Diablo3x.dk | Diablo 3: Reaper of Souls - News & Community

Diablo 3: Reaper of Souls => Diablo 3: Reaper of Souls => Emne startet af: Camelo efter Juli 28, 2013, 03:16:35 pm

Titel: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 28, 2013, 03:16:35 pm
Blizzards udviklere på Diablo 3 har på det seneste stillet sig til rådighed for en række interviews til de større internationale fansites. Her får du en oversigt over de forskellige interviews og transskriberingerne af disse interviews.

Som du kan se nedenfor, er der rigtig meget information.
Og der er rigtig meget spændende læsning. Så har du ikke haft overblikket de seneste uger på de forskellige fansites, kan du nu få overblikket her.



·         Loot 2.0 (#post_loot20)

·         Legendary Items (#post_legendaryitems)

·         BoA Items (#post_boaitems)

·         Item Affixes (#post_itemaffixes)
          o    General Philosophy (#post_generalphilosophy)
          o    Thorns (#post_thorns)

·         The Mystic (#post_themystic)

·         Skill Balancing (#post_skillbalancing)
          o    High-Level Philosophy (#post_highlevelphilosophy)
          o    Single-Target vs AoE Balancing (#post_singletarget)
          o    WotB + Archon Balancing (#post_wotb)
          o    Character Survivability (#post_charsurv)

·         Monsters (#post_monsters)
          o    Uniques (#post_uniques)
          o    New Monster Affixes (#post_newmonsteraffixes)
          o    Combat Pacing + Monster Affixes (#post_combatpricing)

·         Matchmaking & Multiplayer Improvements (#post_matchmakingmulti)
          o    Matchmaking (#post_matchmaking)
          o    Multiplayer (#post_multiplayer)

·         Level Progression (#post_levelprogression)

·         Combat Controls (#post_combatcontrols)

·         Paragon System (#post_paragonsystem)

·         Endless Dungeons (#post_endlessdungeons)

·         Randomized Maps (#post_randomizedmaps)

·         Auction House (#post_auctionhouse)
          o    General Philosophy/Approach (#post_generalahphil)
          o    2 Billion Gold Cap (#post_billiongoldcap)

·         Gold Sinks (#post_goldsinks)

·         PvP (#post_pvp)
          o    General Update (#post_generalupdate)
          o    Why Deathmatch Was Scrapped (#post_whydeathmatch)

·         Self-Found Mode (#post_selffoundmode)

·         Console Features Brought Over to PC (#post_consolefeatures)
          o    General (#post_generalconsole)
          o    Boss Mechanics (#post_bossmechanics)

·         The Role of a Game Director (#post_roledirector)

·         Player Feedback (#post_playerfeedback)



LOOT 2.0

Flux: Okay, skipping over more economy questions to get to items. The “Items 2.0″ is that the terminology you guys are actually using internally, and is that indicative of how big a change you’re planning? Are you really thinking of it as like a relaunch of the game’s entire itemization system?

Josh Mosqueira: What we’re doing, at least the way we use the term here, or the way I use the term “Loot 2.0.” Not necessarily that we’re revamping everything, but like the way people used to throw around “Web 2.0″ back in the day.

Flux: Or Battle.net 2.0, as we got recently.

Josh Mosqueira: That’s true. I think it’s just the reaffirmation of our evolved philosophy behind items. The way our items ideas evolved from launch until now, for the team to have a simple rallying cry around it. At the heart of it is the fact that Loot is a fundamental part of the game. Every time you’re clicking the mouse, you’re killing something because you want something awesome to drop. And we just really want to be sure that we’re keeping in mind that core fantasy. And that when items drop, players feel that there’s a utility to them and an intrinsic gameplay value to them.

So I guess Loot 2.0 is a simpler way for us to say that we want to keep evolving the itemization philosophy and making sure that it’s focused on players and that players feel they’re getting cool stuff.

Link: http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2 (http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2)

Til toppen (#post_start)


LEGENDARY ITEMS

Flux: Okay, speaking of cool stuff, you guys have mentioned a bunch of changes coming up on Legendary Items. I think pretty much everyone is positive about that. However a lot of the functions you guys have teased are really cool DiabloWikiproc effects. Like an DiabloWikiEarthquake casting when the Barbarian DiabloWikiLeaps , or an item set that gives you unlimited resources, or boots that make you ethereal. And those are cool, but fans have pointed out that we got those in earlier patches, like when the Fire Chains demon was added to the DiabloWikiMaximus sword. That kind of thing.

And those are cool, but they’re sort of novelties. I don’t think anyone is basing their build around that item. So with the upcoming Legendary changes, like a double DiabloWikiHydra wand for the Wizard, are you guys thinking these are going to be game changing, “this is what your build will be based around?” Or will they just be cool novelties? Or both?

Wyatt Cheng: I would love for people to build around these items. I think that if I had a choice between Option A: a cool weapon that has a demon with a fire chain, and Option B: a weapon that does way more damage. Then players tend to go, the demon is cute and all, but I want the damage.

What we’re looking at now is Option A should be the demon with the chain and awesome damage, and Option B is two Hydras at once and awesome damage. We don’t really want players to be doing a math problem of some amount of damage vs. a cool effect. Which is where I feel like we are now, where a lot of those cool things get relegated to “toy” status.

Flux: Yeah, Maximus is cool if your follower has it, but you don’t make a whole lot of changes with it.

Wyatt Cheng: They should be cool effects that are also effective.

Link: http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2 (http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2)

Diablo Somepage: The one question I had was, we hadn't heard in a while about the legendaries scaling, where every legendary can drop at the different levels. Is that still part of the revamp, are you expecting to have that in?

Travis Day: Yeah, absolutely. There's still a lot of work to be done. There are a lot of moving pieces when it comes to Diablo's items and rewards schemes. A lot of the high level points are still the case: we want you to remember awesome items because they did something memorable, not just because they had big numbers on them. It's a lot of work to do, and there's a lot of ground to cover.

The scaling legendaries, just for clarity, because I have to explain this one to people once in a while: they don't get higher level as your character levels, it means that you are able to find higher level versions of things that dropped at lower levels.

Diablo Somepage: Right, they aren't like Heirloom item legendaries.

Travis Day: Exactly, they aren't heirloom items. But yeah, the scaling legendaries is something we've gotten a lot of great feedback on. People are really excited about the possibilities of, "Oh man, I can find a non-max level The Gidbinn that's amazing, and have a little fetish running around with me", if that's the effect when we're all said and done. Scaling legendaries is a piece of it. A lot of the other moving parts is just coming up with the ideas specifically, like what are the things going to be? How do we generate 200+ ideas for effects that are completely unique to this item? A lot of the examples that I've given still hold true, and we've gotten a lot of work done in that area, there's still a lot to come up with.

We've had some crazy ideas, ranging from the stuff that I've mentioned before, like: let's your Call of the Ancients last forever, and just turns them into basically like permanent companions. We've also had more... flavorful ideas, I guess would be the best way to put them. One of the ideas we had come up in our brainstorm sessions which we all got really excited about, and then have to figure out how to make work is: you have a Treasure Goblin who follows you around, and picks up white and grey items, and occasionally throws magical items out of his sack for you. Things like that... we feel like there's a lot of room, right? We want you to remember the items because they did that awesome thing. Like when people talk about Windforce in Diablo 2, they remember it because Windforce had this completely unique effect. So we're trying to recapture that as much as we can.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#item-revamp (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#item-revamp)

Til toppen (#post_start)


BIND-ON-ACCOUNT ITEMS

DF: So, about the Bound on Account items. Are you happy about how they turned out? Are we going to see more of those or more tradable items?

Travis Day: I think the BoA stuff worked out pretty spectacularly.  Really at the core of that – some people accurately identified right at the gate, and some people didn't realize this is the intent – it gave the players a goal to aspire to that they have to earn themselves as opposed to the ones that the Auction House could fulfill. You couldn't just go buy the Demonic Essences or Crafted items from the AH. I think that has a lot of value. At its core Diablo’s about killing lots of monsters, getting awesome items and sort of finding ways to get to refocus the game to be on finding lots of awesome items instead of buying lots of awesome items really helps it being a more enjoyable play experience. It’s something that we talk about a lot, something that we discuss expanding beyond the scope of what it is now. It sort of touches on – this is something Wyatt loves to talk about – the idea that when the people in the community who chose to play the game differently by not interacting with the Auction House or trading with people and they’ve sort of got themselves ‘Self-found’ characters…

Wyatt Cheng: YO, SELF-FOUND!!!

Travis Day: But the thing that I think people really enjoy about that is - at the heart of that what people are really saying is 'This game is super fun and I really love killing guys and finding cool stuff, I just don’t want someone to hand me the keys to the best Porche in the game and make my SUV feel kinda dinky anymore'. People love finding their own things. People like having the sense of accomplishment and the sense of ownership. When you work for something, you generally have a more positive attachment to it, so I think the account-bound items and the Demonic Essences were definitely a step in the direction to see if players would respond as positively as we think. And they did and I think you can expect more stuff like that in the future.

