Version b1.033 - bugs and suggestions

Diablo 1 HD, codename Belzebub - General forum.
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Jofuss
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Post by Jofuss »

who are you? are you one of the developers?
Nope reisa is just one of the many active members of this community with thoughtful insights into this mod. I think you will unfortunately find a general large disagreeing of your recommendations from the community...

But I guess I shouldn't presume what other people here might think.
Doubtful
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Post by Doubtful »

Jofuss wrote:
who are you? are you one of the developers?
Nope reisa is just one of the many active members of this community with thoughtful insights into this mod. I think you will unfortunately find a general large disagreeing of your recommendations from the community...

But I guess I shouldn't presume what other people here might think.
Last edited by Doubtful on 06 Apr, 2014 1:24, edited 1 time in total.
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Jofuss
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Post by Jofuss »

My comments are not intended with any malice and are intended as helpful and constructive criticism only.
Last edited by Jofuss on 06 Apr, 2014 14:51, edited 1 time in total.
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Paar
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Post by Paar »

Doubtful wrote:1) General attack speed of chars is too fast. I think should be reduced. It will make balance issues easier later.
I don't think the speed is too fast and I played Vanilla D1 a lot. It's just that some characters have better proficiency with certain weapons and thus are faster with it (e.g. Rogue and a bow).
Doubtful wrote:2)First of all love the fact that you added damage on shields. It makes absolute sense. Now... how about removing totally armor from shields? Shield is something that blocks damage but doesnt reduce it. Simply you block or you dont.
I disagree. Some shields offer better protection than others.
Doubtful wrote:3)What does attributes give? Do all attributes work the same for all classes? Is the functioning of attributes going to change in the future? My conclusion is. We need to get informed from somwhere about their functioning.
You have a point. If someone new is playing D1 he doesn't know what attribute changes what. Maybe ordinary tooltips could solve the issue.
Doubtful wrote:4)Trap damage? I suggest you remove it totally :). It doesnt make sense since the damage taken from traps will be an already existing element. Physical, fire, magic etc.
You mean to remove "trap damage" classification and replace it with common/elemental damage? Well, trap damage is something that was part of the original D1 and I think it should be left as it is. To maintain the original feel.
Doubtful wrote:5)Is the move speed of all chars the same? It would be better if this could change. Would make much sense.
I think all characters move the same. Will check it later, just to be sure.
Doubtful wrote:6)Are you going to implement Running ability?
There's no animation for running, so implementing it would be too difficult. You can move faster in town, just hit "G" and adjust the speed as you see fit. However such a freedom in the settings could be problem in the multiplayer (because of the balancing issues). Maybe two speeds would suffice? Normal and let's say 50% increase?
Doubtful wrote:7)How about implementing Stamina ? Vitality can increase stamina. Stamina will be used in order to run and to make physical skills (barbarians specialization but not only). This way we can distinguish physical from magical skills. At this moment i want to emphasize that there are skills that do physical damage but their source of power is magic simply because such a skill cant be performed with physical power. Example? Think of Leap Attack skill in D2. The skill does physical damage (as it should) yet it costs mana (as it should). Why? because jumping that high and that long distance is something inhuman. So its source of power is magic. And it costs mana. This issue is something that needs to be dinstinguished when it comes to skills and their power.
I'm not a fan of adding additional attributes and statistics. Would change the game considerably.
Doubtful wrote:8)Are you going to implement Boots and Gloves items?
Same as 7).
Doubtful wrote:9)Animal (aka beast) is something that doesnt belong to D1. The "animals" you see are now possessed by demonical/undead powers. They are no longer animals. My suggestion is to totally remove that functioning.
Animal type was in the original D1. So it should stay the same.
Doubtful wrote:10)I dont understand how *Attack Time* and *Cast Time* work.
Example: 500 attack time. What does that mean?
Maybe another tooltip would be nice, just to inform new players how does it work exactly.
Doubtful wrote:11)The regen of monsters is absurd i dont understand whats the thought behind it. Why give monsters such regen? I would understand if a specific type of monster had fast regen due to specialization but all monsters?? doenst make sense.
I like the regeneration of the monsters but currently I think it is too rapid. Would be nice if it could be toned down a bit.
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Jofuss
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Full Potion Bug

Post by Jofuss »

Full Potion Bug:

Full potions do not seem to always fully refill mana/health if the health or mana pool is large enough contrary to their descriptions.
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radicool
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Post by radicool »

1) General attack speed of chars is too fast. I think should be reduced. It will make balance issues easier later.

