The developers of Diablo 3 that have been tapped to answer your itemization questions have been posted! There will be another post tonight with site matters, but felt this needed to be posted asap.
Ask the Devs: Itemization
The developers participating in this Q&A round include:
- Wyatt Cheng, Senior Technical Game Designer
- Travis Day, Game Designer
- Don Vu, Associate Game Designer
We're doing things a little differently this time around and will be providing developer answers in several parts spread over multiple weeks. Below are the answers for part 1.
- Zoth#2543 (Americas [English]), Koric#1513 (Americas [English]), Hardhat#2565 (Europe [German]), sergeix #2204 (Europe [Spanish])
Travis: Yes, our plan is to handle Legendary items in a similar fashion to how we handle Rare items. Legendary items will roll at a level equal to the creature that dropped it. This means that, in addition to a Legendary’s stats rolling at the monster level, the base item stats will also roll at the monster's level. Right now, Rares don't work this way. Instead, their affixes roll at the level of the monster, but their base armor and weapon damage remain unchanged.
Q. "Love Leoric's Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leoric's Signet, let's go farm Inferno and get a level 63 version of the ring!"
Does this mean that every set and legendary item will have a chance of dropping in Inferno?
- Rowechelon#1918 (Americas [English])
Travis: Yes, Legendary and Set items will be valid drops from monsters at whatever point in the level range they are first introduced.
I have seen some people speculate over whether or not this means the experience bonus on Leoric's Signet will increase, and the answer to that specific question is "yes," but how each bonus on a Legendary or Set items scales will ultimately depend on the bonus itself. Some bonuses (such as the +EXP bonus on Leoric’s Signet) scale equally well from level 1 to level 60. On the other hand, some bonuses like procs that generate pets, or procs that deal damage effects, don’t always scale well as you get to the higher levels, but those will be changed wherever possible to scale with the level that they drop at.
Ultimately, we want to make sure the things that make Legendary and set items interesting continue to make them interesting at the end game, and in some cases they already do, so we just need to fix the other stats on the item.
Q. Will there any way for the players to have some control over the item stats. Such as implementing the mystic?
- Malkieri#1456 (Americas [English]), oraulo#2320 (Europe [German]), Goudru #1130 (Europe [French]), Djinn #2133 (Europe [French]), Blaine #2750 (Europe [Italian])
Don: Giving players more control and customization of their item stats is something we talk about a lot in our office. There have been a lot of ideas thrown around here and some great suggestions from the community, but we have not finalized any systems yet.
To give you an idea of what direction we're heading toward, though, here are just a few ideas that we're considering right now:
- The ability to change a portion of a particular stat on an item to another stat of your choice
- The ability to augment an existing item with a stat bonus of your choice
- The ability to create an item with one or several fixed affixes—similar to the Rare recipes introduced in 1.0.7
- We've also discussed adding other types of "socketables" with a wide variety of possible affixes that you can put in your socketed items instead of gems
All of these systems have their positives and negatives, so we want to make sure we make the right choice and consider all other changes we plan on making before deciding which systems we want to implement.
As far as the Mystic goes, she's a cunning lady. I’m sure we haven't seen the last of her.
- TwoCoins#1776 (enUS), Graupel#2865 (Europe [English])
Wyatt: When the game was in development, we actually the Blacksmith had the ability to add a socket to an item. Adding a socket makes the item better, so you pretty much always wanted to do it, and we found adding the socket felt like a small chore that didn’t actually increase the gameplay depth. You already need to insert gems to a socketed item, and felt having to add a socket as well would be a step too many.
With that in mind, there are still some gameplay benefits to adding a socket that we’d still like to capture. Although having to add a socket every time can feel like a chore, if there was a mechanic that made it a legitimate decision, that is something we could explore. Additionally, there’s something to be said for feeling more invested in an item—taking steps to improve an item increases your emotional bond with that it, which is something we could definitely do better at.
So, to answer your question, it’s something that’s definitely on the table for the future, but it likely won’t be identical to the system that was in Diablo II or the early iterations of Diablo III.
Q. Will there be new craft-able items added in the future? I'm thinking weapons and/or legendary items...
- Cee#2572 (Europe [English]), Kiwi #2165 (Europe [Polish])
Wyatt: It’s hard to say for sure, but I don’t see any reason why not. As we revisit items in general, we’ll be looking at how crafting fits into the big picture, and it’s certainly possible that we’ll add more recipes at that time.
Q. So you have a plan to reduce the number of dropping items but increasing their quality. This will result in a smaller amount of items that can be salvaged into crafting materials for the Blaksmith, With this in mind – do you plan balance the amount of crafting materials gained from salvaging against the material requirements of blacksmith’s formulas?