Link: http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/ (http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/)

Diablo Somepage: Travis, you had talked previously about the whole question of the wanting my loot to be great, but then how to make that possible with tradeable items being the core currently of the game. What about the idea of items that are not just a binary choice, but as you upgrade them, essentially they become soulbound, or as they become more powerful or special in some way? Something similar to the Marquise gem [items]; something that you can upgrade, it becomes soulbound, perhaps even partially -- that you could then remove for a substantial gold cost. Are there any thoughts along those lines, or are you pretty much going with just the one or the other, either a tradeable item or a soulbound item?

Travis Day: I will say, this is something that came up many years ago when I was working on World of Warcraft. The second you blur the line between what is and is not a tradeable item, it kind of conflicts with being the whole purpose in the first place. I will say, one of the notes you put in there, about: What if I could make my Marquise gem suddenly tradeable? That defeats the purpose of the system, there's meant to be clarity, it's supposed to help you evaluate things. Like a Marquise gem is good, because you like it and it's good for your character, or it's not. There's no ground where I made Marquise gems, and then found a mechanism to unbind them somehow.

Diablo Somepage: I should have clarified, I was trying to get at the idea of the items that the Marquise gems go in can't be traded. So it's kind of like the item itself is becoming more powerful with that gem, but then you pay the money to take it out and the item is tradeable again.

Travis Day: Oh, I see what you're saying.

Diablo Somepage: So from that aspect, where it's more a thing of: you can have something that's cool and basically there's a penalty, or there's a cost to remove it, from a gold sink point of view as well.

Travis Day: We've definitely been exploring ways in which players could alter or modify their items, and certainly one of the things that comes up is that doing this has a very tangible cost, so potentially making it something that you can't trade again. That has been an idea we've explored, and I think generally view positively. We think that that makes the option of taking something and removing it from the economy in that way, a more positive experience as opposed to a negative experience. Like, you feel like you can't trade it, but the item is even more awesome.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#soulbound (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#soulbound)

Til toppen (#post_start)


ITEM AFFIXES

High Level Philosophy:

Flux: There were a whole bunch of specific questions about changes we might see to item affixes. So I’m going to ask one question about that, and depending on how you answer I might ask more, or not.

So basically in the game now, every class wants the same mods. You guys have talked about that before, it’s all about Critical hit Damage, Critical hit Chance, Res All, Faster Attack, etc. So the question is, in “Loot 2.0″ are you tinkering with the current stats, considering different values, hard caps, that sort of thing, or are you looking at much bigger, overall changes to whole systems and the ways attributes function and such.

In that case the little changes that fans are always suggesting, to tweak the affix values and such, aren’t really relevant.

Wyatt Cheng: Well, that’s pretty case by case… Okay, high level philosophy is.. we don’t like it when one affix is amazing, and another is absolutely terrible. So that I want the good thing and I’m really sad when I get the other one. Some amount of that is inevitable, but I think the gap between the best and the worst is extremely large. The exact mechanics by which we shrink that gap is TBD, but I do think that gap is too large.

Some of the properties aren’t good and should be better. One we mention regularly is Thorns. We’re going to scale if off your primary stat, and we’re going to do a bunch of testing, and if somebody wants to go out there and do a Thorns build, that should be good. That should be a thing. I’d love to see people some day in a ton of Thorns gear and have that be a thing that’s good. That actually works.

Flux: Some players have been speculating that you guys are going to totally rework some of the systems. Like for instance Attributes won’t still boost DPS the way they do now, and it won’t be useful to get 3000 dexterity on your Monk anymore. Or it’ll be pointless to get 60% Crit Chance since it’ll be capped or changed in function. But it doesn’t sound like you guys are looking at making huge changes, or at least you aren’t going to tell us about it yet if you are.

Wyatt Cheng: We do want to be careful with existing gear, that’s something we talk about a lot. I don’t want to log in one day and suddenly my character is completely broken. So that’s definitely a factor. On the other side… regardless of how people feel about existing stats, the idea that there is an item out there that I really want, that I aspire or dream about having one day, is a good thing for the game. So as much as trifecta or quadfecta items are bad in terms of being universal for all characters, it would be a different story if they were rare, hard to get, and I dreamed of getting one someday.

Flux: A lot of item types now *must* have one affix or it’s useless. Like Sockets in helms, or CC on helms, or CC on bracers or off-hand items, etc. Are you guys looking at making changes to this problem? So is the solution to make the mandatory mods more likely to roll, or to make them less effective on the items? Or can the Mystic be part of this and she can add those mandatory mods at the cost of making the item BoA?

Wyatt Cheng: We’ve been reluctant to guarantee stats on items. The reason is that the ultimate end goal is that the designers aren’t hand crafting good items. If we wanted to we could go in there and make every item roll nothing but the stats that are the most popular today.

Flux: But then that’s boring since everyone has the same gear.
 
Wyatt Cheng: Yeah. I think the ideal, which we’ll strive towards but may never reach. But the ideal is that the definition of perfect gear is different for every class. And even within the same class since people have different builds.

One thing I think about a lot, is how do we make it so Attack Speed is good for a lot of people, but not for everybody. That’s a tough design problem and we have some ideas, but can we apply that to everyone? So that not every character wants crit, or crit damage?

Flux: Not currently, no… but in theory. *laughs*

Wyatt Cheng: *laughs* Right, but that is a better long term angle for the game than saying everybody wants this so let’s give it to them.

Link: http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2 (http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2)

Thorns:

DF: You talk about Thorns. Is it a good time to fix it in the itemization patch?

Wyatt Cheng: Thorns kind of touches on a broader topic, but as always it’s Thorns specifically. There are certainly some item affixes in our game that can use a little love. Thorns is certainly one of those. We actually think Thorns isn't  a fundamentally flawed mechanic, it’s just that the tuning values that we currently have a little underwhelming. One of the things that we've already said we’re going to do in the future with Thorns…we have been working internally to have Thorns scale with your primary stat, but we feel like we need to do a lot of playtesting to know whether it’s what we want. And in the grand scheme of things we’re trying to look at all the item properties and item attributes that are underwhelming. Other examples might be healing from health globes which has dubious value, or life on kill. And we want to  look at all those properties and say ‘How can we make these more appealing?’ An example is the idea, which we've also experimented with internally, of having the Monk’s Breath of Heaven scale off of your healing from health globes stat. With things like that we want to go through all the properties that are underwhelming.

Link: http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/ (http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/)

Til toppen (#post_start)


THE MYSTIC

Flux: Item binding. I think the mechanic works pretty well. For instance the v1.07 recipes are all Bind of Account and that’s necessary since otherwise those items are all you would ever see in the auction house for shoulders and bracers and such. And it’s a nice gold sink and removes items from circulation. One of the reasons the Hardcore economy is much more fun than the softcore economy is because items leave the economy. Like the ones on my Paragon 61 Monk last month. Not that I’m bitter or anything.

But in Hardcore items vanish and that drains some value from the economy, where as in Softcore items last forever and you get inevitable mega hyper inflation. And I’m sure you guys are dealing with that all the time in your plannings. Have you thought about more ways to remove gear from the economy? Like items can only be traded a set number of times? Or they lose quality when they’re traded? Or the other side of the coin, is the Mystic comes back and she can charm or socket an item, but once she does it becomes BoA? Are you guys worrying about that aspect of the economy and could item binding be a tool for that?

Wyatt Cheng: On the topic of the Mystic, we are looking at methods for a Mystic to modify an item. Whether that be adding a property, or allowing you to reroll the stats on a property, or allowing you to roll another property, or you like an item except one of the stats rolled low and you want a shot at getting it higher. WE are looking at that, and I lean towards the idea that you’d want that item to be Soul bound.

As a side note on the topic of anything having to do with limited trades or reduced functionality. I tend not to be in favor of soft limits on those types of things. That’s because if you’re going to have a limit, you might as well put the limit in there. When you have a soft limit… basically it still retains all the problems you had before, while feeling negative to the person who has it.

Flux: And it’s confusing on top of that.

Wyatt Cheng: Yes. It’s a little bit confusing, it’s a UI issue. I feel almost as bad about trading it once, except now I get to trade it twice. And at the end of the day, you’re removing an item from the economy. I feel like you’re not gaining a lot over the extremes of no binding or full binding. So I feel like if you’re going to do that, just do one or the other. Don’t be in the in between land where the players gets to feel bad twice.

Link: http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2 (http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2)

Til toppen (#post_start)


SKILL BALANCING

General Philosophy:

Diablo Somepage: Wyatt Cheng had talked about a skill model that you originally put in place back during D3 beta, that all the skills were based off of, and then had moved beyond that since then. Are you likely in the near future to do what he had mentioned, to try to pull the skills back around trying to fit around that model again? Or is it pretty much a piecemeal approach when it comes to just looking at what type of skills need to be updated the most?

