Jump to content
FORUMS
Sign in to follow this  
Starym

Day 2 Gameplay Streams - Live Now!

Recommended Posts

LXtI1Rp.jpg
 

Day 2 is well on its way and we have more Diablo 4 gameplay streams for you to enjoy! Right now we have Bajheera live from the show floor!

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Much has been said about the previously announced Diablo 4 skill system, and not much of it good. Luckily for us, the D4 team has been very consistent in their listening to the community and have taken steps to significantly improve the situation.
      We now have a pretty big collective skill and talent (literal) tree, with the understanding that we'll only be able to gain access to 30-40% of the skills and upgrades available. This makes our skill choices matter, unlike the previous system where we'd just gather rank-ups for the skills. Here's a side-by-side comparison of the two, really accentuating the differences:
        
      While some of the new branches may seem like basically the same as linear ranks, the fact that we will have a limited amount of skillpoints makes all the difference here, as we can actually plan out a build instead of just collecting upgrades for each skill as we go until all of them are maxed out.
      This is part of Blizzard's push to take away some player power from the itemization system and place it back into the character system, which is a very good direction to take. Whether the current skill and talent tree is good enough remains to be seen, but the biggest message from these developments is that the Diablo 4 team is really listening to the community and we should be as vocal as possible about anything we feel isn't right for the game. I'll start myself, saying I feel that the tree looks good, but there needs to be more diversity in the skill paths on the branches, even interconnecting ones for certain skills, as right now it is very linear for the majority of skills, even those that have 2 additional branches coming out of them.
      The passive "root" portion seems to replace talents and definitely looks better, but has pretty much the same functionality as before. While it's now completely clear that the roots are actually a replacement of talents, it seems very likely as they serve much the same purpose. In any case, the specific layout of passives doesn't matter much, but it's always a plus when they look better.
      And here are the full details from the update:
      New Skill and Talent System (source)
      As Luis mentioned, we have made some major changes to Diablo IV’s Skills and Talent systems. We’ve been reading through a lot of the comments from the community and agree that the Talent system needs more depth. Similarly, Skill system progression felt too simple, which created issues where a player would have no meaningful reason to spend their skill points. With this valuable feedback in mind, we’ve have been iterating on a new Skill System.
      As you can see from the screenshot below, we have separate sections for Skills and Passives in our freshly painted Skill Tree. Take a look:

      The Sorcress skill tree. The branches contain skills and skill upgrades, while the roots contain powerful passive effects.
      The upper Skills section is where you will spend the Skill Points that you earn by leveling up. Here, you unlock brand new skills, unlock additional functionality for these skills, and unlock Passive Points that you can then spend on the lower Passive section of the tree.
         
       
      You can spend skill points on square nodes to unlock new active skills for your character.
         
       
      Spend points on circular upgrade nodes to enhance active skills you've unlocked.
         
      As you explore the branches of the tree, you will find passive points.
       
