Let's Fix - PvP Coming Tomorrow
The next "Let's Fix" will be coming tomorrow. It will be on PvP in general. It may seem out of the main stream, but it is one of the more core systems not in the game yet. Also, we have a lot of new things in Patch 1.0.7, and now with Travis Days Dev Diary and Patch 1.0.8 details coming soon, I felt it was a safe topic.
Shattered Soulstone Podcast
I had a great time with the guys over there. Nevik and Lanntonio along with RTG Sibcoe and myself had a nice 90+ minute chat. Great stuff, go listen to it!
MMM: MEGA MONTHLY MILLIONS!
That's right, soon, very soon millions of gold and other special possibilities will be closer to you than ever before!
Itemization Blog by Travis Day
The blog focuses on some of the big design philosophies that are driving future changes to itemization in 1.0.8 and beyond. Also adds clarification to the recent set of responses last wek.
Developer Journal: Itemization Update
The item hunt is core to the Diablo experience and we're determined to make it even better in Diablo III. We've made several adjustments to the item game since launch with this goal in mind, but today I wanted to talk about a few of the underlying philosophies that are driving future changes to itemization.
Rarity = Power
One of the big things we want to focus on is making sure items that feel like they are rare and powerful are actually powerful . . . instead of just rare. The first and most obvious place for improvement here is Legendaries.
By design, Legendary items are going to drop far less often than Rare items, and we want that rarity to be reflected in their power. When a Legendary drops, the question that goes through a player's mind should never be "is this a good item?" It should be "how awesome is it?" For example, if you are playing a Demon Hunter wielding a Rare crossbow and a Legendary crossbow drops, we want your reaction to be "Holy crap, YES!" not "*sigh* another Hellrack." It's a problem if players don't want to bother identifying their Legendaries, let alone pick them up. We want to change this.
Legendary Stat Ranges: Lots of factors go into making an item good, and one of those factors is how high the stats on the item can roll. When the game first launched, an item's potential stats were largely indicated by its item level. This made it so you'd know in advance whether or not an item was worth the trouble of identifying. In 1.0.5, we made it so that the stat ranges for affixes were based on the level of the monster or container that dropped the item rather than the item's level, which created the possibility of more items rolling competitive values.
We’d like to continue with this line of reasoning and use it to make Legendaries more powerful. In the future, we plan to allow Legendary items to also roll their base stats (weapon DPS and armor value) at the level of the monster that dropped them. So, for example, if you found a Heart of Iron from a level 63 monster, its base armor would be increased to that of Archon Armor and its stat ranges would roll at level 63. This gives us the opportunity to broaden the range of Legendary items, providing players with more diversity. 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!
(Everything we're suggesting for Legendaries also applies to Sets, too, by the way.)
Increased Item Diversity: Item diversity is a topic that comes up a lot. Right now when people are talking about the best items in the game or looking for ways to improve their power they gravitate towards items with Critical Chance, Critical Damage, and Attack Speed. While these stats are great for boosting your damage they aren’t necessarily interesting or what we like to call "game changing."
We want players to feel like entire new builds can open up if they get their hand on the right items. Glimmers of this idea are already in the game with The Three Hundredth Spear and Thing of the Deep. The plan is to embrace the idea and push them to more extremes. Potential future Legendary item ideas include a Voodoo Mask that increases pet damage, a Barbarian set that makes Call of the Ancients last until they die (after we give them full pet survivability), a Wizard Orb that allowed for two Hydras to be active at once, or the "Ethereal" boots idea I posted here. While these specific ideas may not make it into the game, they are good examples of the kinds of game changing effects we want to introduce to items. It will take time, but our goal is to try to provide players with compelling alternatives to trifecta items when talking about what items they want to acquire.
Less is More
Between Paragon levels, Nephalem Valor stacks, and all the other assorted buffs and bonuses, it's possible to find a tremendous amount of Rare items during any given play session. But the quality of these Rare items just isn't where it needs to be, so even though players see a lot of them, they no longer feel special. When you identify hundreds of Rares and only a small percentage are worth equipping or selling, those items become a burden rather than something to get excited about. "Great. Now I have to identify them all, read their stats, and I’m probably going to salvage all of them." I feel your pain.
We want to make it fun and rewarding to hunt down new items through play, and really instill the feeling that your next awesome item could come from anywhere, and is just around the corner. We need to get rid of some of the clutter first, so we plan to reduce the frequency at which Rare items drop down the road.
Before anyone panics and posts an angry comment in the forums, this doesn't mean we want players to earn even fewer good items. It just means we don't feel it's necessary to present the player with hundreds of bad Rares for every one that they might want. As an example, suppose items currently roll between 1-100 Intelligence. Now, imagine that we dropped 25% as many items, but the Intelligence range was instead somewhere around 75-100. In the end, you'd find fewer items, but more of the items you find would be worth equipping. That's our goal.
(On the topic of identifying hundreds of Rares, it's worth adding that while most of this blog is about overall item philosophy and our goals down the road, one of the short-term changes we're making is adding an "Identify All" option, which should be coming in 1.0.8.)