Travis Day: We have a lot of internal data. We generally have a very good understanding of what skills are used by players, what skills aren't. In a lot of cases, skills that are used, why they are used, I mean the obvious example is: Why would people use Sprint - Run Like the Wind? Oh, because Battle Rage - Into the Fray and the interaction there, and the way that it helps feed your Whirlwind, etcetera, etcetera. I think in the short-term, we've done a lot to try to help open up more diversity to players. I'd say our goal is always to allow players the freedom to choose to play their character how they want, and for other people to not make them feel bad about it. Because as soon as there's the community involved, your choice to not use Whirlwind gets called into question. Making the other playstyles more varied also helps the game in general feel different; you can mix up your gameplay experience from day to day if you choose.

It's an ongoing fight, to some extent. Trying to find the skills that are the least used is usually our focus. In that case, instead of taking the good things and taking them away, our approach has generally been taking the things that don't get much love, and trying to make them more compelling choices. The numbers that we've seen as a result of the patches, like 1.04 and 1.05, etcetera, we've seen a lot of change. The Demon Hunter and the Witch Doctor, for example, have really really good skill distribution; they see lots of diversity. The flip side of the coin is the Barb and the Wizard, who see very little.

So for the question about the model which we use to tune things. That model is certainly something where we have talked about: "how were these numbers come up with? why did we make the assumptions we made? were they correct? should we reevaluate them?" In the case of some of those things, we went, "yeah, we were wrong, and we absolutely need to redo how we tune these things." Sprint - Run Like the Wind and Energy Twister - Wicked Wind are the best examples. I've said repeatedly, at this point, we suck with anything that's a tornado; basically, if it's a tornado, it's probably broken. [Laughter] So we reevaluate, how do we balance these effects? What decisions lead us to put that number in that place? We have recently said: yeah, this was wrong, let's reevaluate how this tuning model works, for this part of the game that is just horribly askew. Let's see what these numbers should be, with these assumptions that we now have based on live data, as opposed to imagined gameplay.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#skill-balancing (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#skill-balancing)

Single-Target vs. AoE Skill Balancing:

Flux: A question about single target vs. AoE skills. In another recent interview one of you guys mentioned the Demon Hunter’s Impale, and how it’s way under powered, since Hungering Arrow actually beats it on a single target, when Impale has a high Hatred cost while Hungering Arrow is free, and actually generates Hatred for you.

Is that just an inherently unfixeable problem in Diablo 3 especially since the monster density increases in v1.08? We had a whole debate about this on the site, and just to make the point I said, “What if there was a skill that would kill any single target, with a three second cooldown?” And people were like, “I still wouldn’t use it, except maybe for Ubers.”

Josh Mosqueira: Right!

Flux: So it seems like there’s nothing you guys can do with a single target skill that’s ever going to make it viable in a game where there are 100 enemies on the screen at once?

Wyatt Cheng: I think that an unfortunately side effect of the monster density increase is that it devalues single target skills. What are we doing to do about that? Well, something we’ve talked about, and I stress that we mean a lot when we say “talked about.” But what we’ve talked about is that in a given level there are portions that are dense and portions where single target matters more. We like higher monster density, but maybe we don’t need the player to be surrounded by 100 monsters all the time.

You mentioned it could be used for Ubers. Well, maybe we can create a gameplay experience that has a lot of variety to it, so in a single ten minute play session, you’d have need for single target skills as well as AoE skills. So we’re looking into that.

Link: http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2 (http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2)

WoTB + Archon Balancing:

DF: Another thing that fans talk about a lot is changing the mechanics of Wrath of the Berserker and Archon and maybe a bit for Critical Mass and Whirlwind. Originally you wanted to lower their power, but have there been any concrete ideas about those skills? Also, are they going to be part of the Itemization patch for example?

Wyatt Cheng: We didn't want there to be a 100% uptime and that’s still the case. That’s not a small change. That’s a big change that would be impactful if we were to make it in a ‘vacuum’, so we don’t want to do that. We don’t want to flip a switch and all of a sudden Wrath of the Berserker and Archon are not up 100% of the time anymore. Those changes really need to happen at the same time as a number of other changes, because our intention isn't to step in and severely nerf the Wizard and Barbarian classes. Our intention is to make a number of modifications that open up skill diversity, give multiple different skills a different role. So, to give Wrath of the Berserker for example – it could be designed as a skill that’s always up in which case it’s a skill that’s doubling or more than doubling my effectiveness for a single skill slot. So do we then need to design every skill to more than double my effectiveness? That’s not really reasonable. Then it’s like ‘Do we make it less effective? Or does it become a mandatory skill that every Barbarian has to take?’. These are the questions that we ask ourselves. And we've come to the conclusion that Wrath of the Berserker plays well when it is a button that I can push every so often to be awesome for a short period of time. It changes up my tempo; it matches the rhythm of the game when I come across elite packs or whatever. And that allows some Barbarians to say ‘Wrath is an awesome skill for me to take with my build and my items’ and other Barbarians to say 'I’m building mine in a different way, I actually really value Frenzy or Ancient Spear' for example. And that’s where the diversity comes from and this is what we’re trying to build with Wrath and Archon.

Link: http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/ (http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/)

Character Survivability:

Flux: Okay, let’s talk about death. And avoiding it. Given that I play Hardcore, this is a topic that’s in my head. Monks have Near Death Experience. Wizards have Unstable Anomaly. Witch Doctors have Spirit Vessel. And Barbarians don’t need death cheating skills. Why doesn’t the poor Demon Hunter get one? The squishiest class in the game. I love DHs in softcore but I’ve given up on playing them in Hardcore since there’s such a razor thin margin for error.

It seems like you guys could so easily tack on some work around. Just rip off Spirit Vessel; under 10% hit points with a Demon Hunter you auto-cast Smoke Screen with a 2 second duration and it’s got a two minute cooldown. Just put that into the game right now as part of Tactical Advantage of Perfectionist or something. Or replace Grenadier, which has a death effect that no one has ever actually used on purpose. Can that be in there by next week you think?

Wyatt Cheng: So uh, I’m going to take your question and much like earlier, use the opportunity to talk about something that’s related but different. If that’s okay?

Flux: That is your skill set.

Wyatt Cheng: *laughter* Okay. And that’s sort of like class design in general. I know what players do, and designers do it too. Actually, humans do this. We draw comparisons between different classes. Class A has this, Class B has this, so logically Class C should have it also…

I think that it’s a line of reasoning that’s used to justify a buff to something, to a skill. Another example I’ll throw out. The Demon Hunter has Vault. The Barbarian has Leap. The Wizard has Teleport. Why doesn’t the Witch Doctor get a teleport? Clearly the Witch Doctor should have an instant move ability as well.

My general reaction to this is… the classes aren’t meant to be the same. And I don’t want to be in a position where all of our classes come to be so homogenous that they have different-colored versions of the same skill. I think it’s good that a class has something that they’re really envious of that other class. And the other classes are really envious of the first class.

It’s good when the classes have something that’s like, the other classes are super overpowered, and everyone is saying that. Or, better yet, I love my class because I have skill X that nobody else has. Or I can do X and Y together that no one else can.

To wrap up my segue, I wouldn’t make a change based on the argument that 4 classes have it so the 5th should too. I’d be more inclined to ask how we can make them all cool and unique. If the Demon Hunter has issues with Hardcore survivability, can we address that problem in a manner that is unique and cool to the Demon Hunter itself.

Link: http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2 (http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2)

Til toppen (#post_start)


MONSTERS

Uniques:

Flux: Changing the topic again, to monsters. The purples. Superuniques, whatever they’re called in Diablo 3. You guys gave them really individual cool names, and stats, and lore, and they have special abilities and individual appearances, and when you actually find one in the game they die in three seconds and drop two stacks of gold and a blue item.

It seems like a really underutilized feature and they are all over the game and you get achievements for killing them, but you hardly notice when you see them. Is there a way we can fix them? Some huge wholistic change would be great, but in the short term just something like 5x their hit points and increase their drops to boss quality.

Wyatt Cheng: I think the purple monsters are underwhelming. In terms of how we got to where we are, sometimes we put in a purple monster because we wanted to have a cool encounter, so there are a couple that are cool to fight and strong. There are other purple monsters that were put in for story, cinematic, or world building purposes. So they’re trying to fill two different design goals.

Internally we’ve talked about doing kind of what you said. We’ve got two different kinds of purple monsters. All the ones that were put in for strictly story and world development purposes are kind of underwhelming, so let’s go back and make them more interesting to fight, meaty, and give good rewards. So that is on our to-do list.

Flux: Okay, cool. They have cool features, lots of them will have Frozen or Molten or other mods and you won’t even notice it since they die so quickly.

