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  • 20. Re: PK options restored in D3   07/01/2008 01:50:17 PM PDT
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Q u o t e:


Sorry but this is exactly what I feel would happen. People would turn on their comrades as soon as a boss was near death and they thought they could solo it.


Which would discourage online play with people you didn't know.

Yaaaaaay?


Q u o t e:
You cant kill evil permanently. It lives in the hearts of men and women. Where there is evil there will be terror, destruction and hatred.

-Sakuraya, Draenor. Of Diablo's return.
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  • Lightbringer
  • 23. Re: PK options restored in D3   07/02/2008 05:26:49 PM PDT
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Q u o t e:
One thing I was mad about in D2 was that you couldn't turn on people while going through the game. You had to go back to town to toggle pk in Diablo 2 then all the tp's closed. Sorry I just thought it was awsome to be running in the game with people then just turn on them for no reason. Who's with me to see that this gets restored for d3?


I think you'll find the implied answer to this in the gameplay demo where he says something to the effect of:

"Diablo 3 is first and foremost a cooperative multiplayer game"

Note the word cooperative.

Any PvP aspect is going to be an afterthought and just kinda hacked in.
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Bashiok
Blizzard Poster
  • 24. Re: PK options restored in D3   07/02/2008 05:28:58 PM PDT
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We're - in general - not big fans of griefing for any game. It's really only "fun" for one person, and that definition of fun isn't generally something we're going to want to encourage. It's far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.

I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you've toggled it to get them back. After a while everyone usually agrees to a truce because it's just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I'm sure that it was a feature that was right up some people's alleys, I won't deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?

We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.

That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing.

[ Post edited by Bashiok ]

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  • Kel'Thuzad
  • 25. Re: PK options restored in D3   07/02/2008 05:31:01 PM PDT
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Why must you taunt us so?
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  • Cenarion Circle
  • 26. Re: PK options restored in D3   07/02/2008 05:31:08 PM PDT
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Q u o t e:
We're - in general - not big fans of griefing for any game. It's really only "fun" for one person, and that definition of fun isn't generally something we're going to want to encourage. It's far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.

I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you've toggled it to get them back. After a while everyone usually agrees to a truce because it's just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I'm sure that it was a feature that was right up some people's alleys, I won't deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?

We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.

That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing.

Perhaps a "Hardcore" option for Multiplayer?

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George... George... George of the Tundra, fiend to you and me.
GRUUUUUUUUUUUUUUUUHHHHH!! Watch out for his feet! *SQUELCH!*
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Bashiok
Blizzard Poster
  • 28. Re: PK options restored in D3   07/02/2008 05:32:42 PM PDT
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Q u o t e:

Perhaps a "Hardcore" option for Multiplayer?


The term Hardcore carries other meaning for Diablo games, but I see where you're going. ;)
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  • 30. Re: PK options restored in D3   07/02/2008 05:36:04 PM PDT
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Can we put all the PvP'ers in a little box and give them loot from Diablo for beating the snot out of eachother? :D

"Although the moon can be beautiful to look at on clear night, it's not a very good place to live."
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  • Korialstrasz
  • 32. Re: PK options restored in D3   07/02/2008 05:38:15 PM PDT
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In before griefer tears

"IT'S NOT DIABLO! Get that thru your head. Yes, they will one day do Diablo 3; but this isn't it."
- Sabbs
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  • 33. Re: PK options restored in D3   07/02/2008 05:39:08 PM PDT
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Q u o t e:
In before griefer tears
They're the most delicious, and nutritious! Contains a full day's supply of Vitamin lol and irony!

"Although the moon can be beautiful to look at on clear night, it's not a very good place to live."
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  • Lightbringer
  • 34. Re: PK options restored in D3   07/02/2008 06:03:56 PM PDT
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Q u o t e:
We're - in general - not big fans of griefing for any game. It's really only "fun" for one person, and that definition of fun isn't generally something we're going to want to encourage. It's far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.

I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you've toggled it to get them back. After a while everyone usually agrees to a truce because it's just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I'm sure that it was a feature that was right up some people's alleys, I won't deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?

We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.

That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing.


I like that your post is directly after mine.

So if I read this and boil it down to 2 basic sentences, it can be summarized with:
- Diablo III is first and foremost a cooperative multiplayer game
- PvP is not yet implemented in the design...

It's almost like I was psychic...


. . . or maybe I am.
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  • Blackrock
  • 35. Re: PK options restored in D3   07/02/2008 06:15:51 PM PDT
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I'm PRETTY sure that one of the new mechanics of D3 is that everybody gets their own loot. Killing somebody before a boss dies doesn't mean you get more loot anymore. It just means they don't get any.

Which is actually BAD, because if i get something nice that you want, you can trade me for it, or buy it from me.

I guess if players "popped" for loot you'd still see gankings for loot, but no more of this "I want all the Baal loot, so ima kill you guys off" Since he gets his share anyway.

Hellgate London had a loot mechanic like this, and it worked out pretty well. Boss dies, everybody gets a loot pile. You don't see anybody elses loot pile, but you can trade and swap and give between players.

Raid Leader: "Nobody attack until Soc has aggr... ok, Socio's got it."
I picked Tauren because we're dead freaking sexy, the racial could of been -10% hp. I'd still be a big huge cuddly juggernaught.
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  • 36. Re: PK options restored in D3   07/02/2008 06:34:37 PM PDT
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Your Poison Dagger Hits IK Barb for 15k psn dmg over 8 seconds.
You Teleport around...
You Teleport more...
IK Barb attempts to run away in fear.
You summon Fire Golem.
Fire Golem's Holy Fire hits IK Barb for 32dmg.
IK Barb Dies.

KEEP THE NECRO ALIVE!!

Life : An incomprehendable, endless circle, of involuntary self destruction
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  • Blackrock
  • 37. Re: PK options restored in D3   07/02/2008 06:37:16 PM PDT
quote reply

Q u o t e:
Your Poison Dagger Hits IK Barb for 15k psn dmg over 8 seconds.
You Teleport around...
You Teleport more...
IK Barb attempts to run away in fear.
You summon Fire Golem.
Fire Golem's Holy Fire hits IK Barb for 32dmg.
IK Barb Dies.

KEEP THE NECRO ALIVE!!


Shut your golem-toting mouth. Skelemancer ftw.

You make me sick.

Raid Leader: "Nobody attack until Soc has aggr... ok, Socio's got it."
I picked Tauren because we're dead freaking sexy, the racial could of been -10% hp. I'd still be a big huge cuddly juggernaught.
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  • 38. Re: PK options restored in D3   07/02/2008 06:41:40 PM PDT
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You Cast Lower Resist on Skeletons.
You Cast PSN Nova.
Skeleton Dies
Skeleton Dies
Skeleton Dies
Skeleton Dies
Skeleton Dies
Skeleton Dies
Skeleton Dies
Skeleton Dies

Life : An incomprehendable, endless circle, of involuntary self destruction
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  • 39. Re: PK options restored in D3   07/02/2008 11:45:29 PM PDT
quote reply

Q u o t e:
We're - in general - not big fans of griefing for any game. It's really only "fun" for one person, and that definition of fun isn't generally something we're going to want to encourage. It's far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.

I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you've toggled it to get them back. After a while everyone usually agrees to a truce because it's just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I'm sure that it was a feature that was right up some people's alleys, I won't deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?

We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.

That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing.




Depending on how the system is set up, I can see a couple of very simple options.

First, using the current (D2) game creation method, have a toggle upon creation. Allow/Don't Allow PvP.

Second, in a mmorpg type system (WoW), use PvP servers as WoW does or limit the areas PvP may occur.
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