Gold Sinks Should be Exciting
We frequently discuss the Diablo economy, as we want players to feel that gold is a valuable commodity, useful in ways beyond just the auction house. We don't want out of control inflation, but we also don’t think that taxing players is the proper approach. Ultimately, we want to provide players with things that they are excited to spend their hard-earned gold on.
The most concrete example of how we're supporting this philosophy would be the crafting recipes we introduced in patch 1.0.7. While they aren’t meant to be the silver bullet for all economic concerns, they provide more avenues for people to spend their gold to receive something they can be happy about—in this case, potential upgrades for their character or alts.
For more insight into Bind on Account items, check out Wyatt's 1.0.7 preview here.
Other avenues we want to explore include providing players with vanity options or potential ways to differentiate themselves from their friends or other characters (i.e. character customization options in terms of gear). We are also exploring ways to make crafting more exciting by adding not just more ways to make appealing items, but also introducing ways to modify existing items.
Farm Monsters, Not the Auction House
The auction house is a new addition to the Diablo franchise. And, while it serves many purposes for our players and helps to keep the economy fluid, some would argue that it has done more harm to the game than good. There is value to be had in providing players a way to freely exchange unwanted items for gold, or giving Demon Hunters an easy means to sell unwanted rubies in order to purchase emeralds, but the question has to be asked: is what the auction house provides worth what it took away from some players?
If the "right" way for some people to play the game changes from killing monsters to camping the auction house, is the game better off for it? Ultimately we don't think it is, but we also don't want to take something away that has become such an enjoyable part of the game for others. So, the question instead becomes: how can we refocus the end game away from farming the auction house back to farming monsters? It's a complicated issue, but one we are committed to addressing.
The first solution always presented when we discuss this problem is "Why don’t you just get rid of the auction house?" and while completely removing the feature would in fact fix the problem it created, it would also create a void that the auction house was originally designed to address. For example, we don't want players to feel like the only way to trade with other people is by sitting in chat and spamming "WTS [item link]" and "WTB [awesome item]" all day. This is definitely not ideal.
There are a number of ideas for how to address this long term that don't include removing the auction house outright, and most of the ideas are centered around giving players more ways to find items they are excited about:
- One idea that we have discussed is “targeted Legendaries,” where named NPCs have an increased chance of dropping specific legendary items. For example, The Butcher could have an increased chance of dropping The Butcher's Cleaver.
- Another idea is that we introduce a system that will help alleviate some of the bad randomness players encounter by ensuring that at least some of the Rare and Legendary items you find will be something good for your class.
- We've also discussed allowing bosses the first time you kill them in each difficulty to have a guaranteed chance to drop a Legendary.
The list goes on and, as with all design, nothing is ever final. This is just a snapshot of what we're working on currently with regard to itemization, and we hope to provide more specifics as we get closer to implementing these changes into the live game. In the meantime, we'd love to hear what you think about our approach, since much of what's cited above has been inspired by your feedback.
Travis Day is a Game Designer for Diablo III. His brother, Morgan, also works at Blizzard Entertainment. They're kind of like the Venture Bros, except without the super violent, super secret agent bodyguard. Go Team Blizzard!
The joys of time management...know when do things, know when to push things back.
I already mentioned this before (informally) on Facebook and Twitter, but just making it know through an official frontpage post. If you think you can contribute in other ways then what I am looking for on the page, fill out the information I require as normal, plus what you would like to do, and I'll get back to you!
MMORPG Revolt Delayed One Week
Well as the first sentence says, hit a busy patch over the next few days which has pushed back the first one of this series. I can however give you a bone on what it'll be about as I have settled on the first topic.
The topic will be about how to really streamline gear progression, while giving players control over look and feel of gear, and most of all decent RMG control of Primary & Secondary Stats.
Special Gusest on the Shattered Soulstone podcast
I have the great opportunity to be part of the 35th podcast this week. I can't go into detail on the topics, but as soon as it is posed by them, I will happily post a link right here for you guys.
Blue Post Info.
Ask the Devs on Itemization in March?
We wouldn't dream of giving up on the players, in fact we are planning to tackle one of the more frequent community discussions. :) We are working on a new set of questions for “Ask the Devs” that revolves around itemization, a very popular subject here on the forums. We’re looking at doing this in March, and are very excited about the opportunity to provide some answers and insight about this subject to the community.
Reflect Damage Bug
Yeah, I saw this happening when I was playing last night as well. Sentries (and other pets for that matter) reflecting damage back to you on Siegebreaker is a bug and is already fixed internally. The hotfix didn't make the last (Feb 19th) maintenance and is currently scheduled for next Tuesday.