Wyatt Cheng: Correct. Some of them don’t even have an affix on them. And they don’t always have enough hit points to live long enough for you to really read their name. That’s an issue.

Link: http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2 (http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2)

New Monster Affixes:

Diablo Somepage: There had been a little bit of discussion about new monster affixes. Is that something where we are likely would see progressing a new affix here and there, or is the expectation that there would be 5 new ones added all together, or something like that?

Kevin Martens: Exactly, I think it's certainly possible, let's say that -- First, I think that more content like that is probably be best delivered in some sort of future Diablo project... I wonder what my code word for that is, I can't think of it? [Laughter] It's not usually something we'd deliver piecemeal, when you'd have a monster affix just on it's own, and it suddenly gets populated out there in the existing elite system. Unique monsters obviously get things that look much like affixes sometimes, and they get special variations or even entirely unique ones. Both of those things will be happening in future products.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#monster-affix (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#monster-affix)

Combat Pacing + Monster Affixes:

Diablo Somepage: Wyatt Cheng had a rather long discussion about the amount of damage that monsters can do, versus the amount of healing that characters can do, since Life on Hit and Lifesteal are so powerful these days at the high end. He had gone through a whole scenario about trying to deal with that particular issue. I was wondering, are there things like that, that could be handled on a monster affix level? Like a monster that would do half the normal damage, but once you engaged it, none of the healing from Life on Hit or Lifesteal would take you above 50% health.

Travis Day: It is totally possible that an affix could do that. I think that the better question for us would be, is that desirable? Generally, the problem that we have is -- well, the problem Wyatt was talking about specifically was the combat pacing, the rate at which players take damage versus health, the way in which both of those things scale in our game, like leech damage outscales monster's damage at an absurd rate, to the point where you eventually would become unkillable. It's really hard to fix an integral problem to the game like combat pacing with a single monster affix. We don't want it to feel like, "Well, 99% of the time, everything is trivial, but man when I run into that affix I die all the time because my leech stops working." There is absolutely room to have affixes that further affect combat pacing; those are great, that's kind of intentions of the affixes is that they mix up your gameplay from moment to moment, from creature to creature. But as it comes to something like combat pacing, incoming damage versus incoming healing; that's something we need to work out at a very basic level, and have that sort of affect the entire game, and not just a very specific part.

Kevin Martens: To add a note to what Travis said, to briefly cover some of the monster affix design philosophy. Everything said Travis said was accurate. When you're making monster affixes generally speaking, the health one being an example, the affix kind of has to be obvious at a glance. You shouldn't have to engage the monster very long in order to understand what it's doing. It can do somewhat obscure things as long as the visual effects, or the debuffs on your character, somehow make that obvious. So what we don't want to do, generally speaking, is have the monster affect a stat on you, for example like Life Regen on Hit. That would be one level of abstraction too removed, to know what's going on, and that it doesn't have a good visual cue that we could probably design so that you'd know that's happening. So that wouldn't be a good place to solve that particular problem as well... It's just interesting, to think about monster affixes that way. The game just moves so fast, they have to be ultra-clear.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#combat-pacing (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#combat-pacing)

Til toppen (#post_start)


MATCHMAKING & MULTIPLAYER IMPROVEMENTS

Matchmaking:

Josh Mosqueira: It’s funny, we just finished a meeting discussing the future of matchmaking. Specifically going back to where matchmaking was in the early 2000s… I think we want to take the intentions. The reason people were using custom names, we want to give players as many tools at their disposal to actively and passively broadcast their intentions, so our matchmaking system can better do it’s job in connecting players.

Wyatt Cheng: Yeah, this is something that I see come up in the community a lot, so to be a little bit candid about matchmaking… The reason we don’t like custom games is that our audience has grown too large. Custom games works well if you have say, 50 people looking for a game. You’ve got games for Act 2 runs, or this other guy is trying to do another side option.

But once the number of players looking for a game grows very large, the problem is games are already full. How many times have you played an FPS and you say, Here’s a great server to join, but by the time you double click the sever is full.

Abstractly it’s kind of like the commodities problem. Bear with me on this analogy, but In WoW, if I want to buy linen cloth on the auction house, I sort by price, and I go to buy the cheapest linen but oh, it’s gone! So I have to search for the next cheapest but it’s gone also. And that kind of still works in WoW since they have servers, but if they had one giant auction house for all WoW players, like 99% of the players would find every auction gone already. So that’s why we did the AH for Diablo we’re not going to make you click on stacks of commodities and buy them. So we set up a commodities market so you went to a central location and made sure that when you went to buy you didn’t have that negative experience.

I know that’s a little bit abstract, but to bring that back to matchmaking, the problem is the same at the core. Lots of people want to play, but players don’t know that when you’ve got thousands of people going in and out of games, you actually need an automated matchmaker to get you into games together.

To bring it back to what Josh was saying, there’s still a core desire. People ask for it because, although we were trying to solve this racing to join games issue, we introduced a new problem that you can’t specify the types of games you want. We can’t just go back to where we were with custom games, we have to say that the old approach wouldn’t work, but the new approach has problems as well. So what can we do to address and solve both problems? Players wanting to specify the game they want to play, and also the problem of so many people trying to join games at the same time.

Link: http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview (http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview)

Multiplayer:

Diablo Somepage: There were many multiplayer improvements made in 1.0.8, and a lot more people now playing public multiplayer. There have been some complaints with that, where people get into public games that are already half completed, or the main objective is already done. Are there any plans to work on that, to try to give better matchmaking there?

Kevin Martens: Yeah, there are plans for that. I should say there's not like solid, settled designs in how we'll deal with that, nor a time-frame, which I'm sure is an answer you're used to getting to a question like this. But yeah, we're concerned about that. We see it ourselves; when you play public games, you'll get in that sort of cycle of jumping into games where, for example, Keywardens have already been cleared out. Yeah, we're concerned about it, and we'll do our best to deal with it when we can.

Diablo Somepage: In those multiplayer games, when there are Barbs sprinting ahead, or other characters running off and people not sticking together. What about the idea of incentives to encourage people to stay together: like if 3/4 of the characters are in one place, and one guy is off in another place very far away, his experience or drops are reduced?

Kevin Martens: Things like that have been both discussed and prototyped, and it certainly gets complicated rapidly. In those situations, there's good reasons for people to fall behind sometimes, or if you get hit with a minor lag spike and you fall behind and miss some experience, people certainly get validly pissed off if stuff like that happens. To make a long story short, some of the build diversity issues -- if we can give Barbarians things to do beyond the Whirlwind - Sprint builds, that are equally compelling, that will solve the problem partly. We've also experimented with ideas like the ability to port to other players using a town portal level channel, so if someone gets too far ahead of you or you get separated, you can get to them more rapidly than jumping back to town and teleporting to them. So it's another problem that we're working on.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#public-multiplayer (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#public-multiplayer)

Til toppen (#post_start)


LEVEL PROGRESSION

Flux: One of the things I’m doing in this interview is indulging some of my pet peeves, since I have two of the lead Diablo 3 developers trapped in a room for an hour. For the first example, four difficulty levels feels really redundant. It’s no fun to get through Normal and Nightmare and you’re level 50ish and all you want to do is get to 60, and you’re looking at grinding through a whole additional difficulty level just to get there before the real game starts.

My suggestion is that when you add another Act (or whatever) in the expansion, you rejigger the experience progression in a bit of Diablo 2 style, so that characters hit level 60 after two difficulty levels and then go right into the end game in Inferno.

Josh Mosqueira: Ahh… you know, that’s a great question and something we’ve been wrestling with internally as well. To answer the question with the question, when it comes to that aspect of the Diablo formula, how much can we change before we end up pissing everyone off and going back to where we were in the past. So you mentioned going back to the way it was in Diablo 2 and it was two runs and then end game after that… it comes out to trying to figure the right balance of change vs. keeping close to the roots.

Flux: I don’t in any way hold that Diablo 2 was the greatest game of all time, and I’m open to change. But at this point in Diablo 3 I think that 3 difficulty levels before the end game starts feels redundant. I’m playing Hardcore too, so I actually have to reroll. Regularly, unfortunately.

Josh Mosqueira: One of the things I’ve found an interesting quirk about Diablo in general, but specifically about Diablo 3, is that at the heart of it you have a game and a game engine that is based around procedurally generating random monsters in random areas. Which is great, but by the same token, we constrain that awesome potential by forcing players to replay the same series of acts and quests and levels over and over again. It’s like being stuck in this weird version of Groundhog Day, where the sets keep changing, but the movie stays the same.

I think one of the things I really want to see moving forward is how can we change up that formula moving forward. How can we put the players in the driver’s seat, instead of the story being in the driver’s seat.

Wyatt Cheng: A related question to that is, 1-30 the first time through normal is interesting, maybe the first time because of the story. maybe the 2nd time through it’s a different class and you’re doing different skills. Maybe the pacing feels right. maybe it’s even interesting further down since the challenge holds up and your loot/reward acquisition rate stays high and feels right.

