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View Full Version : Novel D3 G-Force mecanics, Good or Bad?


KoProvoke
27-02-2009, 18:10
The new d3 mecanics include a G-Force variable that accounts for the shock of the impact. Any value above 9 will kill the player. This can be seen this way: If you ware a super hard armor and I hit you with a car, your survival chances are quite low because of the force applied on the internal organs.
The damage of an attack, such as charge that is absorbed by the player armor or shield will damage the player in a more or less big amount depending on several things:

- The shield damage absorption
- The damage absorbed
- The defense of the shield or armor

Also, the defense item durability penality depends on the damage absorbed, eg:

If armor absorbs 300dam it loses 1 durability after 5 hits,
If armor absorbs 4k damage it loses 3 durability per hit.

This is a much better promising system and also more real. Another idea was to involve player mecanics:

- Block buttons, block low, block medium, block high buttons,
- All weapons can block including staff, but not bows.
- The combo between block/attacks becomes crucial in duels.
- Attack skills become block skills if an attack skill applies. Like if 2 barbs are wwing each other, block will be also involved.

All this hasn't been done yet but it's good subject matter.

Discuss.

Kiroptus
27-02-2009, 18:22
Well, a manual button for block certainly isnt happening as blizzard has a policy of making the game "If you know how to click and move a mouse, you can play Diablo" as they said in an interview. But a defend-alike state like the WC3's footman's defend, btw the skeletons do the same so if you could do something like that...

Whatever they decide to do with armor I hope they dont repeat the same system as Diablo2 where extra armor gave you damage evasion... It theorically makes more sense but its a more intuitive game system that extra armor gives you more damage reduction.

About durability, well... I dont know, it just cant be too harsh as Town visits are now very limited and again, Blizz's policy is to make D3 more fast and furious with few action breakers like having to return to town to repair. We will see about that.

korialstraz
27-02-2009, 18:27
Bad idea imo. Having to manually block will make any PvP system (except casters and ranged) about luck. Who can be lucky to block someones attack and not have his own blocked in return. As I read I almost pictured a bad action flash game :D


Wow now it seems I'm stalking you just to bash your posts :O

Grug
27-02-2009, 20:13
Bad idea. It's too complicated. I don't want to have to control my blocking. Equipping the shield should be sufficient.

I'm sure Blizzard might add crushing attacks to D3 bosses. Bosses in WoW had crushing attacks. I never looked into it but I think crush is damage that isn't reduced by armor past a certain point.

KoProvoke
28-02-2009, 06:07
Bad idea imo. Having to manually block will make any PvP system (except casters and ranged) about luck. Who can be lucky to block someones attack and not have his own blocked in return. As I read I almost pictured a bad action flash game :D


Wow now it seems I'm stalking you just to bash your posts :O

Thats not true, the actual blocking system is about luck because it involves a probability like 75% block. Having to block yourself requires alot of skill and gameplay experience because not all attacks can be blocked the same way. This will really make a huge difference between newbs and gg players, like newbs never block and gg players are almost untouchable.
It's about timing, the combo between block hit etc. has nothing to do with luck.
Ever player Soul calibur 3 or 4? Or street fighter 3?

korialstraz
28-02-2009, 09:53
Why isn't it about luck? If you can block high, low and middle there is also attacks to target those areas. Since you don't kno what your opponent is going to do it becomes luck.

And yes I've played Soul Calibur, and frankly you can't compare a fighting game to an ARPG. One was made for such a system, the other isn't.

chenghao
28-02-2009, 15:08
The new d3 mecanics include a G-Force variable that accounts for the shock of the impact. Any value above 9 will kill the player. This can be seen this way: If you ware a super hard armor and I hit you with a car, your survival chances are quite low because of the force applied on the internal organs.
The damage of an attack, such as charge that is absorbed by the player armor or shield will damage the player in a more or less big amount depending on several things:

- The shield damage absorption
- The damage absorbed
- The defense of the shield or armor

Also, the defense item durability penality depends on the damage absorbed, eg:

If armor absorbs 300dam it loses 1 durability after 5 hits,
If armor absorbs 4k damage it loses 3 durability per hit.