No Cross-Platform Play or Characters
Blizzard has a long history with console games, and the goal with bringing Diablo III to the PlayStation is really about opening up the world of Sanctuary to players who prefer a couch over a desk chair. We know that console games aren’t for everyone, though, and we certainly respect that not all players who’ve purchased the game for PC will want to buy the PlayStation version. That’s totally okay. :)
Even so, our console team has been hard at work adapting Diablo III for the PlayStation platform and making sure that all of the important elements of the game feel great when played using a controller. We’re actually completely re-developing the UI, controls, and camera for the PlayStation 3 so that everything feels natural and looks awesome on a big TV screen. We’re really happy with how that whole process is coming along and we're excited to demo some of these snazzy changes at PAX East in March.
Vaeflare, do you have an ETA on when we can expect some developer discussion on how the console version of Diablo 3 will affect future PC design? i.e. Adding controller support to the PC, clarification whether we can expect an offline feature similar to the console version, cross-platform play, etc
While we think cross-platform play would be awesome, there are currently no plans to allow connectivity between PlayStation Network and Battle.net (this is pretty standard for most games that have PC and console support). As a result, the characters on your Battle.net account and PlayStation account will also remain separate.
In terms of allowing an analog controller hookup for the PC, we don’t have any plans for that kind of support right now. Similarly, since Diablo III for console was designed with a controller in mind, the PlayStation version of Diablo III will not support USB mice or keyboards.
Blizzard has given us a dye to remove any unwanted armor appearance, but what if I really liked one of the lower level tier's look. Maybe you guys at Blizzard could create a dye in which you combine your current armor with the dye and the other armor of your choosing. Just an idea and I think it would be cool.
I agree, visual customization has a lot of value, people like to differentiate themselves from each other or sometimes just get bored of looking at the same thing all day every day. In fact we agree SO much that we have plans to add this feature in the future.
Blizzard is Not Done with Diablo 3
We have already added in a number of changes like Monster Power, the Paragon system, and the Infernal Machine since launch, and we have every intention of continuing our support for Diablo III. That support covers a lot of stuff like hot fixing critical bugs, class and monster balancing, as well as patching in new content.
Blizzard on Consoles
We love the idea of being able to have Diablo III on multiple platforms, especially since Blizzard’s roots are actually in console gaming. From Rock ‘N Roll Racing to Lost Vikings to Blackthorne, Blizzard Entertainment actually started off as a console developer. With Diablo III, we’re just excited to expand our audience and have the opportunity to let console gamers brave the battlefields of Sanctuary (or in some cases, return to Sanctuary, if they played first Diablo on the original PlayStation). It’s also exciting for us to think that this may be the first time that some players have the chance to experience a Blizzard game, too! :)
Although I don't agree with all of Blizzard's design decisions for this game, it still made me play it for over 250 hours, so I got my moneys worth. Maybe when the PS4 launches, who knows, I might even buy it just to play in front of my giant tv with a controller.
I’ve had a chance to play the PlayStation version of Diablo III, and one of the aspects that is really appealing to me is the idea of just being able to sit around with a bunch of friends and slay demons (and sass each other because, c’mon, that’s half the fun of playing with friends), so I’ll definitely be playing both versions.
If you’re curious about the PlayStation version, though, you should know that we plan to offer a hands-on demos at PAX East in Boston. So if you’re in the area, you should totally check it out for yourself!
Expressions #2 is up!
This Expressions I go over what's been going on. I also go over what the plans are for the month of March:
-First MMORPG Revolt!
-Steelseries reviews and giveaways!
So many great things to say and do, let's get to it!
I have screamlined the menu so that you no longer have to do 3-4 clicks to get to my blog, it is now top level for you; easy. I have also added a podcast page that I will place each podcast, as they are made, just by themselves. A way to view the videos if YouTube is blocked at work, or like the such......*cough*
More is to come, but I'll leave that for the video over the weekend.
First Blue Post Round Up Tomorrow
The Blue Post Round Up is a weekly video strictly dealing with Blizzard blue posts and replies to community questions and comments. I will show them in the video and with light commentary. More in depth reaction is saved for any of the other podcasts I do, and want to keep these videos relatively short for your pleasure!
Second Expressions on Sunday
I'll be posting the second expressions this coming Sunday. I'll reveal some plans for March and a few great opportunities I'll be a part of in the nest week or two. Sure to be a great time.
Blue Post Info.
Crafted Item Stat Rolls
Every item slot has stats that can roll in that item slot, and only Legendary items are allowed to break those rules. That’s part of what makes that item “Legendary.” In this particular case, crafted Razorspikes and other Rare quality bracers cannot form with attack speed, but the Lacuni Prowlers can because that’s part of what’s “Legendary’ about them; Lacuni Prowlers can break that specific rule.
A good rule of thumb is that if you see an affix roll on Rare quality items in a particular item slot, it can potentially roll on Rare quality crafted items of that same slot as well.
Reminder on Legendary Dyes
You're correct. :) Since we knew the process of going back and redoing textures on all the Legendaries to make them dye-compatible would take some time, we wanted to make sure that players could at least use Vanishing Dye on Legendary items for now.
You can read my original posts concerning dyes on Legendaries here and here. (Blue Tracker / Official Forums)