Diii.Net Jay Wilson Video Interview

Posted 13th Oct 2008 05:33 AM by Rushster

image During BlizzCon, Flux sat down with Jay Wilson who was on hand to answer a few questions. Topics included waypoints, autoparty, anti-griefing, player teleports, item info for stats/drops/quality, rares & uniques info, difficulty modes and more. He also goes into some detail on why they decided to remove assignable attributes, and how important it is to avoid having "hot-spots" that gives the most efficient experience, and letting people play however or wherever they want. Another interesting topic that he delves deeper into is the new runes system, and how they improve spells.

For anyone interested in the deeper side of Jay, you'll also get told his favourite colour, meal and animal!

If any of the above got you intrigued, make sure you view the video..



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Comments

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Animation
Posted 13, Oct 2008 09:15 PM
(0)
 

I hate the auto-stat thing. They say they want people to want to keep playing the game. However, it was variants like a Bow Paladin or a Warrior Necromancer that kept people playing past the first year. The forced stat placement kills a lot of the long term desire for making characters. They wont get as robust long term sales if they eliminate that.

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demolishman
Posted 13, Oct 2008 09:16 PM
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Awesome interview, you guys are pros, congrats!

And Jay Wilson is a fun guy!

Lmao @ his tshirt, I want one, anyone knows where I can get? Medium to Large sizes. Thanks!

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Kaeros
Posted 13, Oct 2008 10:01 PM
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I’m not asking for 20 crappy runes..  I’m asking for 20+ great runes. I’m looking forward to this game being much grander scale than DII…  It’s a decade old, and should rightly blow everything about that game out of the water.

As far as “Duh, it’s a demo of course there will be more than 6 runes”, Jay’s language implied that there may or may not be that many more.  Making runes that can alter a number of skills in both technical AND visual ways is no small feat, and there’s huge time management and balance issues that come with it.  I’m merely skeptical that with those things in mind, Skill Runes will be varied enough to counter-act them taking away our customizable attributes.

In short, A) Skill Runes could be massively game-changing elements that we can use to personalize every skill we have and completely redirect the direction of our characters, or B) They’ll be gimmicky and cool, but won’t ultimately be enough to design builds or characters on.  I get the impression from their language that they’re leaning toward Option B.

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AGTJ
Posted 14, Oct 2008 02:34 AM
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“Making runes that can alter a number of skills in both technical AND visual ways is no small feat”

Yep. And since they have about 4-5 tiers of each rune, that’s what, 4-5 different types of effects x number of spells/skills allowed /w runes x number of classes….. LOTS of graphical stuff to do there…

AJ

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Jman5
Posted 14, Oct 2008 04:32 AM
(0)
 

Ah, it was so nice to see a Q&A;session where the questioners were well versed in Diablo 2. You asked a lot of questions the community wanted to know, so thanks a lot. Although, I would have liked to question them a bit on the Wizard’s teleport ability and potential for abuse. Well maybe it was discussed in another video/interview.

Nice job Flux, and no there wasn’t any nose picking on your part. smile

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Mackan
Posted 14, Oct 2008 02:04 PM
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Any way to download the interview? I can’t stream it, it always stops after a few seconds… Doesn’t matter which browser or time at a day I try to view it..

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deathmongor
Posted 19, Oct 2008 12:05 AM
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ya but the thing is, when u were a noob and u didnt no how to build your character, ya u did mess up a couple, but it didnt take long to figure out how to build your characters. all u had to do was talk around to people. it would tae a maximum of a couple of days to figure the builds out. i just wish jay could here that smile

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