Speaking purely as an observer: My faith in you, the people of america, couldn't be lower. So I still think you fuck this up somehow
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http://www.battle.net/forums/thread.aspx?fn=d3-general&t=365649#post365649QuoteWe want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don't want to remove the sense of suspense and danger by making town something you're always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.On that same note we also don't want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.So, with these things in mind we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each "floor" of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.Regardless, potential penalties aside, this is the death mechanic we're currently using and it's working really well so far. Uhh... first rainbows and unicorns now this? Blizzard
We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don't want to remove the sense of suspense and danger by making town something you're always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.On that same note we also don't want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.So, with these things in mind we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each "floor" of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.Regardless, potential penalties aside, this is the death mechanic we're currently using and it's working really well so far.
Quote from: Borys on September 30, 2008, 02:38:04 PMhttp://www.battle.net/forums/thread.aspx?fn=d3-general&t=365649#post365649QuoteWe want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don't want to remove the sense of suspense and danger by making town something you're always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.On that same note we also don't want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.So, with these things in mind we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each "floor" of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.Regardless, potential penalties aside, this is the death mechanic we're currently using and it's working really well so far. Uhh... first rainbows and unicorns now this? Blizzard So what? D2 has an even more lenient death penalty. Every single dude who's played the game for more than an hour keeps a perma town portal up at all times. If you do die, you literally pop back to within 1 minute of your corpse and are back at 100% within 60 seconds.
I always fill up my Tome of Town Portal when I've still got like 12 left. BECAUSE YOU NEVER KNOWJust like those shitty gems and runes from two acts ago still sitting in my chest. YOU NEVER KNOW, I MIGHT NEED THEM
I don't see the problem with this.Playing Titan Quest right now...the rebirth fountains you hit are sometimes spaced far away so if you die it takes awhile to get back to the action.
i'm all for having more options that keep me from backtracking or replaying shit 20 times
Quote from: Eel O'Brian on September 30, 2008, 06:38:11 PMi'm all for having more options that keep me from backtracking or replaying shit 20 timesI hear you. I'm also one of those gays that plays 80% of games one easy because there's too much to play.
Doesn't sound like an especially lenient death penalty at all...I can't think of an rpg that has a harsh death penalty, though some can kick your ass if you forget to save for an hour.
Quote from: Kranz Fafka on October 01, 2008, 12:49:38 PMDoesn't sound like an especially lenient death penalty at all...I can't think of an rpg that has a harsh death penalty, though some can kick your ass if you forget to save for an hour. Rogue-likes. A lot of them will just delete your save game if you die.
I'm liking this fast paced approach Blizz is choosing for D3.When will this game be out? It looks finished to me.
this game won't be out for another 5 years, i have plenty of time to play Diablo 1-2 for the first time