But then kind of like what you’re saying, I don’t know if it’s specifically NM and Hell that’s the issue. More that you really want to get to Inferno and you’ve got a long road ahead of you and it’s very predictable and very much the same. Another question for us to ask ourselves is, what makes the destination so much more interesting than the journey? Can we make the journey appealing as well? If not, then maybe we should just move the destination closer.

Flux: Now we have 1-30, 31-50, 51-60 is kind of the ideal progression. And if you add a whole nother act, then maybe you can change the progression. I wrote a whole article called Beware of the Fearsome Fifties a few weeks ago so the issue has been in my head lately.

Just to mention what you were asking about Wyatt, the gear game really starts at 60, and moving from 59 to 60 is like entering the golden streets of Heaven. You instantly get a huge upgrade to your EHP, Critical hit, Critical damage, resistances, Attack speed, etc. In my experience there’s a huge difference between 50 to 60 vs. 40 to 50, or any of the other decades.

Wyatt Cheng: Yeah. I think, for me I have a definition of what it means to be “grinding” in a game. I define grinding as when a player is heavily fixated on a long term goal which might be 8, 10, 15, hours away, with nothing interesting happening in the short term. And that definition seems to hold up when I hear other people talking about grinding in games. And that’s kind of what you were alluding to, where 51-59 you’re just thinking about level 60 the whole time. So I think… I agree. We should address that. How do we address that?

Josh was alluding to different modes, different ways to play, different ways to experience the game. I think there are a lot of different takes on it, but I do think there is a core problem there.

Link: http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview (http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview)

Til toppen (#post_start)


COMBAT CONTROLS

Flux: My next pet peeve. The controls. I want to map default attack and click to open chests/doors on the left click, and not waste a main skill on that. My main char of late is a Monk, and it really sucks to put your main attack on the left click, since it doesn’t do automatic target acquisition, you have to click constantly, you pick up tons of junk since there’s no /nopickup option in the game.

I want to put that main skill on the right click, but you have to have something on the left click. You can’t do a build that has 5 buffs, debuffs, auras, etc, with just one attack skill, unless that attack skill is on the left click. I want that on the right click. So please make it happen.

Wyatt Cheng: I had the same problem the other day. I was playing my Monk with a pretty cookie cutter Sweeping Wind/Fists of Thunder build.

Flux: That’s my build also.

Wyatt Cheng: I put my Fists of Thunder on the 4 key since I could hold that down, and I put Lashing Tail Kick on the left click. Someone asked me why, and I said since it’s the one that annoys me the least if I click it by accident. So I definitely feel your pain, but um… we are… I don’t have an answer for you right now.

Can I use this opportunity to hint at a completely different features that’s related?

Flux: Go for it.

Wyatt Cheng: We were looking at what happens when you run out of resource. Another complaint that’s in the same vein is when you’re playing a Witch Doctor and spamming say, Zombie Bears, or casting spells with a wizard at a range, and sometimes when I run out of resource I’ll automatically walk into melee range. And people say that’s stupid, it should just do nothing instead.

But we don’t want you just to stand there doing nothing. To make a long story short, we’re testing internally if I spam spells and run out of resource, it will default to a free skill. So if I’m a Barbarian and I run out of Fury using Seismic Slam, instead of doing nothing or basic attack, it will do Bash, Cleave, or Frenzy, if that’s on the bar.

Again, if a Wizard is using Energy Twister and runs out of resource, instead of swinging a sword or throwing a wand, it will cast Magic Missile, Charged Bolt, etc. Any signature skill on the hot bar. The game actually checks to see if you have those skills and uses that instead.

So that’s something we’re testing, and it’s working pretty well. It does have a weirdness with the Witch Doctor where it’s like, Did you really want to cast this other spell? So we’re evaluating it.

Link: http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview (http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview)

Til toppen (#post_start)


PARAGON SYSTEM

DF: A thing that Travis mentioned once – adding efficiency to the Paragon system. Have there been any talks on what those additions can be?

Travis Day: Yeah, the Paragon system was spectacular for what it was trying to accomplish. Sometimes random can be a cruel mistress and the paragon system’s primary intent was to allow you to feel like you’re acquiring progression and even if you’re not getting too lucky with your item drops. We want to take that and expand upon it even more. We've definitely talked about things like taking Paragon and decoupling it from your character specifically and making it something that is more account-over working. So that any time you invest in the game is rewarded and you don’t feel like we’re taking anything away from you if you want to try new characters or try out different play styles within the game. That’s something we've looked into a lot.

Also, maybe potentially adding some sort of customization within the paragon system. Sort of in the vein of a throwback at a Diablo II start location. We've looked at things like that. We definitely have plans to flesh it our more in time. We don’t need to design it from the ground up. What it does, it does well, and we just need to make it more encompassing.

DF: You've also mentioned that you’re not looking into increasing the cap of Paragon. It’s going to be a hundred for at least a while, right?

Travis Day: For the foreseeable future. I think at some point you can expect the cap to go up. The cap isn't even really there to necessarily make an end point to the player. The intent was for paragon 100 to take a long time to get to. Which it does. But as we improve different aspects of the game (make changes to Monster Power, Monster Density, etc.)  the time that it takes players to fill out that cap is shorter than we’d like. And once you do cap out, it definitely removes a very important reward for you – your XP stops going up. So that’s something that we want to address – at some point we’ll definitely look at that cap.

DF: About those customizations to the paragon system – what about the people who are already capped? Will they be receiving any kind of reward on patch day?

Travis Day: Yes, absolutely. If we’re making the sweeping changes to the Paragon, the people who invested time will certainly have the reward that is associated with that investment.

Link: http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/ (http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/)

Til toppen (#post_start)


ENDLESS DUNGEONS

Flux: One of the most popular fan requests is for an open world, or bottomless dungeon, or more level layout variety, new ways for the jigsaw pieces to fit together, etc. Can you guys say anything about plans on that besides, “We’re thinking about that.”

Josh Mosqueira: “We’re really thinking about it?”

Flux: That’s great Josh. Thanks.

Josh Mosqueira: *laughs*

Wyatt Cheng: Josh alluded to something which is when we say, “we’re thinking about it.” That can be taken in a lot of ways.

Flux: That means you’re *really* working on it.

Wyatt Cheng: Yeah. It’s not meant to be a dismissive, oh, that’s a nice idea, maybe someday we’ll actually work on it. It’s *not* that at all.

We like the idea, the intent of what people want. There are implementation details that can make things difficult. For example, I’ll put that out front. We started looking at endless dungeons… and we prototyped endless dungeons internally, and we found um.. a really quick way for us to prototype it is just to increase the monster power every time you clear a dungeon level, well how far can you get?

What happens is players start… like it drives you into starting gameplay styles. We saw this some at release, where maybe you make a super tanky defensive build, which is effective, but not very funto play. Yeah, I can beat something, but it took sixty minutes of kiting. Which is really fun and exciting the first time you do it, but isn’t something we really want to encourage people to do en masse.

But I think that the idea that there is greater challenge out there is cool. I think the idea of I want to test my character is cool. I think the idea of this game is too easy and I would like a great challenge is cool. So the desire behind those is cool, but the design of a dungeon, where every level is progressively more difficult, we found didn’t work.

Josh Mosqueira: The core of what Wyatt was saying now is… all those things you mentioned in the question, they’re things we’re thinking about. To be specific without necessarily getting into the details, I absolutey think that the intentions of providing players with more ways to play the game… for me that’s a key pillar of taking Diablo to the next step. And the concept of an end game for everyone.

For us to really articulate that, we’ve been thinking and prototyping as many different vehicles of gameplay that will allow all our players to find something interesting to do and to constantly shift their objectives as they play the game.

Link: http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview (http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview)

Til toppen (#post_start)


RANDOMIZED MAPS

Flux: You guys have talked about what is the core of people’s request. When people say “endless dungeons” what do they really want? For instance, they mean that they want something to do other than fifty-seven more Alkaizer Runs. Or whatever we’re calling what we all do now in Act One. One of the things I’m really missing myself is more different layouts of levels.

We get some rose-tinted glasses about Diablo 2′s levels which were just big squares with different walls in the middle. And then we get Diablo 3′s which are big not-squares with different chunks in the middle. I think people just want to see different… it’s just so familiar now, you’re running through most of the areas now and you’ve seen it before. People just want new layouts and new random jigsaw puzzle pieces, and I guess that’s just really hard to do with the way the random dungeon layouts work?

Wyatt Cheng: Yeah… More is better. When it comes to level variety. As long as the quality is high. So yeah, I would fully expect that more would be better… not always, but when it comes to variety of level designs in a randomly-generated world? Yeah.

