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Diablo Notes & Links

Update:

The following site is about Diablo -- the original game.
For Diablo II Links and Notes


I like Diablo.  It reminds me of the old "dungeon crawl" days of D&D, with just enough extra game play thrown in to make for a good game.  It allows me to reduce tension and work off stress when the old methods don't work. [Suggestions on DiabloII].[Comments on Spells/Skills]

Comments, tips, etc.

The game does not lend itself well to being tooled or abused.  Standard player strategy is pretty solid, all the way down.

Some links that I've found useful:


Diablo
http://pf.chemeng.lth.se/diablo/
Hellfire
http://home9.inet.tele.dk/gandalf

For D2 material, see the links above.

For historical purposes, you can see my comments on what I thought should be in D2, etc.

 Diablo II suggestions // Comments on Spells/Skills
link Diablo 1.5 -- Fallen Angels


Comments:

General

The game could use "hot keys" that cast spells or initiate skill use instead of "hot keys" that call up spells/skills as "ready to use."  "[z][x][c][v][b]" comes to mind as a good row. In fact, while my "King of the City" proposal worked of function key plays (back when the function keys were on the left of the keyboard ...) if I were doing it today I'd work from a set that used the left hand keyboard keys. Mouse in the right hand, fifteen keys for the left hand. Thirty if you include [shift], forty-five with [ctrl] ...

More Hellfire style add-on packs would have been a good idea as well.  One every nine to twelve months.  The new design (DiabloII) allows add-on packs to be different cities and Blizzard should encourage that.

They should make plans to allow for the transmigration of characters in future editions (e.g. for Diablo II play).  (Apply norming, reductions, etc. but allow someone to take a favorite character from one game to the next.  Origin's Privateer and Righteous Fire did that well.).  

But, from a professional, with some real experience in the FRPG industry, I must say that Blizzard did a great job.

Cheating

As to PKing ...  Rather than reputation, etc., a simple application of karma could do a great deal. Every quest you successfully complete since the last "new game" adds one point of karma. Every time you kill another player, by intent or accident, deducts a point of karma.  Karma is added to level for game math, and

If karma = 0, all prices are x4 when you buy, /4 when you sell (vs current prices).  If karma is < 0, no townspeople will interact with you (no buy/sell/quest initiation outside of dungeon encounters).

If karma > 0, it also acts to mirror part of attacks made on the character by other characters (so that shooting your buddy, flamebolting him by accident, etc. can be very unlucky). Mirrored attacks usually damage armor/items/cash/mana on hand rather than hit points. The higher the relative karma, the more mirroring occurs -- a great enough gap and mirroring > 100% occurs.  Over 100% also damages hit points. This keeps in the dynamic of making it risky to cast spells, fire bows, etc. where your teammates are, while also having some fun with the other side effects, with results that are intensified at higher levels.

As to "Training" ... There are two types of training. One reflects what a player could do if they just spent the time playing.  The other reflects hacking and editing.  My preference is for "norming" tools. Thalia in Elaikases' Tower (a LORD/Land of the Red Dragon Add-On) is a good example of same.

Hacking

Provide a way to change character names and to have multiple back-ups and the "need" for hacking will probably go away.  It will still occur <g>, but in a completely different context for many players.

In general, hacking is a sign that a game is drawing a healthy level of attention.

Designing/Etc.

No. I don't plan to do any right now <g> but I know some good people.  Scott Bennie would be an excellent choice for someone to do "add-on" towns.  Sandy Petersen is too busy (but, I want to buy the game he is working on ... I'll have a link/advertisement when it is on-line), but he would be great.  Gary Gygax does computer game and level design (yes, he is still around) and I'd like to see something from him for "old times sake." And, if you want to see how I would have done Diablo 1.5 [fallen angels].

Blizzard should be aware that if DiabloII follows the trend that TSR observed, they should be able to sell about x5 in supplements each year as they are able to sell in the main release.  The saturation point is at about that area.

Finally, rather than having weapons break as the result of special moves, the weapon should take damage (-5 to durability or some such).  "Crack" sound rather than "Break" sound ... Just a thought on the new design.  I'm curious to see what they do, even if I don't play DiabloII.

[Comments, etc. re DiabloII][Comments on Spells/Skills]

 

I don't play computer games for the usual reasons.  I play them for the therapeutic benefit.  For more, visit link to personal notes. As a result, I don't spend anywhere near the time on them that a higher level gamer would. I don't play on-line and don't belong to a clan.

linkHeroquests (Chaosium/Runequest)
linkShattered Norns
link Runequest Scenarios
link Wing Commander
link King of the City  -- a proposal.
link
Ftp item directory, link Ftp1 item directory
link
Hellfire -- the Barbarian, Bard and Cow Quest
 Diablo II suggestions // Comments on Spells/Skills
link Diablo 1.5 -- Fallen Angels

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