This is a much better promising system and also more real. Another idea was to involve player mecanics:

- Block buttons, block low, block medium, block high buttons,
- All weapons can block including staff, but not bows.
- The combo between block/attacks becomes crucial in duels.
- Attack skills become block skills if an attack skill applies. Like if 2 barbs are wwing each other, block will be also involved.

All this hasn't been done yet but it's good subject matter.

Discuss.

Me thinks that this idea is a midpoint among the continuum from the status of current games being one end of the spectrum , and my idea on the other http://diablo.incgamers.com/forums/showthread.php?t=714244 in terms of programming requirements.

*making a guess*
currently the chance to block is triggered upon hitting given a range based on the dex of the hero / the shield type. So either you are hit , or you are not hit.

What you suggest is to have a sorta like some rules + range of being hit.
in comparison with d2 , its like the enemy can strike top , middle or bottom then you can choose to defend either of the 3.

the other end of the spectrum would probably be a full physical world with actual physics involved. When you have a game engine with this detail , you could probably introduce kungfu moves like wingchun's / jeet kun do with ease.

The question that should be asked is , is it necessary ?
To what extent does realism co-relate with fun ?
Thats up to individuals to answer , but i think enjoyment is independant from realism.

on hind sight , probably realism would result in immersion into the game and because its easy to do and initially rewarding , it would be fun while its rewarding.

Silverfang
28-02-2009, 15:52
Hmmm... I don't think I quite understood the mechanics, but wouldn't the G-Force variable itself simply allow differentiation in the ways, different types of armor would protect the players, softarmor (like seathearmor or so) taking away more impact-ranks while hardarmor with higher def focuses on decreasing more dam? If so, it looks like a promising system to me...

As to the "block buttons": I think it would only be viable in a fast action paced game like the diablo-series is to concentrate on one type of blocking rather then blocking on click. For example if your in a dungeon, where there are only little pest-crits attacking feets and legs only, a concentration on low blocks would increase the probability to block those, while the one bat in it attacking the head would be harder to block due to lessened blockprobability.

KoProvoke
28-02-2009, 17:03
G-Force does not depend on the heaviness of the armor you ware. Imagine you`re in a plane waring a seat belt. The plane is your armor and its a quite heavy one I can tell lol. Now if the plane makes a nose dive into the ground although the fuselage may hold and not break up, you can`t survive the impact, your internal organs are gona turn into mush.


This force is used to deal with high damage attacks like a powerful charge.

korialstraz
28-02-2009, 17:43
Now if the plane makes a nose dive into the ground although the fuselage may hold and not break up, you can`t survive the impact, your internal organs are gona turn into mush.


This force is used to deal with high damage attacks like a powerful charge.

http://en.wikipedia.org/wiki/Vesna_Vulovic

:whistling:

KoProvoke
28-02-2009, 17:55
http://en.wikipedia.org/wiki/Vesna_Vulovic

:whistling:

That`s almost like a disney movie, the hockey mom falling out of the sky hitting the ground then talking to people like nothing happened lol

Silverfang
28-02-2009, 22:07
G-Force does not depend on the heaviness of the armor you ware. Imagine you`re in a plane waring a seat belt. The plane is your armor and its a quite heavy one I can tell lol. Now if the plane makes a nose dive into the ground although the fuselage may hold and not break up, you can`t survive the impact, your internal organs are gona turn into mush.

So what then are airbags for in a carcrash?

Ksa
01-03-2009, 04:18
So what then are airbags for in a carcrash?

Airbags are meant to stop you from hitting something hard in a 70Km/hour or less impact. If you drive like a stupid man on a 2 way road and you hit someone on the opposite way, bags won't save you.

chenghao
01-03-2009, 05:45
G-Force does not depend on the heaviness of the armor you ware. Imagine you`re in a plane waring a seat belt. The plane is your armor and its a quite heavy one I can tell lol. Now if the plane makes a nose dive into the ground although the fuselage may hold and not break up, you can`t survive the impact, your internal organs are gona turn into mush.