Flux: Something interesting, if you go back and look at the earlier Diablo 3 gameplay videos… People still harken back to that very first one, with Jay Wilson narrating from WWI 2008, but other more recent ones show levels in the game now, such as the Act One Cathedral, and it’s weird to watch them and see the level layouts are totally different. Just the way the big pieces connect together, and after seeing how the game looks now so many times, those old ones seem fresh and different. That’s a fairly small thing, but players want that kind of variety.

The same thing with different monsters in different areas. Diablo 2 had the whole thing with Guest Monsters (eventually), but in Diablo 3 you know exactly the kind of monsters you’ll see in every level, and there’s very little variety. Might we see more variety in monsters in areas in the future?

Josh Mosqueira: Yeah, I think it’s um. One of the things we’ve been focusing on a lot, is how can we change up the formula a bit. So you’re looking at the Cathedral, is there anything we can do to change up the lighting or the monsters from the last time you were in there, to give it a different feel? We want to create a framework around the way we can power these changes and present them to the player. Replayability to us is a really big pillar, but we’re going to keep hammering on it and try to really live up to that.

Link: http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview (http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-100-josh-mosqueira-and-wyatt-cheng-interview)

Til toppen (#post_start)


AUCTION HOUSE

General Philosophy/Approach:

DF: Since the Auction House is staying in the game even after the itemization patch, can you tell us how the AH will be important for the future of Diablo 3?

Josh Mosqueira: A general philosophy statement is that if someone has 13 items they’re wearing and somewhere between 4 and 10 of them are BoA and the remainder are traded to them or bought on the AH, that is a better place to be than right now, when almost all of your items are from the Auction House. That’s a little bit vague, but the AH is good to round out your character or fill some holes. It’s not great when it becomes the destination for all your loot.

Link: http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/ (http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/)

2 Billion Gold Cap:

Diablo Somepage: Are we likely to see the 2 billion gold cap raised on the gold Auction House?

Travis Day: That is something that comes up regularly. It's something we want to do, unfortunately it's not a spreadsheet value that we can add a couple of zeros to. It's a matter of the way the data is stored in our database, so it's not a trivial problem to fix. I will say that we would like to, but have no immediate plans to resolve that or change that.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#gold-AH-cap (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#gold-AH-cap)

Til toppen (#post_start)


GOLD SINKS

Diablo Somepage: Along those lines, are there any further discussions of what type of gold sinks you will add? Is that something we may see more of those added, just to keep the economy within check, apart from the itemization revamp? Or is that pretty much all going to be part of the same big package?

Travis Day: The gold sink stuff is definitely something we try to stay on top of as much as we can. To some extent the economy is constantly inflating, just by virtue of more gold coming in than going out. We try to help normalize that as much as possible. We try to, if we see that there's an enormous influx of gold, and players don't have anything compelling to do with their gold, we try to come up with cool things for them to do. I don't think those are necessarily some things we would just throw in all at once, I don't think there's a master plan to make gold amazingly important.

We do frequently try to do things, like: hey it would be awesome if we added some new crafting recipes, so we add the Archon armors; and some of those are really expensive to craft, and Marquise gems help with that as well. It's just helping to provide players with outlets for their gold that they feel good about. And more outlets for that gold is always better, so that will probably be something that over time we will just continue adding more and more things, to give players more options for what they do with their in-game gold.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#gold-sinks (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#gold-sinks)

Til toppen (#post_start)


PVP

General Update:

Flux: Back in Blizzcon 2010 and 2011 there was a PvP demo in the Blizzcon demo. I loved it, I played it madly, if it was on Battle.net right now I’d play it every night. During development you guys repeatedly said that ESports wouldn’t work with Diablo 3, that it couldn’t be balanced. And I can certainly see that with the existing characters, since there’s so much variety in skills and gear that it seems impossible to equalize.

But it seems like you could do an arcade style brawler that would fix that. Say there are 3 pre-made versions of each character, with gear and skills that players can’t change, and we just pick one and make teams and dive into the arena, just like an upgraded version of the wildly-popular PvP demo from past Blizzcons. It keeps records, it keeps scores, you’ve got ladders and rankings and the whole thing. That would be spectacular and awesome and can we see it in the next couple of months?

Josh Mosqueira: You’re right. We played that, at least I played those versions when I got here.

Flux: And they were awesome!

Josh Mosqueira: But was it the right expression of PvP for Diablo? Something we really struggled with is, does it feel like Diablo when you’re not A: using your character that has all your cool items, and does it feel like Diablo in the fact that you’re not getting any items. I think everybody intrinsically gets the idea that a PvP mode in Diablo 3 should be really fun, and we’ve seen examples that in bursts it can be a lot of fun. So the questions is how do we make sure it feels like thematically… not just a side product, but part of the overall core fantasy of the game.

Flux: I think we might get into a debate about the perfect being the enemy of the good, in this case? The perfect system would be awesome, but if it doesn’t happen for five years, we could have a lot of fun in the meantime.

Josh Mosqueira: That’s funny since that’s one of the phrases I love saying. “The perfect is the enemy of the good.”

I’ve been on the team in this position for a couple of months and there are a few things we’ve really been focusing on. But it our desire and Wyatt’s as well that we want to tackle this question. A few weeks ago someone came by my office with what I thought was a really cool proposal. So it is something we’re working on and come one day we’ll be able to give you guys an answer. Not the perfect answer, but the right answer.

Link: http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2 (http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2)

Why Team Deathmatch Was Scrapped:

DF: What exactly wasn’t fun in Team Deathmatch? Why was it scrapped?

Josh Mosqueira: I’ll kick off the answer, even though Wyatt was part of the process. I think at the end of the day when we were looking at “What is the right PvP mode for a game like Diablo” there are two realities which we bump up against. The first is player-facing one, which is when you think about a game like Diablo 3, you think about and you project that it’s really fun for one character to fight a bunch of monsters and it kind of naturally makes sense that one player fighting a bunch of other players would be equally as fun. The thing is that it’s true and it is fun, but the challenge that we had was we had to translate that fun something that’s fun to do for a couple of hours to something that’s really cool to do over an extended period of time. Something that would really give the game a lot of legs.

In some ways as the analogy was explained to me, you can give a bunch of people Nerf guns and they’re going to have fun for about an hour, but after that you just kind of get tired of playing with the Nerf guns. So the question that surrounds that goes to the root of what makes the core Diablo experience, especially the combat experience so much fun, is that everything is tuned around the PvE. All our skills, the combat model, are really reinforcing the core fantasy of one epic hero against hordes of enemies. Things like roots and snares and all kinds of stuff that work well against AI, but against players it starts straining at the core fundamentals of the system. Where we are right now, and I know the minute I stepped into this role it was one of the white elephants in the room, at some point we’re going to need to come to you guys and say 'This is what we think is a really cool way of expressing the PvP fantasy within the Diablo world'.

DF: Back in the day Jay was pretty concrete about Diablo 3 not involved in eSports, but have there been any talks about Diablo 3 making it into the eSports scene since then?

Josh Mosqueira: I think the fundamental challenge for that is for a game to have a really great eSport potential you really need mechanics that need to be PvP centric from the ground up, and ours are PvE focused. Therein lays the inherent challenge. If we want to go forward we need to focus on a PvP mode that fits and feels right within the Diablo framework.

Travis Day: I’ll chime in and start this off by saying I love PvP and PvP in Diablo is something I absolutely want us to have ready to roll and be awesome eventually, but as far as anything related to eSport I hope we never even go down that road. I've worked on WoW for 8 years and I've witnessed the entire design process and changes that occurred as a result to adding Arenas to WoW. When you try to make something more competitive and eSport-like you tend to start suffering on some aspect of the game if it’s not built that way from the ground up. In the case of Diablo, as Josh pointed out, our game is really about being this epic hero and destroying the legions of hell, murdering tremendous hordes of enemies and you have abilities that kind of reflect that fantasy of just being a steamrolling machine. When you start using the same skills against people, they tend to get more mad at you than AI does, so when they’re stunned until they die or blow up in one hit or you turn them into a chicken or whatever the case is, it It tends to be a negative play experience. We talk about fun and anti-fun sometimes as game designers. Being affected by crowd control in a PvP environment for example where you can’t do anything, that’s the kind of anti-fun and that’s the price you pay for the guy who’s having fun killing you. I would hate for us to put ourselves in a situation where we have to change or remove or diminish the awesomeness of our design space (class design, item design, whatever the case is) as a result of trying to turn a game into an eSport that wasn't meant to be one in the first place.

Link: http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/ (http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/)

Til toppen (#post_start)


SELF-FOUND MODE

Flux: One question for a clarification about self-found mode, better known as DiabloWikiIronborn. One point you guys haven’t specifically stated, to the best of my knowledge, is what most fans see as the necessity for Ironborn characters to exist in their own ecology/economy/ecosystem, just as Hardcore characters do. And you can’t have Ironborn characters mixing in games with characters who use the Auction House and who would necessarily have vastly better equipment. You guys mentioned previously an idea that maybe all characters would have some sort of Ironborn tag upon creation, and would lose it once they used the AH.