- Agetriu #2991(Europe [Polish])
Don: Yes, we plan to take all of our future changes into consideration when balancing the amount of reagents needed for crafting recipes. We haven't decided on a number to reduce the number of drops by yet, so we can't go into specifics on how or if existing and future crafting recipes are going to change.
Along those same lines, we’ll also be looking at the cost at which items sell back to vendors, since the reducing the drop rate of items can/will impact a player's revenue of gold.
To be continued in part 2. . .
Blue Post Round Up - 3-17-2013
Got the Blue post video up with last weeks blue information and other tid bits.
Special Expressions Podcast Tomorrow
I'll be doing a special Expressions Podcast tomorrow filled with MMM: Mega Monthly Millions! info and Pax East Stuff as well. Look for it tomorrow around the evening time.
MMM: Mega Monthly Millions
Just a reminder that the entry post in now LIVE! Just reply to it with anything and you'll get entered. Check out the full page for rules and prizes. Dropping a bomb on this tomorrow to make it so much sweeter : D
I'll be going to Pax East this weekend and interviewing the head developers of the console version of Diablo 3. While I'm there, anyone have something they want me to do...lol? If I like what you got to say (use Twitter or Facebook to commenting back) I'll do it and post it on my recap post sometime next week.
MMM: Mega Monthly Millions!
Well here it is, the page is up, but, BUT, BUTTTTT it will be starting tomorrow. As you read you will realize why I have done so. All the rules and restrictions are there to be read. There is much to be had and taken from. It is exciting for me to do this, been in development for about a month and well...It's going to be a jam packed first month of gifts and prizes!
Come back around the site at 3:00PM EST (-4GMT) and get ready for fun!
Also, hint hint, register on the forums before the storm!
DE "Hack n' Slash" Card
This is also a very cool addition I have been planning for a while. It exist in virtual and physical form as well for conventions and BlizzCon ( You want to find me, maybe I'll give you one!)
All the info is in the MMM: Mega Monthly Millions! article towards the bottom.
Blue Post Info.
Blizzards new IP (not Titan hehe) at Pax - Most likely the DotA they have been tooling around with, BUT we never know!
Diablo 3 Boss Mechanics
We love some of our boss fights (like Belial, Butcher, and Diablo), but agree that some of them could be better. We’re certainly interested in hearing feedback about what you think could make a boss fight more fun, and would like to hear any examples you may have. The more specific, the better. The examples can come from any game, but if you’re referencing HOTS, then please try to avoid sharing any spoilers, if you can.
It’s worth noting that opinions are probably going to vary quite a bit on this. Some players may like the idea of needing to tether a charging boss to a heavy object to slow him down, (even if the strength of those tethers scaled with a hero’s power) while other players may find the mechanic a frustrating chore after a few times. Something else to consider while offering suggestions is that different games are going to have different limitations when it comes to bosses. For example in Diablo III, the encounters have to work with heroes that have different skills and power levels. I bring this up because not every game has to consider this, and designers can tune a boss knowing exactly what a player's damage output, skill selection, and health pool is going to be.
Legendary Item Drop Rates
I can promise you that we do not hold a personal grudge against you, or anyone else for that matter.
Legendary drops are rare and random, and although things like Paragon levels and Magic Find gear increases your chances of getting legendary drops, you are never fully guaranteed to see a certain ratio of drops. Since drops are random in this game, it is unwise to try and rely on a system that goes something along the lines of X hours played = Y number of legendary drops.
Sometimes you can be lucky and get many legendary drops within a short amount of time, and at other times it can take a long while before you get any. Such is the nature of RNG... It does seem like you are having a streak of bad luck though, which understandably can be annoying when farming for legendaries.
You are not the first one to complain and probably won't be the last. Apparently, they are working on improving itemization right now. Even though its good news, I think It is a bit too late if you ask me.
We are most definitely looking into improving itemization in Diablo III, but although these improvements might not happen over night, we are fairly optimistic that they will still be quite popular once implemented. :-)
There have indeed been other players in the Diablo III community who have posted their feedback and concerns about legendary drop rates, like for an example this thread.
Itemization is a hot topic in the community, so in addition to the developer journal on improving itemization that we posted recently, we are also seeking to answer some of the many questions about itemization from the community.
Start adressing some of the serious and in-depht posts on this forum instead of making cheap crowd pleasing posts.
First of all, what is serious and what is cheap is rather subjective and completely in the eyes of the beholder. You may have the opinion that this thread is cheap and unworthy of a response, that is your prerogative of course, but others are of a different opinion and they think that this is an important topic that needs to be addressed. Question is, whose opinion matters the most?
