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Red target outline

26 bytes added, 22:13, 18 August 2010
Blizzcon 2009 Debut
::'''Jay Wilson: '''I consider it absolutely essential for target selection. We tried tons of other systems, and that’s the one that worked really well. The complaint we get is that it makes the monsters pop out from the world, and our response is that’s exactly what it’s supposed to do.
 
==October 2009 Interview==
Julian Love also commented on this, in October 2009. [http://www.diablo-source.com/index.php?cmd=article&sec=news&act=view&id=354]
::'''Julian Love:''' Yeah, actually the red outline is still something we're adjusting, at this point I don't think we have too many plans of changing it. I wouldn't say that it's finished. The thing that we're looking at with the red outline specifically is to find that balance of player selection notification relative to different levels of combat. We want to make sure it's working while you're engaged with a lot of mobs, while at the same time maybe not being so loud while you're fighting with just a few. It's a matter of adjusting that balance over time till we get it where we feel it's just right. Definitely the tendency there is to error on the side of supporting gameplay and making sure that the game responds really well.
::In terms of the changes that we've made since Blizzard, that we've really been working on lately along those lines have been towards player feedback in combat specifically. One of them being your ability to read when your health is low and another one is to pump up your ability to feel physical hits. Impacts didn't really have a lot going on and we felt that a lot of people were hitting monsters but not really feeling it. So we're taking a look at that right now.  
==Red Outline Inspiration?==