivize [url="http://us.battle.net/d3/en/forum/topic/8088199933#5"]co-op farming and efficiency in patch 1.0.8[/url]. Wyatt is currently working on a developer journal about this very topic, so we hope to share even more information soon. :)
boil everything down to "well, you just did it because of console."
03/28/2013 07:32 PMPosted by cdann58This is so stupid, if i wanted to play with 20 players i should be able to.. and if you want to play with 4 you should be able to.. BRING BACK CUSTOM GAMES!
I have had on more occasions that I can count:
- Left Click on an open space far away from monsters and have a left click skill attack a monster.
- Casting a left click skill on a target in melee range when the cursor is far across the screen
- Holding down left click to move and my character walks over an item (usually white) and stops to pick it up
- Left Click on one item which is highlighted, only to pick up another item
- Left click on an item, to move next to it or attack a monster, even if the item is highlighted, left click multiple times just makes you run around and you can't pick it up until shortly later.
- Press a keyboard button with a skill on it and have it cast a left click or right click skill
- Press a right click skill and have it cast a left click skill
- Use left click to move and have multiple rubberbanding issues (does not happen if you bind a button to "move") This happens very often if you use Starcraft II-esque "stutterstepping" casting a spell, clicking away to move, and then clicking again for a second cast, rinse and repeat.
- Held down left click on an open space, to move, only to when I come across a monster start to attack the monster with my left click skill.
03/28/2013 10:24 PMPosted by MonstaAlmost all of that is PEBKAC. I've never had a skill bound to a key cast a skill bound to a mouse button instead lol
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