Why did this game have a stamina bar? Even the creator of the game says he doesn't understand why he did it.
Why did this game have a stamina bar? Even the creator of the game says he doesn't understand why he did it
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Sake of progression. Gimping the player then making it so they become progressively less gimped as the game goes on feels good to some people.
>Even the creator of the game says he doesn't understand why he did it.
Strange that they put certain monsters in that drain your stamina then. How curious.
There is no progression, you just drink a stamina potion and have unlimited stamina anyway.
Diablo 2 was made solely to test the ground for an MMO, WoW was made during the same time.
The stamina bar was there to limit how fast you could move and if people would willingly spend more time moving around than actually playing the game which it proved they would. Hence why the envrionments in act 5 were huge open spaces as opposed to the more tighter and logical progression ones in 1-4
You have to remember it was on the heels of Diablo 1 which was originally much more Rogue-like, turn-based even. The slow movement speed was a major element of the combat, but walking slowly across empty dungeons and the town felt like major padding. So running among many other new features was introduced in D2, but as a concession the stamina bar limited it, and the idea was probably originally that you walk in combat, and run only to cut the distance between points of interest. They also probably tried to hold on to the slow-paced exploration feel of 1 by limiting running but as well know D2 drifted majorly from that, at least as much as D1 drifted from its Rogue-like origins. Also few people actually know, but your defense and blocking are cut drastically when running, although it's understandable to not notice this in 1.0, when monsters had 4x the AR by mistake, making defense nearly worthless.
>Diablo 2 was made solely to test the ground for an MMO, WoW was made during the same time.
Different studious.
Same company, different dev studio.
They admitted this during the development of 1.10 that they were starting to scan computers to get specs to see how well it would play the new MMO
This, also an extra tid bit.
>"Running vs Walking" You may be wondering why you would want to walk instead of running everywhere. When you are running, any melee monster within range will always hit you. If you were to run into an arrow or any other missile that doesn't automatically hit, they will be auto-hit then. By running near melee monsters, you leave yourself vulnerable to attacks. However, when you are walking near monsters, the normal chance to hit, determined by your Dexterity, your character's level, etc., will apply. You might want to return to walking when facing monsters, especially if you're using a class that relies on melee attacks, like the Barbarian, Paladin, and, at times, the Amazon.
Stamina potions were buffed in 1.10f to negate the effects of low stamina at all levels. They only filled your bar before which made it kind of annoying to use them.
Holy shit i never knew about this and i loved playing barbarian back in the day, no wonder i took good chunks of damage when i ran all the time.
Median XL reworks it into a much much better system. I so much so that is hard going back to other diablolikes without it. Hold down for a quick sprint that drains it super fast. Using it to dodge stuff feels SO good
Too bad everything about Median XL looks like it was made by an autistic 12 year old on cocaine.
>diablolikes
zoomers need to go and stay go
What else are you going to call the genre? Diablo took a bunch of known elements and formed them into a unique type of game that is still being almost fully ripped off to this day.
it's diablo clones, my underage friend.
They're called ARPGs or hack and slash.
early idea was probably ot have some skills use stamina instead of mana (charge and jump moves for instance, but then they made the game hypergrind based and it didn't work out.
See also : the dozen of weapon effects that are half implemented in the game, like shit that works better at night, buff potions, torchs, etc.
if the creator didn't know then why the fuck are you asking us
how are a bunch of Zig Forumstards meant to fucking know
Most of the time the purpose of a stamina bar is to limit kiting. It doesn't really do that in D2 though because anything dangerous can outrun you.
Several other games did the same in the era.
Where running gimps your character badly, and walking is slow.
I.e Might and Magic 6-8.
Morrowind has a similar system where Stamina softcaps you.
And quite a bunch of other games.
Those are top-level genres. ARPG refers to a billion different games and has been so overused in recent times that it borders on useless for describing what a game actually is. Hack and slash is arguably an even worse descriptor in that respect.
you talk too much to say too little little zoomer
do people really go full on min-max on their first MM6 playthroughs?
>median xl
>diablolikes
No, but you certainly pick up Starburst/Meteor Shower, Town Portal and Fly.
Some aspects of Act I (more fleshed-out NPCs and superior gossip you discover Andariel's weakness through, for one) and cut content makes me feel like this game was still finding its footing early in development. Stamina is clearly a relic that's quickly deprecated a couple hours into the game. Stamina probably should've just been scrapped in favor of some monsters like the mosquitos having a temporary debuff that prevents running.
tcrf.net
D2 killed Nox, and I will never forgive them for it.
It's realistic though, an athlete can run for a long time then needs to take a breather. The stamina depletion rate is slow so it's barely noticeable in the game, with some tweaks it could have been better.
Stripping game mechanics because they feel unnecessary is how you go from Morrowind to Oblivion to Skyrim. Your video games just become stupider and aimed at brainlets.
Instead, running could have been tweaked in future diablos to behave more like dark souls, which handles it pretty well.
Nox pretty clearly suffered from EA-acquisition syndrome. It almost felt like a good game, but it had that usual offness that all post-EA games have.
I don't blame them for trying.
Its not the only game to try to have Mana vs Stamina as a system. Or Running vs Walking as systems.
To keep the pace up, but not to make it so you can run circles around enemies forever.
Mostly didn't work beyond the first couple of acts.
>Why did this game have a stamina bar?
why does breath of the wild have durability or why does korok seeds stop improving your inventory half way or why does
I noticed this while playing and started walking more, specially in dungeons.