2)First of all love the fact that you added damage on shields. It makes absolute sense. Now... how about removing totally armor from shields? Shield is something that blocks damage but doesnt reduce it. Simply you block or you dont.

3)What does attributes give? Do all attributes work the same for all classes? Is the functioning of attributes going to change in the future? My conclusion is. We need to get informed from somwhere about their functioning.

4)Trap damage? I suggest you remove it totally Smile. It doesnt make sense since the damage taken from traps will be an already existing element. Physical, fire, magic etc.


5)Is the move speed of all chars the same? It would be better if this could change. Would make much sense.
6)Are you going to implement Running ability?
7)How about implementing Stamina ? Vitality can increase stamina. Stamina will be used in order to run and to make physical skills (barbarians specialization but not only). This way we can distinguish physical from magical skills. At this moment i want to emphasize that there are skills that do physical damage but their source of power is magic simply because such a skill cant be performed with physical power. Example? Think of Leap Attack skill in D2. The skill does physical damage (as it should) yet it costs mana (as it should). Why? because jumping that high and that long distance is something inhuman. So its source of power is magic. And it costs mana. This issue is something that needs to be dinstinguished when it comes to skills and their power.

8)Are you going to implement Boots and Gloves items?

9)Animal (aka beast) is something that doesnt belong to D1. The "animals" you see are now possessed by demonical/undead powers. They are no longer animals. My suggestion is to totally remove that functioning.

10)I dont understand how *Attack Time* and *Cast Time* work.
Example: 500 attack time. What does that mean?

11)The regen of monsters is absurd i dont understand whats the thought behind it. Why give monsters such regen? I would understand if a specific type of monster had fast regen due to specialization but all monsters?? doenst make sense.

12)What is Repulse damage? Is it Reflect damage?
1.) Maybe. Not sure.
2.) No, I think shields should have armour. Not everything has to be 100% logical, so your concept isn't all that important about either blocking or taking full damage.
3.) Good point. I think everyone would benefit from descriptions. Perhaps when you hover your mouse over the any stat, a very brief description tooltip pops up to explain that stat.
4.) Lets take a lightning nova trap as an example. If you mean give that nova a lightning classification and removing this "trap classification" then I agree. If not, I'm not sure what you mean. I always assumed lightning based traps were affected by my lightning resistance. Can anyone clear this up? Not sure what he means.
5.) As far as I know, all characters move at the same rate. There is however an item affix, like in Diablo 2, that makes the character walk faster. "11% faster walk rate".
6.) I think the dungeons are a little too cramped to implement the running ability. The cramped feel is how Diablo 1 is suppose to feel. Claustrophobic.
7.) Letting warrior and Barbarians use stamina for abilities? Could be a good idea, however would be a big change to Diablo 1. I'm always open to new ideas, but it brings a whole new level of balancing to the game. Balancing is hard.
8.) I like this idea. But then again, the game needs to be balanced around such an idea. Adding 2 new items means monsters would need to have more damage to compensate for our higher armour, more health to compensate for our higher stats, etc. I do like the idea though. The dev's have a lot on their hands at the moment, maybe it'll be implemented later.
9.) What animals are you talking about here? Bit confused.
10.) Again, good point. Refer to my point 3.
11.) I think HP regeneration should be high, but perhaps only allow them to regenerate when out combat. Monsters would need more armor or HP to compensate for the change. This also allows a new unique monster affix. "Regeneration". A unit that constantly regenerates.
12.) Yup, refer to point 3.
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Paar
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Post by Paar »

While I was playing the mod yesterday (as Warrior) I came across several new things.

Bugs:

1. When I entered the Catacombs for the frist time my hero said "What's the smell? Is it me or are there zombies down here?" while in the original he said "The smell of death surrounds me." I think the first line sounds cheesy and is spoling the atmosphere of the game.
2. When I completed the Anvil of Fury quest, the anvil appeared next to the blacksmith. But when I reloaded the game and get to the dungeon level 10, the Anvil of Fury was there again while being in the town. Shouldn't it be removed from the dungeon? Or are those two anvils completely unrelated?
3. When I found The Bramle (unique ring) it looked as ordinary ring at first (sprite-wise). But when I identified it it changed the look completely (see the pic).
Image
4. When I died and opened my inventory, I couldn't close it again with the "close" button (see the picture). And when I tried to use Ressurect scroll and then clicked somewhere as I would want to walk away, my character said "I can't get there from here" even though he was dead.
Image
5. There was a place in the caves, where I couldn't get to the barrels and destroy them with a melee weapon, even though there was a bridge I should get across (see the pic.). I destroyed the barrels with a bow.
Image

