Sprawozdanie z Diablo II: Od Aktów do Zoomua
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Księgi i Pergaminy
Broń, Pancerze i Więcej
interface for Diablo II is great. Much improved in many ways,
easier to use, showing off more information, and better looking.
You really have to play it to appreciate all of the changes, both
subtle and overt, but here are a few in a quick run down:
great one is that to leave any shopping or conversation pop up
screen, you can just left click anywhere on the screen outside of
the window. No need to hit the Esc key several times any more.
However, the Esc key still works, and you can also use the space
|A typical weapon info display
larger addition is the sheer amount of information displayed when
you hover the cursor over any item in the game. You can see an
item display here
,and skill tree here. Much info, and it's a bit
overwhelming when you are trying to take it all in at a glance
while playing. Also, rather than the information fitting into the
little text box at the bottom of the interface, as it did in
Diablo, the info now pops up right where you are hovering, and at
first you sort of recoil in alarm. Of course there isn't any box
on the belt for text now, since the belt is redesigned and much
smaller in Diablo II. This frees up more space for the action to
take place in, which is a good thing. It's just a new look, and
you will probably need a couple of games to get used to it.
much everything in the game has a hover tag on it: All items,
even on the ground, other characters, monsters, and even town
portals, which now say where they will take you, rather than just
the name of whoever cast them.
levels are improved. Only blue and red potions are auto-placed
in the belt (you can stick in stamina or other drinkable potions
if you wish), they auto-stack in the proper column, and they drop
down as you drink them. Here is a table to illustrate this
this large (16 slots) are something you wouldn't find before
maybe Clvl 20 or so, and you'd probably not have enough strength
to wear one at that point anyway, unless you were a warrior-type
character. In this quick chart, red or blue are normal potions,
and RED and BLUE are full recharge potions, which are much rarer,
at least early in the game. The way the belt now works is very
clever. The visible level is what you see in your belt when you
are not hovering over it. These slots are numbered 1-4, and
correspond to the number keys, just like the belt did in Diablo.
The clever part is that things drop down as you drink them.
if you hit "1" in this belt set up, the "red"
on the Second Row in Column One would drop down to the visible
level, and be ready if you hit "1" again. And things
auto-stack (when you pick up potions without your inventory open)
from left to right. So if you picked up a full RED, it would go
to the top of Column Three, and if you picked up two "reds",
they would both go into Column One. This works the same for all
belts with two or more rows, and is very convenient in keeping
things in their proper rows.
can always move things around, and a new trick is that if you
hover on the belt and get all the rows to display, you can hit
the tilde "~" key (top left corner of the keyboard) and
keep the belt displaying all the rows even when you are not
hovering. This is useful for stocking it more quickly, though
it's easy to hit that key by accident since you are using Tab and
1 all the time, and it's a bit of a surprise if you first get it
in the heat of combat.
of the keyboard keys are fully customisable in Diablo II. The
way this worked when we were testing it was that you just hit
"Esc" and got several text options, pretty much like
they were in Diablo. You could adjust the sound, music, gamma
and more from that, save (in single-player), exit the game, etc.
And another one of the options was "Controls", and you
clicked it and got a long text list in very small type of what
every key was currently doing. It was a simple matter to click
on the one you wanted to change, and then just hit whatever key
you wanted to perform that function. The game then remembered
them next time, saved to that character, which was convenient.
did try them out, and liked them a lot. Flux was using a
Sorceress, and by around Clvl 18 had eight skills in regular use,
so was using all eight skill hot keys, (default for these was F1-F8)
and since his machine had a ergonomic keyboard, F7 and F8 were
far out of easy reach. He set them to "5" and "6",
since those keys were in reach, and only 1-4 drink from the belt
in Diablo II, and it was quite nice to have all eight hotkeys
accessible without even moving one's hand. Gaile, with her Bow
Amazon, was fairly unconcerned about re-keying the spells.
Because she had chosen to concentrate her spell selection
somewhat, and since she was comfortable with the Diablo set-up (from
excessive use ;-p), she simply kept her most-used skills as F-5
through F-8, where instinct took her.
are looking forward to actually playing the game, and setting
everything to custom. For now most hotkeys are somewhat logical:
"T" for Skill Trees, "C" for Character window,
"I" for Inventory, etc. But it seems likely that once
players get used to the game and the interface, people will be
setting everything to the left side of the keyboard [unless they
are left-handed], for quicker access, and just memorising where
all the keys are. Most of the windows can be opened with one
click on the "Mini Panel", (see it here) the small strip of icons just above
your belt, so if you are uncomfortable with hot keys you can use
requested inventory feature that will unfortunately not be in the
game is some sort of weapon switch hot key. That would make it
possible to switch instantly from bow and arrows to sword and
shield, for instance. Blizzard North tested this out during the
development cycle, but the issues of the different items taking
up different amounts of space in inventory, and being dropped
accidentally when switching were too much of a pain to put into
the final game.