I try to address hot topics in the community as much and as often as possible, but I do not always have concrete or accurate information needed to address particular topics posted in "serious and in-depth" threads. Where and what I post of course depends on the nature of the topics being discussed in those threads and also whether or not the developers are ready to share information on the topics in question.
As mentioned in a recent thread on the topic of blue posts, we do reply to threads whenever we have some information we can share. Since I had some information I could share in regards to this topic on itemization, I posted it.
In general, if you are not satisfied with the posts that we do, please feel free to send us an email about it. In fact we would appreciate if you did so. If you feel that we really need to address any given number of "serious and in-depth" threads in particular, please do not hesitate to email us a list of said threads, and we will see if we have some information that we can post in them. But please try to avoid derailing threads with off-topic posts about where we should or should not post.
Wow 35 pages of ideas, you guys are awesome. I just wanted to come give everyone who is posting ideas in this thread a high five. It's really awesome to see the community come together and get constructive and creative. I haven't been able to read through this entire thread yet but when I go home at night I have the forums on my second monitor and read through as much of the feedback you guys give as I can.
I see a lot of ideas that revolve around things like "make proc scalars better with this item". As a general design note, those are the kinds of things that we try to avoid when possible. We want players to look at items and think "whoa thats awesome". If we made something that increased a proc scalar what instead happens is someone says "ok lemme go pull up my excel spreadsheet and my calculator and I'll get back to you with how good this thing is", in other words, it's a very math driven design that doesn't really sell the visceral that we are going for. So let's put a pin in proc scalar related ideas and instead try to focus on ideas that would legitimately change your gameplay experience as much as possible.
Also the goal of our legendaries in the long run is "Game changing not game breaking". We wouldn't make something that say increased the damage of your primary spell by 500% or made you invinvible 90% of the time. It's fun to be powerful but we still want players to feel engaged by the game.
*A wild Travis disappears through his treasure portal!
Let's Fix - PvP
In this Let's Fix I go through the pitfalls of PvP and offer suggestions to help guide your thoughts on elements such as rewards, types of modes, and the matchmaking (balancing) of it all.
Hello all! Back from the weekend Vacation and got a lot planned this week, and most of it is done just waiting to dish it out to you!
Blue Post Round Up - 3-11-2013
Got all of last weeks major Blue Posts along with the Itemization thread in there for a nice meaty podcast revamp.
"Let's Fix!" Coming Wednesday!
Let's Fix will be coming up Wednesday night, and the topic is PvP, how to do it, balance the players in it, and what else should we want. Fun stuff coming your way, check back for it!
MMM: Mega Monthly Millions Starting #-!$-@)!#
All I am saying it will start sometime this week, the way you enter is kind of sensitive to posting a day, but don't worry, the page is thread, the link is almost clickable, a click away from millions of gold and other prizes is coming shortly!
Ask the Devs" Round 2: Itemization is OPEN!
Here is the thread to ask your questions:
Ask the Devs" Round 2: Itemization
Welcome to the Diablo III Ask the Devs global Q&A. In this thread we'll be collecting your questions regarding itemization, having the community vote for their favorites, and then posting the answers we receive from the developers approximately one week later.
OPEN! Please submit your questions and/or vote up your favorite submissions from other players.
The topic for this month is itemization.
[HOW IT WORKS]
- On the date and time specified in this post, we'll unlock the thread and you'll be able to submit your questions regarding itemization (as well as vote for questions you'd like to see answered).
- After 48 hours, we'll lock the thread. At this point, you will no longer be able to submit questions or vote.
- We'll then look for the posts with the most votes in participating regions and pass them on to the Diablo III development team.
- The following week, we'll provide you a list of answers delivered directly from the developers. Depending on how many questions the developers answer, we may break their responses into multiple parts (posted on different days).
- Only one question per post.
- Stay on topic. Questions that don't relate to the chosen topic (even if highly-rated) won't be sent to the developers.
- Discussion posts are not allowed. We ask that you only post questions in the Ask the Devs thread. If you would like to discuss related topics, please do so in another thread.
- You can vote for questions at any time while the thread is unlocked.
- A highly-rated post does not mean it will be answered, but we'll do our best to answer as many questions as possible.
- "Dislike" votes don't count.
- Please don't post or vote for questions you know we won't answer. We're not going to use these Q&As to announce new projects, expansions, or release dates. By the same token, we're also not going to answer questions that touch on subjects outside of the game and its design.
- Keep your question concise. One to three sentences should be plenty to explain background and ask a question.
- All "Like" votes count. While you can't see the vote tally, we can. Even if a post is already highly rated, your vote still means something to that question (potentially) being answered.
- Vote for as many questions as you like, keeping the above tips in mind.
For more information about Ask the Devs, click here.