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I'm not sure how you would have seen packs of players clustered around content that wasn't at the borders of a town or a marked multiplayer event. Maybe there's a dial they adjusted on how much one encountered other players.

When I've played (I completed the original campaign and played through two seasons since then) and Sanctuary feels about as lonely as it did in prior games, except for people riding by on horses or silently milling around in towns.
Yeah, you see the occasional person out and about, perhaps more during a helltide, but it's pretty empty. It's a bit more crowded at the start of a season but I expect once people reach torment 4 they stay there which makes the levelling experience quite lonely (considering normally consists of blasting through the seasonal story then running nightmare dungeons, it's not just because of a lack of players)
 

I actually think you could make a kind of excellent random armour/weapon loot generator for Daggerheart of all things, if you willing to accept some minor balance issues. I might consider doing that if very bored. Everyone in my group is away for August so no DH for a while so maybe I will hmmm.
Shadowdark already has a system like this that might be worth looking it. It can create anything from semi-useless items to the most powerful items in the game. (Vorpal properties are hidden in the random gear chart, for instance, and not on the pregenerated treasure list.)
 

There was still some good stuff, but at that point they had moved beyond the story the series was intended to tell.
Common issue yeah.

It's like how WoW's overall story post-WotLK has been a lot less compelling and I don't for one hot second think it's "just bad writing" or w/e. In fact the actual dialogue/plotting quality in WoW has gone up over time (with the lowest point being Cataclysm, which was hugely worse than the expansions before and after it, but I'm confident the cause of that was mountains of cocaine and the weird combination of echo chamber, licentious and well, rape-y culture that was at its peak at Blizzard at that time, even though it persisted to some degree for most of a decade thereafter). It's sad because often they have weirdly powerful scenes or setups but they just haven't been managing to make the overall story compelling imho.

Or like Andromeda trying to find a post-Shepard path. Or arguably every Dragon Age game after DAO, which I don't even think was the best one, just the one with the most compelling and together story - and not, ironically given it was intended as a franchise, really a story that needed a sequel or continuation (indeed I could easily see DAO's story basically being told over, say, two or three games, if the timeline was stretched out a bit).

D4 also way better dialogue-writing, wildly better characterisation and conveyance of personality and philosophy and generally more complex and considered plotting than previous ones (esp. D3), but somehow isn't really "working" because it seems like either the writers don't know where they're going with this, or have been told to stretch it out over like a decade or something.
 

Shadowdark already has a system like this that might be worth looking it. It can create anything from semi-useless items to the most powerful items in the game. (Vorpal properties are hidden in the random gear chart, for instance, and not on the pregenerated treasure list.)
Alright alright bloody hell I'll buy Shadowdark already lol. Is it in the corebook?
 


I'm not sure how you would have seen packs of players clustered around content that wasn't at the borders of a town or a marked multiplayer event. Maybe there's a dial they adjusted on how much one encountered other players.
Not packs of players. Individual players jumping in to kill the pack of mobs I was clearing, but I'd run into them every 20 minutes or so. While it's possible there was a dial turned due to feedback from the beta, a quick look at various figures suggests to me that it's simply due to reduced player numbers compared to the beta.
 

Not packs of players. Individual players jumping in to kill the pack of mobs I was clearing, but I'd run into them every 20 minutes or so. While it's possible there was a dial turned due to feedback from the beta, a quick look at various figures suggests to me that it's simply due to reduced player numbers compared to the beta.
Reason I suspect a dial is that player numbers spike massively when a new season starts but you don't suddenly see a lot more players in the open world. You do see more in Helltides (and similar) for a bit.
 

What they need to do is basically make it so you get like, mostly really cool loot. Like, if, in Diablo 2 terms, most items were a Rare (Yellow) or occasionally Unique (Pale gold).

D4's loot experience is dire and D3's wasn't much better. You just throw 98% of the loot straight into the trash compactor, as it were.

But D1 and D2 weren't like that, and whilst you got too much loot for a pen and paper game, the general vibe I think could be replicated well.

(I actually think you could make a kind of excellent random armour/weapon loot generator for Daggerheart of all things, if you willing to accept some minor balance issues. I might consider doing that if very bored. Everyone in my group is away for August so no DH for a while so maybe I will hmmm.)
D1 and D2's loot style was I thought pretty well simulated through the old 3e supplements.
 

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