Wyatt Cheng: It is still something I think is very cool. The whole self-found or Ironborn style of play. I don’t think that Hardcore is in integral part of that experience, but um…

Flux: I don’t mean Ironborn has to be Hardcore, though they could be. But that Ironborn characters need to not mix in with regular characters.

Wyatt Cheng: Ah, so you mean self found characters and non self found characters could not mix in the same game together?

Flux: Yes. That wouldn’t work since they would be so different in their quality of gear. And if you had a friend who was not self found you could just tag along while they blasted through higher MP levels and you’d soak up the gear drops without doing the work.

Wyatt Cheng: Yeah, I think you’d want them segregated.

Flux: Okay, cool. I was just wondering since I hadn’t heard you guys state that specifically, and fans of the idea were wondering.

Josh Mosqueira: Yeah.

Wyatt Cheng: Yes. The answer is yes, we’re aware that they would need to be kept separate.

Link: http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2 (http://diablo.incgamers.com/blog/comments/diablo-3-developer-interview-podcast-part-2)

Til toppen (#post_start)


CONSOLE FEATURES BROUGHT OVER TO PC

General:

DF: You’ve mentioned changing the boss mechanics in console and you've realized that you can do some better things with the bosses in the PC. So, what exactly are some good ideas on the console you can be implementing in the PC?

Josh Mosqueira: That’s a good question. We ARE looking at what those changes are – the changes we could bring over from console to the PC. I think some of them will be really problematic like the camera changes we made to Belial are obviously made for console cause of the direct control scheme and the camera is linked to that. But in some of the other boss fights there are some further iterations that the team feels can jump from console to PC.

Link: http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/ (http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/)

Diablo Somepage: You've talked before about why the Evade move is necessary for the console, and not necessarily for the PC. Are there other areas where there were ideas that were added to the console game, as these ports were being developed -- such as, I think there was a small little 6 second buff that you can get throughout, on the console side. Is there anything like that that you could see as being tried out first on the console, and actually making the shift over into the PC side?

Josh Mosqueira: I think, this is really one of those questions, once people get their hands on the console game and start learning more about it, and when it comes out in September - I think if there are certain aspects of it that our PC community says, "Hey, we would like to try some of this stuff out", I think we would be open to considering some of those changes, for sure.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#from-console-to-pc (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#from-console-to-pc)

Boss Mechanics:

Diablo Somepage: There had been some talk about making the end Act bosses more interesting. I guess it comes down to the balance of the elites versus the bosses, what do you want people to be really striving to go for? Is that something you're interested in doing, and if so would short-term smaller fixes, like letting them give a Nephalem Valor stack, or provide a big chunk of experience if you kill them with 5 stacks -- would those be the sort of things that might be considered?

Kevin Martens: Right, so a couple of notes on bosses. Why you fight bosses versus why you fight elites, has sort of a different balance than previous Diablo games did. Bosses aren't so much about the challenge in D3 vanilla, as they are about the celebration or the story moment that you have defeated another Lord of Hell. That is different than other games, certainly other games we make right now and other games we've made in the past. That's sort of deliberate; whereas the challenge generally comes in with the elite monsters, which are intended to often be harder than the bosses. That said, every time we make something as heavily scripted as some of the boss fights are, we always think of better versions after we ship, and we always love to go back and fix some of that content. That's not a super necessarily high-priority thing to do.

When you get your hands on the console game, you'll find that improvements have been made to some of the boss fights; some of those could possibly be rolled back into the PC version in the future. And certainly new bosses that we make in the future, we're going to try to learn from what we did with those ones, and make them better. I don't think we'll do any like quick, short-term things, in a patch to just give them a stack of Nephalem Valor or something like that. You're not rewarded in such a way to require you to go kill them very often anyway, it is still better to kill the elites and rares as per my earlier philosophy statement. But yes, they could be better.

Link: http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#boss-rewards (http://diablo.somepage.com/news/1572-june-2013-interview-of-josh-mosqueira-travis-day-and-kevin-martens#boss-rewards)

Til toppen (#post_start)


THE ROLE OF A GAME DIRECTOR

DF: What has changed internally for you since you stepped into the new position?

Josh Mosqueira: I’m in a lot more meetings. The team’s been really awesome in walking me into the role and putting up with some of my crazy ideas. As a Game Director I have some pretty crazy ideas that don’t necessarily work. But they’re humoring me, so that’s been very cool. At least that’s my perspective.

Travis Day: Josh brings a lot of design experience and really good design instincts and I find a lot of the time it’s perspective. Sometimes I get really close to a problem, like we’re tuning Monster Power in particular or Inferno difficulty and we’d be working hard on those problems and Josh would say 'Well, what’s Monster Power trying to do? What’s the design purpose in the grand scheme of things? What’s Inferno trying to do? Why are there 2 difficulty knobs at all?' And he’ll just ask that question and we’d just sit there and say 'Huh.' We kinda got to where we are with a lot of incremental steps and Josh would say “Where do you want to be with the game in the future?” That perspective really helps and provides a lot of clarity.

Josh Mosqueira: Even though my title says Game Director I see my role more as “the Guide”. I think there’s a natural inclination when we’re working on something to really focus on the details. The team are experts and know what it takes to make an awesome Diablo game, so my role is just to make sure we know we’re heading in the right direction.

Link: http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/ (http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/)

Til toppen (#post_start)


PLAYER FEEDBACK

DF: A lot of our forum members wanted to ask if you sometimes draw inspiration from ideas and suggestions from our community that we feature on our front page.

Wyatt Cheng: I think that kind of feedback is absolutely helpful in game development. The community is usually just as… well, I’m not gonna say ‘just as’, cause I LOVE my job and I love Diablo, but almost as passionate as we are about the game itself. I think they have a lot of great ideas. The community contributing ideas to help us draw inspiration from is invaluable. I think lots of really compelling ideas come from them. As I've been working on the legendary stuff for example I drew inspiration or even some direct ideas from the community cause they have great ideas – there’s WAY more people. They say two heads is better than one. I think in some cases 10 million is better than one. That said, sometimes there are ideas that wouldn't necessarily translate the way the community pitches, but I think the core of every idea that is presented is a good idea or a good intent trying to address some issue or something about the game to be better. Every suggestion that the community has is always helpful to us.

Travis Day: I can put a concrete example. There is a suggestion on DiabloFans, I think, on 'What if we could use Demonic Essence to change the stats on an item, improving it by 25%, but doing so, we cause the item to become soulbound'. I think it’s a pretty cool idea. There’s a number of things it’s trying to do. It’s trying to make soulbound items a thing. It’s trying to remove items from the economy. It’s trying to bring back the Mystic. Basically I think those desires are good and we look at that and we agree with a lot of that desires. We ARE working on the Mystic and the types of things that we've looked at – we've looked at soulbinding, we've looked at crafting reagents (Is Demonic Essence the right one? Should it be Fiery Brimstone instead? Should it be essences instead? Should it be a lot of gold?). The community would probably say ‘Yeah, I love that idea, but… Oh, yeah, yeah, these are all alternate possibilities that would also be good’. Should it be increase in the stats by 25% or should it be replacing one of the stats? Should it be adding a new stat? Should it be allowing me to reroll the numbers on all the items while the properties stay the same? Can I do this to legendary items? This is kind of the process that we’re going through with the Mystic right now.

A similar process can happen for things like the Talisman suggestion that had also all these UI mockups which was very cool. And all sorts of other collection mechanics. There’s lots of ideas. We can’t pursue all of them, but when we feel that there is a need that the players try to address and that we also should look upon, then yeah – we look at it.

Link: http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/ (http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/)

Til toppen (#post_start)

Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Condex efter Juli 28, 2013, 04:27:20 pm
Fedt nok! Virker spændende! Kunne være man skulle hoppe tilbage til diablo :I<3
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 28, 2013, 05:54:41 pm
Fedt nok! Virker spændende! Kunne være man skulle hoppe tilbage til diablo :I<3

Ja, man skulle da være et skarn, hvis ikke man får lidt julelys i øjnene efter at have læst det.
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 28, 2013, 06:19:22 pm
Der står rigtig mange spændende ting i interview-delene, men jeg synes, at et af de klareste eksempler på, at der bliver tænkt ud af boksen, er

Citér
We've had some crazy ideas, ranging from the stuff that I've mentioned before, like: let's your Call of the Ancients last forever, and just turns them into basically like permanent companions. We've also had more... flavorful ideas, I guess would be the best way to put them. One of the ideas we had come up in our brainstorm sessions which we all got really excited about, and then have to figure out how to make work is: you have a Treasure Goblin who follows you around, and picks up white and grey items, and occasionally throws magical items out of his sack for you. Things like that... we feel like there's a lot of room, right? We want you to remember the items because they did that awesome thing. Like when people talk about Windforce in Diablo 2, they remember it because Windforce had this completely unique effect. So we're trying to recapture that as much as we can.

