Just like the web server that hosts HiveWorkshop.
No, it's because Diablo 3 is childish, LoL style looking, bright, that dark atmosphere of Diablo 1 and 2 isn't there and it's really easy.
It is easy yet people still struggle to get to 60 in hardcore.
have you even played them :?
Yes, I made 2 Diablo II accounts full of >80 classes and own 10 level 60s in Diablo III. Diablo III is a great game, just as we age our expectations increase so games that were fun when we were kids start to seem simple and boring.
Well, what are you

?
I am going to have an electronic and software engineering degree by the end of the year. Yes I do not have one right at the moment but I have mostly learnt everything for one at this stage. I can program, fairly easilly and in a variety of languages.
Maybe... he just... looks only on the Dark side of things rather than the Bright one.
I am trying to keep this real, otherwise it will spiral in one big bloom of hype for the next month or two before dying in a pool of broken promises and forgoteness. I have seen this happen to so many projects and am using my experience to try and help this succeed.
what would you put a item shop in a game? if u really wanted possible you could pay for custom skins? item shops annoy me lol.
They are called "micro transactions" and professionals speculate that they are the future of gaming. Yes people do pay for this sort of thing. Recently someone used DotA2 skins in a trade to buy a copy of WarCraft III and its expansion.
At these early stages story writing or character development doesn't matter, but later it will make a more impact not just on the game, but the team as well.
I know that, but the fact remains that it is still a very easy task and 90% of applicants seem to be applying for that position. I could probably come up with a good-enough story line and I only have middle high-school English qualifications (which are nothing to brag about, I did not even do well in them). Sure, I may never beat the makers of final fantasy when it comes to new ideas or the complexity of comic-boock writers, but do games focusing on multiplayer need that?
Diablo style ame. Well problem is tat we already ave toooooo many - Toclit 1 and 2, Titan quest, Diablo 1 2 3. And tese ames are really ood, I doubt we can create better ones... well, we CAN create a better one tan Diablo 3 it really sucked. Well, te art and te codin of our ame wont be tat ood tou.
I will give you ideas for a unique one, feel free to comment or use if you wish.
You take the Diablo III skill system foundations but combine it with skill trees so each skill has a unique tree. Each skill slot also is allocated a permanet role type which changes what skill nodes on the tree are available. As you level up, the number of points allocated to a slot/skill increases allowing you to unlock more nodes. Some nodes change the skill drasticly (but usually cost more). Items may also award points to skills allowing more nodes to be unlocked.
For example a cyborg class might have a skill "Photon Cannon".
If put in the combat slot you could have access to nodes that change the skill to fire a continious barrage of pulses very cheaply that deal damage like a mahcine gun.
If put in the support slot you could unlock "Blinding Intensity" flooding a large part of the screen in white causing enemies to miss most attacks for a while.
If put int the ultimate slot you could unlock "Doomsday Laser" which gives the skill a cooldown and high cost but causes it to fire a blast of very high damage in a huge area.
As for a story line that is unique... Science fiction with fantasy elements is the way to go as that is something the 3 have not done. Neither Torchlight, Diablo or Path of Exile have good science fiction in them.
You dont necessarily need Caracter Development or First person or Tird person camera. Not all ames ave to ave tese 2 tins to be cool. Republic Commando as no Caracter Development and its still AN AMAZIN AME.
You still need good reasoning behind it. You cannot have a primitive race suddenly building some sort of alien-like space craft.
I just loooooove buildin walls and towers and playin wit my friend, defendin vs say, 3 ardest (power level) bots.
I agree that compstomps are fun, just in professional level play you seldom see towers being used as such. In age of empires it revolves around trash spam and counters of such varients. The norm for age of empires was to hit 120 workers and spam down your opponent with troops. If you build towers or defenses they send siege weapons with or change their spam composition to compensate.
Most people hate defense orientated games as they are too slow. If you want one, you need to give a good reason to defend. Age of Empires had this to some extent with wonder victory but even then it was usually a better idea to destroy the opponent base rather. Can you come up with a better reason to defend?