Suggestions:

1. The tooltips in the belt slots should contain only one line of text. As of now it can be hard to navigate sometimes (see the picture).
Image
2. I think the background of the goods of the traders (Gheed, Griswold etc.) should be somehow highlighted if it's the magic item. Now they all look the same (see the pic.).
Image
3. I think NPCs shouldn't wander too far from their original spot. I like them moving around but few steps should suffice. It's annoying when I have to look for the blacksmith when I need him. Maybe Gheed could be an exception.
4. I think The Butcher's FMV should be played right away when you enter his special level. Now it plays when you open the final door and it doesn't look right.
5. Could Scrolls of Identify vanish only when you click on an item (when using them)? Because now they're immediately gone when you right-click on them. You cannot change your mind.
6. To me, stash chests in the town feel like they're out of place. Why would the hero move them next to the tavern? What about placing them right next to the house where you start? I think it's more appropriate position (see the picture). In addition, you wouldn't need to change the position of the Farnham when he would want to give you a quest, as you would be walking around him a lot more.
Image
7. Would it be possible to disable automatic opening of the doors? It's annoying when my hero goes to the room where I don't want to go yet. Or make it at least toggleable.
8. When Cain is identifying an item, is it really neccessary to go through all those steps? Particulary the third step is completely needless (see the picture). You can only see the full name of the item, nothing more, not even the stats.
ImageImageImage
9. Would be nice if scrolls would not automaticaly place themselves to the belt slots.
10. Would be nice if a player would be notified that a new skill has been unlocked. Or make them all visible in the skill list so you can see what skill will be available next and when.
11. You know what would be cool? Different armor colors on the hero model. Now there are only three variations of the armor (basic/medium armor/plate armor) and it's kind of boring.

Question:

Is there any penalty when dying? Like loss of some money or loss of the items' durability?
Last edited by Paar on 08 Apr, 2014 19:58, edited 3 times in total.
sergio_cannabis
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Post by sergio_cannabis »

to point 8 suggestions:

you can just hold the enter button and everything is done much faster and without the need to click again and again ;)
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Paar
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Post by Paar »

sergio_cannabis wrote:to point 8 suggestions:

you can just hold the enter button and everything is done much faster and without the need to click again and again ;)
I know, it's just... It could be done much better. It's too clumsy currently.
Doubtful
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Post by Doubtful »

radicool wrote: 1.) Maybe. Not sure.
2.) No, I think shields should have armour. Not everything has to be 100% logical, so your concept isn't all that important about either blocking or taking full damage.
3.) Good point. I think everyone would benefit from descriptions. Perhaps when you hover your mouse over the any stat, a very brief description tooltip pops up to explain that stat.
4.) Lets take a lightning nova trap as an example. If you mean give that nova a lightning classification and removing this "trap classification" then I agree. If not, I'm not sure what you mean. I always assumed lightning based traps were affected by my lightning resistance. Can anyone clear this up? Not sure what he means.
5.) As far as I know, all characters move at the same rate. There is however an item affix, like in Diablo 2, that makes the character walk faster. "11% faster walk rate".
6.) I think the dungeons are a little too cramped to implement the running ability. The cramped feel is how Diablo 1 is suppose to feel. Claustrophobic.
7.) Letting warrior and Barbarians use stamina for abilities? Could be a good idea, however would be a big change to Diablo 1. I'm always open to new ideas, but it brings a whole new level of balancing to the game. Balancing is hard.
8.) I like this idea. But then again, the game needs to be balanced around such an idea. Adding 2 new items means monsters would need to have more damage to compensate for our higher armour, more health to compensate for our higher stats, etc. I do like the idea though. The dev's have a lot on their hands at the moment, maybe it'll be implemented later.
9.) What animals are you talking about here? Bit confused.
10.) Again, good point. Refer to my point 3.
11.) I think HP regeneration should be high, but perhaps only allow them to regenerate when out combat. Monsters would need more armor or HP to compensate for the change. This also allows a new unique monster affix. "Regeneration". A unit that constantly regenerates.
12.) Yup, refer to point 3.
2)Well its up to modder(s) i guess. I prefer when things make sense.
4)Yes thats what i mean.
Trap itself means nothing. In case of games its just a word. The point is what "contains" the trap. If you open a chest and flames come out of it burning you. Its simply fire damage. If you step on a specific spot then an arrow hits you its simply physical damge (piercing if you prefer more detailed). So "trap classification" doesnt make sense.
5)Dunno if running affix is possible but if it isnt then they should make character's walk speed differently. Closer to realism. That way games become more fun simply because there are more differences from class to class. Adding items with magic properties that give speed is cool (especially boots). I couldnt imagine myself going to war bare foot.
6)I totally understand walking instead of running when you DONT know whats ahead of you but i burst out laughing when i know there is a bunch of demons chasing me and... fuck yeahh i WALK. Its just stupid.
7)Not only barbarian, other classes also. Some with more physical skills than other etc.
I totally agree on balancing issue plus the time and effort the modder(s) have to put on it. But i suggest what i would like to see. Thats all i can do. After than its up to them to choose.
9)If you open the Characters stats board, it says *damage vs animals* while on the monster's title it says *beast* (they need to fix this little thing i guess). Now.. when you actually meet the Scavengers and Fallen ones, they are named *beasts*. But i as i said. In this game there are no animals but creatours possessed by demonical powers or dead creatoures that have been brought to life as undead.
11)On this subject one can say many things. But the point is that one needs to justify things. In this case i dont see any justification on why all monsters have this huge life regen. You will tell me they are magically empowers (as i said before) but even magical empowerment needs justification or else why not give the Scavengers 99999 damage?? You will tell me it wont be balanced. So thats the only reason why scavengers have no 999999 damage and they are not immortal? because of balance?
Well. dunno for you but at this point i prefer logic and realism over balance. Balance is something that can be reworked any moment. Yes i know it requires time and effort (but thats how good things are created). You can always give more regen to a monster or increase and decrease its damage, life etc.