Det er da pænt sjovt :)
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Lars efter Juli 28, 2013, 06:54:58 pm
Citér
you have a Treasure Goblin who follows you around, and picks up white and grey items, and occasionally throws magical items out of his sack for you.


det kunne være fedt, men hvor sandsynligt det er, ved jeg ikke
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 28, 2013, 10:46:39 pm
Ikke desto mindre lyder det i hvert fald som noget, de har overvejet. Jeg kan godt lide, at de tænker lidt ud af boksen :)
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: TheManz efter Juli 29, 2013, 10:14:18 am
Der er rigtig mange interessante ideer .. Er bare bange for at de bedste er alt for længe om at blive til noget... Og aå når spillet sku at gå lidt i glemme bogen. Ser frem til ændringer i forhold til items, maps oma. Men de arbejder sku for langsomt! I mine øjne risikerer de at tabe langt de fleste casual gamers snart! (hvis ikke de allerede er tabt) men hey better late then never ikk?
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Andrea8900 efter Juli 29, 2013, 12:21:28 pm
Synes bestemt også det er interessant læsning og glæder mig virkelig meget til at se hvad de finder på af nye tiltag.
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 29, 2013, 01:43:27 pm
I mine øjne risikerer de at tabe langt de fleste casual gamers snart! (hvis ikke de allerede er tabt) men hey better late then never ikk?

Jeg tror, de er lidt i klemme i den forstand, at de ved, at de skal gøre noget ved spillet, før der kommer en expansion pack, men de skal samtidig også passe på ikke at ændre på spillet i så stor en grad, at en patch kommer til at rumme mange af ideerne, som de uundgåeligt har til en expansion pack. Jeg tror, de er længere fremme i planlægningen, end vi lige går og tror. Jeg synes også, at interviewene vidner om, at de planlægger ting til expansion pack'en, som de skal tage højde for i den kommende patch.
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Lars efter Juli 30, 2013, 01:57:56 pm
World of Warcraft er den store Cash Cow (http://da.wikipedia.org/wiki/Cash_cow)
Som tjener stort med montly subscribtions og den kommende store, hvor man kan købe masser af in-game items, er ikke helt opdateret.

Jeg tror at Activision holder diablo devs tilbage, for at de ikke stjæler wow-spillerne, fx. hvis Diablo 3 Arena (https://www.youtube.com/watch?v=iJQTN9IkDWI) fra BlizzCon blev en realitet og der kom ladder system, vil det være en trussel for WoW arenas.


Håber bare at de får lov til at gøre spillet bedre, så os der spiller det nu, får større glæde ved at spille det. En ting jeg kunne se frem til ville være en "self-found knap" der gør at du ikke kan trade eller købe items på auktionen, lige som at der er en knap for hardcore.
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: iCoke efter Juli 30, 2013, 07:17:44 pm
Er det ikke bare den her tråd man linker til folk der spørger efter hvad der er sket mens de har været væk? ;D
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 30, 2013, 07:34:53 pm
Er det ikke bare den her tråd man linker til folk der spørger efter hvad der er sket mens de har været væk? ;D

Njaaoh. Det er jo ikke sket endnu, og så er der jo trods alt sket lidt siden nytår eksempelvis. Men også kun lidt. ;)
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: DreamWalker efter Juli 31, 2013, 09:03:48 am
Puha der er meget og læse, men stødte lige på en lille tekst farve fejl, under Item Affixes, color=#BF642 ]Wyatt Cheng[/color]:
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Andrea8900 efter Juli 31, 2013, 09:16:51 am
Puha der er meget og læse, men stødte lige på en lille tekst farve fejl, under Item Affixes, color=#BF642 ]Wyatt Cheng[/color]:

Så er det fixet :) Tak for Heads up DreamWalker :)
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 31, 2013, 09:39:58 am
Puha der er meget og læse, men stødte lige på en lille tekst farve fejl, under Item Affixes, color=#BF642 ]Wyatt Cheng[/color]:

Takker!

Det var sgu også en ordentlig omgang tekst at holde styr på og sætte fornuftigt op med anchors, colors og skriftstørrelser. Uff :)
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: DreamWalker efter Juli 31, 2013, 10:08:43 am
Hehe det var da så lidt, ja det kan være lidt svært at overskue i forhåndsvisning med den kæmpe wall-o-text :)

Men helt klart interessant læsning, især når man her i sommerperioden ikke får tjekket diablo fans og diablo3.com så meget :D
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Lars efter Juli 31, 2013, 10:32:25 am
Holder godt styr på diablofans, men det er så kun fordi at der kommer den update på facebook, hver gang de ligger noget op. :p
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 31, 2013, 10:59:13 am
Diablofans er også rigtig gode til at holde gang i deres forside, og jeg tjekker ofte for nyheder derinde.
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: TraXz efter Juli 31, 2013, 02:23:09 pm
Til dem som ikke har set det, så forøger de stack sizes på guld som kan sælges på RMAH fra 10 mil. til 50 mil.

http://us.battle.net/d3/en/forum/topic/9572297200 (http://us.battle.net/d3/en/forum/topic/9572297200)

- Det er lækkert nok når man har en masse euros stående og bare venter på der kommer en patch der gør spillet værd at spille igen. Så kan man da bruge de mange guld-klumper på crafting  :D
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 31, 2013, 02:30:43 pm
Til dem som ikke har set det, så forøger de stack sizes på guld som kan sælges på RMAH fra 10 mil. til 50 mil.

[url]http://us.battle.net/d3/en/forum/topic/9572297200[/url] ([url]http://us.battle.net/d3/en/forum/topic/9572297200[/url])

- Det er lækkert nok når man har en masse euros stående og bare venter på der kommer en patch der gør spillet værd at spille igen. Så kan man da bruge de mange guld-klumper på crafting  :D


http://diablo3x.dk/diablo_3_reaper_of_souls/hotfix_increasing_maximum_stack_size_gold_listings_rmah_13181.0.html (http://diablo3x.dk/index.php?topic=13181.0)
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: TraXz efter Juli 31, 2013, 02:32:32 pm
haha ups, sorry, så jeg ikke lige.. Havde ellers kigget om det var blevet skrevet, blind ftw :D . My bad :D
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Camelo efter Juli 31, 2013, 02:34:23 pm
haha ups, sorry, så jeg ikke lige.. Havde ellers kigget om det var blevet skrevet, blind ftw :D . My bad :D

Ingen grund til at undskylde. Jeg viste dig bare i den rigtige retning ;)
Titel: Sv: Kæmpe oversigt: developer interviews - nyt om items, PvP, Paragon Levels mm.
Indlæg af: Pecenetra efter August 08, 2013, 07:21:22 pm
Citér
We want you to remember the items because they did that awesome thing. Like when people talk about Windforce in Diablo 2, they remember it because Windforce had this completely unique effect.
Lol, har de overhovedet spillet D2 - Windforce var kendt for en speciel ting - den højeste max damage på en bue, den eneste anden effekt der var speciel for den var Knockback, og det gik de fleste helst udenom hvis de kunne komme til det da det var afbrydende for multiplayer spil.

Citér
One of the things that we've already said we’re going to do in the future with Thorns…we have been working internally to have Thorns scale with your primary stat, but we feel like we need to do a lot of playtesting to know whether it’s what we want. And in the grand scheme of things we’re trying to look at all the item properties and item attributes that are underwhelming.
Det begrænser alligevel brugen til lave mp-levels da monstrene får så meget mere liv når man rykker op ad, ellers bliver det affix for extremt...

Citér
Well, maybe we can create a gameplay experience that has a lot of variety to it, so in a single ten minute play session, you’d have need for single target skills as well as AoE skills. So we’re looking into that.
Endelig går det op for dem at AoE skills kræver mindre bonus end single target skills.. Det siger jo sig selv at man enten vil lave hårdt slående slag mod 1 monster, eller sprede damage ud og ramme flere. Hvilket groft sagt vil sige at single target skills bør give 3-5 gange mere damage end AoE skills

Citér
We see it ourselves; when you play public games, you'll get in that sort of cycle of jumping into games where, for example, Keywardens have already been cleared out. Yeah, we're concerned about it, and we'll do our best to deal with it when we can.
Simpelt - hvis tagget er sat til Keywarden - så lade spillet ændre det hvis Keywarden er død i den pågældende akt.. Så længe free roaming ikke er muligt er det jo intet problem.

Citér
We were looking at what happens when you run out of resource. Another complaint that’s in the same vein is when you’re playing a Witch Doctor and spamming say, Zombie Bears, or casting spells with a wizard at a range, and sometimes when I run out of resource I’ll automatically walk into melee range. And people say that’s stupid, it should just do nothing instead.
Endelig lidt oplysning om dette problem. Men det simplest må da være at gå til whatever skill der ikke kræver ressource, og er der ikke en sådan så gør karakteren intet.

Men ellers spændende nok da :)