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#1
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So something I've noticed in D3 is the lack of knowing what in the world I'm fighting. Some feedback on this to you guys is that whatever I last hit should remain at the top of the screen (or where ever the health bar and name normally exist), as well as maybe a gentle outline on that enemy.
These 2 ideas are effective in showing me what I'm fighting even if I'm kiting/running/trying to heal. As well as showing potential "modifiers" and resistances if those are to be used/shown in-game. Sincerely, Sharne |
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#2
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That'd be a new feature over TQ. In TQ you only see the monster info, while you mouse-over the enemy. Would it be good, if the focus stayed on any not yet dead enemy you targetted last?
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latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
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#3
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it may have been suggested in another post but...
how about a bestiary. so after the heat of battle you can read up on what you've learned about that mob so far. i remember back in angband (descendant of rouge, the turn based grandaddy of these games) you built up a knowledge base of each mob. if a mob was strong/weak to acid you would never know about it till you hit it with an acid attack. if it gave out all knowledge on the first encounter then that would feel like a little too much of hand holding to me. but if it left room to discover things over time... |
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#4
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See Monster bestiary, Monster/NPC Bestiary and In-game encyclopedia - but that would not help you in battle.
__________________
latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums Last edited by eisprinzessin; 06-11-2012 at 10:44 PM. |
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#5
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Quote:
i'm the kind of player that will spend 15 min. looking over the skill tree on my toon. it's the stratagy and tactics of the game that draw me in. sure, diablo III has lore books. but they don't often realy tell me how to kill mob x. diablo I at least kept track of monster kills and gave out info after set numbers. yes we could have more real time info but i'm in favor of researchable data that is collected as you go. |
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#6
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I will say (having not played TQ) That Diablo 1's system is my favorite in the sense of concept (not necessarily best gui), but that killing something over and over should give you more of a sense of "killed 93 times, has fire resistance" Than approaching some random monster and being like "ooh it's fire resistant, curse immune, stun immune, etc"
So, Yes I think it would be beneficial. As for Boss Battles I'd rather not have a flashing health bar every time I move my mouse away. A beastiary could tie into this, but I'd rather have it based on personal encounters and kills than anything. |
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| Tags |
| monsters, targeting, user interface |
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