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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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13 Oct 2008 08:18 AM

Good questions Flux. Makes you understand why they are choosing automatic attribute point allocation. With D2, you could put less into energy and live with low mana if you had mana potions, however, with hardly no potions you would end up (most likley) running out of mana really quick (especially since the blue globes didn’t drop very often - at least from what I’ve seen in the D3 videos) if you accidentally didn’t use those points in that stat.

However, on the other side of the issue you could say “too bad, you shouldn’t of left out energy on that last level up.” -or- unless you can pay to re-locate those points as well as skill points…

We don’t know how much mana you gain from energy (if that’s what its still called), how much the spells cost, if they scale up in mana cost per level and how quick mana regen is without potions/orbs at this time though, I believe.

Blizzard may be making the right decision, although we will see lots of people arguing the latter.

-AJ

13 Oct 2008 12:44 PM

I didn’t realize Tamer was panning around so much, and that I was on camera at all, much less that frequently. I’m not sure i can stand to watch this now… hope I didn’t pick my nose or anything.

13 Oct 2008 01:16 PM

im so excited about Diablo III but why does it feel so content limited? like i want to hear them say there is going to be thousands of uniques lol and not around 150 that diablo II had. i really hope they make rune words, thats another thing that kept us diablo II players interested

13 Oct 2008 02:49 PM

Nice interview.  My one really big wish is that they offset the lack of attribute customization with a butt-ton of runes to effect skills.  Hearing “probably” more than 5 or 6 is a little disheartening..  I’d be more happy with a figure of 20 or so on launch, so we can really push the envelope as far as what our characters can do.

Also really looking forward to hearing about their item requirement system, since with the auto-attributes now, wizards are never going to have the strength requirements for higher level armor-classes if going by DII design.  I really want there to be the option to do whatever we want with our characters, whether or not they’d be perfectly viable.

13 Oct 2008 02:57 PM

yea i know what you mean. im sure they will have alot more then 5 or 6 but just hearing that number as of right now is disappointing. he did say however that “we can make as many as we want” so that’s definitely a plus.

maybe they can add an “elite” mode similar to Mythos and we can add our own stats.

13 Oct 2008 04:40 PM

JW looks totally worn down…

13 Oct 2008 04:42 PM

I still don’t like the idea of my stats being auto-assigned.  From the info at hand, Strength gives a physical damage bonus and an armor rating bonus.  WillPower gives a spell damage bonus/health globe bonus.

As a Wizard, what if I want to forgo wearing heavier armor, trading armor rating for improved spell damage.  Or I want to do a more defensive/melee build sacrificing spell damage for higher armor rating and physical damage output.

Why am I forced to have the same stats as every other Wizard in the game?

I have read the reasons why the dev’s decided to auto-assign stat points, and there are some benefits for doing this, but there has to be some middle ground, or at the very least, some mechanism in the game that gives us a bit of control over our stats so that we can customize and not be exactly like everyone else—quest rewards; a single stat point per level up that we get to place.  Allowing us to assign 100 to 120 points is better than nothing.

13 Oct 2008 06:59 PM

Go listen to the video again.. He means they have 5-6 runes that he can remember at the moment. They have lots of stuff to do still. of course they aren’t stopping at 6.

13 Oct 2008 07:47 PM

What’s with these awkward comments?

Quality > Quantity
5 good runes > 20 crappy runes
100 good unique > 1000 crappy unique
1 good game > 2 crappy games

13 Oct 2008 07:52 PM

we realize that regularjohn, but its just not reassuring enough for me.  lol what sux even more is that there will be no stat adding runes, i wonder if t here will be skill adding ones? hmmm if not that would be major lamage.

i just hope that the items will at least add stats...i mean they have to. to me it just seems like they are adding what THEY think is good for the game and not what we (the fans) loved about the past games. which is totally fine but i dunno...so far it looks great, story sounds cool but im totally disappointed with the game play so far. we are far away from launch so im sure i’ll be happy with the end result

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