This force is used to deal with high damage attacks like a powerful charge.

hm i do think you are refering to the transfer of energy in this case ?
the plan absorbs little of the impact energy but transfers more to its content.

Airbags are meant to reduce the impact of the crash by increasing the time of impact.

i think this could be used in games for blunt vs sharp weapons
sharp weapons should be less effective vs thick armour , but a huge maul would have no problem thrashing the contents of a mortal human beneath the armour that transfers energy well

Grug
01-03-2009, 08:34
Why does Queso insist on trying to add physics to Diablo? It makes the game LESS fun.

And shield blocking is a terrible idea. I list myriad reasons why. It's just another thing to manage, you couldn't tell if a monster is attacking you high or low in the middle of a fight, and it ruins the point of shield to block a percent.

korialstraz
01-03-2009, 11:03
Also if you have several enemies around you, then you may block high and 1 monster attacks high while 5 others attack low. That isn't fun it's annoying.

Bladewind
01-03-2009, 12:10
Next thing we can do are combos, ultimates and counters !

Diablo III the new bash em up game. ;)

Silverfang
01-03-2009, 19:44
Next thing we can do are combos, ultimates and counters !

Diablo III the new bash em up game. ;)
I wouldn't refrain from a free2play Mortalkombat-Diablo-MMO-Mix if that's what you're refering to... :whistling: Played with an Ps2-like pad it could become a rather interesting gaming experience (... with up-, mid-, downblock not only doable, but beeing fun. Even mixed blockcombos, where blocking down with a leg while blocking up with weapons sounds doable to me)

sirwhere
02-03-2009, 02:26
Putting a realistic thing like gravity into a fantasy game sounds like an oxymoron to me, but ok :)

stillman
02-03-2009, 07:40
Why can't I block with my steel bow?

(You know what would be really nice; if you can hit with your bow instead of loading another arrow when 10 demons are upon you. Even nicer would be skills for this bow hitting and bow blocking.)

Silverfang
02-03-2009, 14:02
(You know what would be really nice; if you can hit with your bow instead of loading another arrow when 10 demons are upon you. Even nicer would be skills for this bow hitting and bow blocking.)
Yeahh... like Elbryans bow in the "Demon Wars"-Saga: Just tipping of the string and it becomes useable as a staff.

Zarniwoop
08-03-2009, 10:33
I like certain bosses having certain AVOIDABLE attacks that could insta-kill the player, if they weren't seriously irritating.

But, I am assuming you're joking about the gee-force thing. I don't even know wtf they could do with that.

I just hope every inch of the game is as intriguing as the part they showed. If it's Act 1 and then the serious dropoff for the following acts, it will be kinda =(

teh_Thrasher
09-03-2009, 09:02
Why does Queso insist on trying to add physics to Diablo? It makes the game LESS fun.
Putting a realistic thing like gravity into a fantasy game sounds like an oxymoron to me

oh thats because earth is the only place with physics or gravity for that matter... god.
/sarcasm
wow just wow.

blocking would be good if it was more for pvp (like in Age of Conan) but with all the mobs it would be hard to switch back and forth... or u just end up mashing the keys X_X

BUT the physics idea about the armors makes great sense. a hammer should do more dmg to someone wearing heavy armor than a sword. blunt vs slashing dmg and what not.

physical representation of dmg on your armor would also be very cool looking ;)

SlechtWeerBeer
10-03-2009, 12:39
BUT the physics idea about the armors makes great sense. a hammer should do more dmg to someone wearing heavy armor than a sword. blunt vs slashing dmg and what not.

Runescape *GASP* had that; a Plate armor would be worse against Blunt attacks, and Chainmail is bad against arrows. It was rather interesting, but didn't work out too well because plate armor still worked good against hammers (amongst other problems).

I don't know if I'll like it, and when implemented I'd probably ignore it :)
But that's just me being myself.