Friday, April 13, 2012

The Archer/Rogue/Ranger's Resource will be? - Page 8

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I have to agree with Konfeta here. The aforementioned system could also lead to a lot of weird situations where you use an ability solely to be able to use another ability. The Demon Hunter is meant to be fast and tactical - this kind of thing will just slow you down. I'd find having to do something like that extremely irritating. It's almost like draining the player's mental resources in order to do something quite menial. I want to use 'Flaming Arrow' (or whatever it's called) but I have to use 'Vault' back and forth a couple of times first. Really unintuitive.

An ammunition system seems reasonable. Wasn't there a point in the DH trailer where she picks up a bit of demon horn/tooth and uses it for her next attack? It'd be easy to implement too - just make it so that every monster has a chance to drop 'ammunition' (approximately proportional to the monster's power or how much effort it takes to dispatch).

This 'ammunition' fills up her resource bar. It's simple, and actually is very similar to the health globe system so it's not unfamiliar. Not only that, it rewards the player for moving the Demon Hunter around.




this isnt bad; takes the best of synik's idea--the resource harvesting in the trailer--without all the complexity. This might be simple and elegant enough to work.

The idea of distance is good, but its not really a resource as such, you'd have to tie distance to an adrenaline or danger resource.

The question here is what is the purpose of resource systems? Well they're there to replace mana in a way that makes the class feel and play more like Blizzard's archetypal vision for it.

What's the purpose of mana? Well, it serves as an expendable and rechargeable resource spent by casting special spells or skills. This prevents the character from casting spells too frequently, especially those that cost more mana.

Of course, this was rarely an issue in the Diablo games since you could just chug blues all day or leech. It was really only an issue for low level characters without gear or money for enough pots. But assuming this will be changed for Diablo 3, the primary goals of designing a resource system are:

1. Serves as an expendable and rechargeable resource spent by casting special spells or skills

2. Fit the chosen class thematically and mechanically--by encouraging the player to play the class in a way that fits the theme--so the 2 mutually reinforce each other

Luckily we know the themes Blizard wants to emphasize in the Demon Hunter, because they told us in the panel at Blizzcon! If I remember right they wanted to emphasize:

1. Range

2. Gadgets and Traps

3. Shadow Magic

also: fast, swift, dark, mysterious, medieval, sexy, ranged, dark, cool|||For some reason this thread struck me as exemplary with regard to civility.

Props on managing your disagreements here guys. I hope more forum-goers sift through this dialogue and take note of the tone, and how conducive it is to the progress of the discussion.|||Instead of collecting and spending a resource, why not have it where it rises and falls independant of player action (with tweaks from traits governing the intervals and the peaks). Call it focus, study prey, hunters instinct, w/e.

Have it do something like break immunities, or do huge critical damage, if you manage to sync your attack when the resource is maxed, and if your timings slightly off it would still do some effect, but to a lesser degree.

It would be more about timing and rhythm anything else, but it keeps within the spirit of what a hunter/rouge type is about. Being tactical, stalking your prey, and striking when moment is right. Seeing as the DH skills are based mostly around physical things, I don't really see why you need 'mana' to throw a grenade or shoot a bow, lay down a trap, etc, anyway. Cooldown's can govern the higher tier skills to prevent them from being abused, and lower tiered skills can be pretty much be spammed (within reason). The player can choose to ignore the resource altogether, if they so choose, the only trade off would be a chance for extra damage.

Just a thought, and apologies if this has been posted before.|||Quote:




The player can choose to ignore the resource altogether, if they so choose, the only trade off would be a chance for extra damage.




That's basically what happened with Instability and Blizzard axed it for the part where it could be ignored.

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