200 units vs 200 units is fuckin epic.
No one ever did that outside of agreed duals as you would be long dead before then. The normal was 90-120 workers with 80 spam pop that you keep constatly built. If you had more than 80 pop worth of combat units in Age of Empires II people would laugh that you have not used them yet. 200 units at any time is worth nothing if you turn out 80 units every minute.
idin beind your epic fortress wit 1000 units, wen 6000 are attackin you. And te models dont ave to be _i__ poly. Wic makes te ame easier to make.
Personal Computers are not capable of that many combat units at any detail. Even in WarCraft III and StarCraft II you struggle to not have performance problems with 200+ units in combat at the same time. Age of Empires 2 and other old RTS games probably allow that but they have poor pathing systems, simple graphics and were designed for performance (with most of their engine being writen in X86 assembly).
And, ow can an RP_ make money from item sop? I mean, people otta first et te RP_ ame and te item sop would only ruin tis ame. And te ame wont even be tat ood. And people dont like donaters in ames. I mean, its unfair, since not everyone as some *spare c_an_e* to pay for teir ame. People want balanced and cool ames, were you can et to first place even witout donatin. Donatin (if you really want us to ave suc a tin) can be of te sort... mm, Custom UI, Custom Skins for units, etc. But no bonus stats and suc. And tats more possible in an RTS, since .. a custom skin in an RP_? Tat would be strane.
An example of an item for an RTS game would be disco costumes for trash infantry. Instead of their normal looks you can make all your infantry look like they are in disco clothing to all players in your sessions.
This obviously required DRM of some kind.
Guys first we need to decide engine, than we need to decide what type of game about RTS etc... than we think about the shop.
There is no engine, design one and make one. Not like making a game engine is diffuclt as long as you obey normal software development practies (or so the theory goes).
Please fix your keyboard or revise your posts. It is not like writing ink, nothing stops you correcting mistakes.
First i think we need a list and to see what are we missing before even talking about project. So i guess someone can make a list with position than hive name
This thread is for ideas.
Statharas since you started the thread can you make a list and post it in the first post with every position like this:
Because you actually have no one to do most of the positions? It would be like...
Programmers: NONE
3D Artists: NONE
2D Artists: some
Story and Lore: a lot
Until some form of director and stroy line is decided, you can forget getting anyone with the nescescary professional skills. I certainly will not join until some reasonable idea of the game is produced.
I thought he was more a 3D Artist? I do not recall him being a skilled coder (feel free to state otherwise as I am not you).
And, lets just o for an RTS. Less Warcraft 3 style, more SC2&AOE style. Tere are MANY reasons wy te RTS would be easier tan an RP (not easy, easier DR SUPER OOD
Until you understand software development you are in no position to state how easy or difficult something is. I would say RTS, RPG or FPS are all equally difficult to make in this day and age. Sure if you made an RTS like WC1 or a RPG like those old text based ones or even a FPS like doom it is quite easy but those are very old (20 years or more).
Also - ow many resource types - like IN eroes 3 Mit and Maic - 10 resources (tat would be cool, unique and awesome) or more like war3 - 3 types of resources, or like 5-6 resources?
Why not read the director commentary made by many RTS developers? They find 2 to be the optimum for high speed competitive RTS games (as Blizzard has proved). 4 does work as Age of Empires proved but in the end it broke down into 3 or even 2 economicly late game (food was made from wood with farms and stone was only used in defenses).
Let me put this in perspective...
SC1/2
Trash -> Minerals
Special -> Gas
Defense -> not meant to defend
AoE
Trash -> both Wood and Food who became highly abundant
Special -> Gold
Defense -> Stone although defenses had limited impact on who won
Notice a pattern here? Empire earth broke this practice with gold and iron and demanding all units used atleast 1 of them but that resulted in the "boom or bust" approach where you had to streamline your economy for one of those resources and if the oponent choose a counter (done so randomly) you lost since you could not swap production.