thing that has long been a popular request is a yes/no prompt on
quitting a game. Anyone who has ever accidentally hit "Esc"
and then clicked on "New Game" in Diablo knows this
problem. This feature is not implemented into Diablo II (yet)
but it's less of an issue this time, since you don't have to use
the Esc key to get out of all conversations and trade
interactions with NPC's. You can just click elsewhere on the
screen, or hit the space bar. So less chance of accidentally,
leaving a game, but at the same time, adding a yes/no prompt
would be such an easy thing to do, and it has no downside, so let's
all feel free to continue asking about it.
character's inventory is the same size as it was in Diablo, 4x10
spaces. There is no bonus in size for a stronger character in
terms of inventory space. The only bonus added strength allows
is meeting the requirements to wear a belt with more slots in it
for potions, which is definitely a plus. The basic belt is a
default item, with four spaces for potions. There are a couple
of types of belts that you can wear, such as certain types of
"sashes," that add armour or other bonuses, but still
have only four potion shots. Other belts or sashes allow 8, 12,
or 16 slots, and the strength requirements increase as you go up.
These items aren't all that rare though; we saw numerous 12-slot
belts just in Act One and early Act Two.
was talk that there might be some sort of packs or bags of
holding that you could put into your inventory to hold more stuff
at once, or perhaps some sort of quest item later in the game
that would expand your inventory somewhat, but this issue is
still under debate.
related topics, see
Belt and Stash.
covering all information about items in Diablo II would be a
website in itself. There are probably five or ten times as
many items as there were in Diablo. More types of weapons and
armour, new things like gems, lots of new types of potions,
dozens of new prefixes and suffixes, etc. So rather than try to
cover them all here, we will instead give a short run down on a
few of the new items, and save the more thorough descriptions for
our upcoming Items Section.
Books and Scrolls
exist in Diablo II, but in much different form than they were in
Diablo. Books are now just scroll-holders, basically. There
are two types of books, Town Portal books, which are blue, and
Identify books, which are red. These are both 1x2 items in the
inventory, and what they do is hold scrolls. Any ID or TP
scrolls you pick up will auto-stack in it when you have a book of
that type. Books hold up to twenty scrolls/charges of a spell,
and each time you cast that spell the number of charges declines
are for sale in very large quantities, and are cheap (80 gold for
Town Portal, 100 for Identify). Also, monsters frequently drop
scrolls, or even books with 2-5 charges, which also stack into
your existing book, if there is room. Once you rescue Cain from
the Rogue Encampment, and get him identifying items for free, you'll
most likely never run short on scrolls again, at least up through
Portal and Identify are the only scrolls in the game. Blizzard
North has given some consideration to putting Resurrect back in,
perhaps as a very rare or high-level scroll, but it was not in
the game at the time of our testing.
are used with the three types of socketable items: weapons, helms,
and shields. There are at least four types of gems, fire,
lightning, poison, and cold, and five levels of gem quality.
The names are subject to change, but in best to worst, they are:
Normal (Just called by the gem type: "sapphire" or
"diamond" for example.)
only gems we saw for sale from NPCs were Chipped or Flawed.
Lower quality ones. Possibly later in the game you can get the
better quality gems for sale, or find them from monsters.
Higher quality gems imbue the item they are socketed into with
better bonuses, so it is worth it to use better gems. Besides
hoping to find them, you can carry around a gem, and hope to
encounter a Gem Shrine. These shrines have a very cool function.
If you have no gems in your inventory when you find one, they
will spit out one random gem of low quality. But if you have a
loose gem in your inventory, the Gem Shrine will upgrade it one
level in quality. So over time, you can assemble some perfect
gems, which are extremely useful in socketed items.
are used to open locked chests, which you can read more about here.
Keys can stack up to ten high in one
inventory space, though at the time of our testing there was but
one graphic for them, so you had to hover over them to see how
many you had. Each time you click on a locked chest one key is
automatically expended to open it. Keys are dropped
occasionally by monsters, and also can be purchased in town for a
very low price. There has been discussion at Blizzard North of
including locked doors as well as chests, but the consensus is
that it would be a nuisance if you got stuck at a door and didn't
have a key, and had to go back to town to get some more. So we
probably won't see locked doors in Diablo II.
Weapons, Armour, Potions and
have extensive information on weapons, armour, potions, and other
items, but these sections will be very large and detailed, with
many images for illustrative purposes, and as such don't fit into
this report. They will be premiering in our Items Section
, which is currently under construction.
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