I replied to you cause you seem capable of thinking.
riesa
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Post by riesa »

Dude... When we take an armor factor from shields then it won't make any sense. Like i said. try to block an axe blow with literally paper shield. You won't block it because it will pierce through the shield. When you go under heavy bow shooting behind your shield arrows need to penetrate firstly shield, then your armor to hurt you. Again, you can't do it when shield doesn't have any armor.

About animals... Tell Blizzard that in Diablo there are no animals [;
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Paar
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Post by Paar »

Doubtful wrote:6)I totally understand walking instead of running when you DONT know whats ahead of you but i burst out laughing when i know there is a bunch of demons chasing me and... fuck yeahh i WALK. Its just stupid.
You cannot just add the option to run to the D1. It's not that easy, the game is not built around that. Dungeons are small, there's no animation for it and even monsters would need to be faster to compensate for that.

So for me it's a big no no. I'm satisfied with the ability to walk faster in the town.
Doubtful
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Post by Doubtful »

riesa wrote:Dude... When we take an armor factor from shields then it won't make any sense. Like i said. try to block an axe blow with literally paper shield. You won't block it because it will pierce through the shield. When you go under heavy bow shooting behind your shield arrows need to penetrate firstly shield, then your armor to hurt you. Again, you can't do it when shield doesn't have any armor.[;
I see your point. You are right shields need armor. But their armor should be considered only when one actually manages to block. Meaning it shouldnt be added to the total armor amount.
sergio_cannabis
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Post by sergio_cannabis »

I think that argument doesnt count. What about the other parts like armor helmet or girdle. If the monster doesnt hit the shield it always hits all body parts? And why should the other ac count if the ac of the shield only count when blocked successfully? Folowing your argumentation, then the ac of the armor and other stuff shouldnt be count in as well. You dont manage to get much fun of a hack and slash video game if you want to explain every game mechanic by logic, thats my opinion.
Doubtful
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Post by Doubtful »

sergio_cannabis wrote:I think that argument doesnt count. What about the other parts like armor helmet or girdle. If the monster doesnt hit the shield it always hits all body parts? And why should the other ac count if the ac of the shield only count when blocked successfully? Folowing your argumentation, then the ac of the armor and other stuff shouldnt be count in as well. You dont manage to get much fun of a hack and slash video game if you want to explain every game mechanic by logic, thats my opinion.
I know. I thought of that also. As i said in previous comment. Its the modder(s) choice. There are games in which shield gives armor and other in which just blocks. At this state of gaming both are fine i guess. I guess i have to adjust with that idea.
Actually i dont know any game that does that. Not even open world RPGs. If you know any game that has so much detail tell me plz.
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