      You can spend passive points in the roots of the tree to unlock powerful effects.
      The Skill Tree you see above consists of many specific nodes, a sample of which you can see in the screenshots above. If we imagine every single node on that massive Skill Tree affecting different skills in different ways, the path that you decide to take will determine big power increases and playstyle choices.
      The Passive part of this system is where you will find more general upgrades to your character. These effects are not specific to particular skills. Therefore, the Skill Tree will have a good mix of all types of different choices for players to make.
      One last thing we want to point out is that players will not be able to acquire every Skill Tree node. We’re currently aiming for 30~40% of the nodes filled in for end game, so that players can have very distinct, and different ways they build out their character.
    • By BluePosts
      The third quarterly update for Diablo 4 is here, and Lead Systems Designer, David Kim, talks about the new Skills and Talent systems of the game!
      (Source)
      Table of Contents
      Introduction Skills & Talents Sorceress Enchantment System End Game Progression System To the Diablo Community,
      Hello, and welcome to a new installment of our quarterly Diablo IV developer updates. We enjoyed hearing your thoughts on our last blog and have followed many of the discussions it kicked off within the community. It’s very encouraging for us to hear that you appreciate the steady update cadence and the behind-the-scenes looks at our early work. We’re also excited by all the positive reactions we’re seeing to the art, cinematics, and the addition of open-world gameplay to the Diablo franchise. The team has pored over a lot of constructive feedback regarding the current direction of itemization, and we’re looking to give you an update on items later in the year. Some of the progress we’ve made will speak directly to the questions we’ve seen raised in the community, so stay tuned!
      I couldn’t be more excited to share the details in today’s update! Our Lead Systems Designer, David Kim, will take us on a deep dive into the ins and outs of the new Skills and Talent systems. We are currently playtesting the new systems, and the early feedback is super promising. I hope you enjoy it, and as always, we’ll be following conversations on our forums as well as other community sites.
      Thank you for all your continued feedback and support in this journey as we make the game.
      -Luis Barriga,
      Game Director, Diablo IV
      Back to Top
      SKILLS & TALENTS
      Today, we‘re going to look at skills and talents—a topic many of you have asked about. But first, a quick update on the things we’ve shared in our previous development blogs.
      Ancestral/Demonic/Angelic Powers
      To begin, some of you let us know that the fantasy of Ancestral/Demonic/Angelic Power just isn’t cool enough in the current version of the pitch. Duly noted! Another problem we identified was the ratio of effort to rewards. For example, in order to gain specific, minor bonuses, players would most likely have to carry around several extra pieces of gear, each with different amounts of Ancestral/Demonic/Angelic Power on them. You would then need to constantly calculate each of the power levels of those items and compare with their overall power. It felt like an excessive amount of bookkeeping for the player.
      However, one thing we really liked about the system was the gameplay of managing stats in meaningful ways to hit certain bonus thresholds that then make your items better suited for the playstyle you are going for. We need some more time for iteration/rework here and look forward to sharing more on itemization in our next quarterly blog.
      Legendary Items
      We are exploring some big changes in this space for two reasons:
      1. We agree with the feedback that a character’s power is currently too dependent on items. We plan to put more of the player’s power back into the character to make build choices more impactful, rather than have the majority of player power coming from the items they have equipped. That said, it’s important that we strike the right balance so that itemization choices always feel meaningful.
      2. We’ve also had very mixed team feedback regarding core itemization. We’re currently looking at how to best differentiate our various item qualities. For example, should Magic quality items have higher affix stats than Rare items?
      You can expect to hear more about legendary items in our next blog.
      New Skill System
      As Luis mentioned, we have made some major changes to Diablo IV’s Skills and Talent systems. We’ve been reading through a lot of the comments from the community and agree that the Talent system needs more depth. Similarly, Skill system progression felt too simple, which created issues where a player would have no meaningful reason to spend their skill points. With this valuable feedback in mind, we’ve have been iterating on a new Skill System.
      As you can see from the screenshot below, we have separate sections for Skills and Passives in our freshly painted Skill Tree. Take a look:

      The Sorceress skill tree. The branches contain skills and skill upgrades, while the roots contain powerful passive effects.
      The upper Skills section is where you will spend the Skill Points that you earn by leveling up. Here, you unlock brand new skills, unlock additional functionality for these skills, and unlock Passive Points that you can then spend on the lower Passive section of the tree.
       
       
      You can spend skill points on square nodes to unlock new active skills for your character.
       
       
      Spend points on circular upgrade nodes to enhance active skills you've unlocked.
       
      As you explore the branches of the tree, you will find passive points.
       
      You can spend passive points in the roots of the tree to unlock powerful effects.
      The Skill Tree you see above consists of many specific nodes, a sample of which you can see in the screenshots above. If we imagine every single node on that massive Skill Tree affecting different skills in different ways, the path that you decide to take will determine big power increases and playstyle choices.
      The Passive part of this system is where you will find more general upgrades to your character. These effects are not specific to particular skills. Therefore, the Skill Tree will have a good mix of all types of different choices for players to make.
      One last thing we want to point out is that players will not be able to acquire every Skill Tree node. We’re currently aiming for 30~40% of the nodes filled in for end game, so that players can have very distinct, and different ways they build out their character.
      Back to Top
      SORCERESS ENCHANTMENT SYSTEM
      Many of you might remember the Barbarian’s unique Arsenal system—their ability to carry and smoothly swap between multiple deadly weapons—which greatly increased their power. We’ve also been exploring unique class mechanics for our other classes. The main goal for us here is to have very unique class-specific mechanics in Diablo IV. We have this goal because Diablo is the kind of game where many players try out different builds or classes, especially during seasonal play. We believe that unique class mechanics with very different strengths and playstyles compared to other classes will make exploring the different classes—and playing the game—much more fun.
      For the Sorceress, we’ve been trying out the Enchantment System. This is how it works:
       
      The Ball Lightning skill. Unlike other classes, each Sorceress skill has two possible effects.
      Sorceress skills can be placed into two locations: an active skill slot (that every other class also has access to), and an Enchantment slot. If you place a skill in the Enchantment slot, you can no longer use it as an active skill, but your character instead gains a secondary bonus power.
       
      Ball Lightning as an enchantment. You can gain the secondary effect of a skill by placing it in an Enchantment slot instead of an active skill slot.
      The power you gain from Enchantments is extremely significant, and you can currently make builds based around your Enchantments, your active skills, or a mix of both.
       
       
      Here is an example of this system using the Meteor skill. Meteor allows you to call a fiery chunk of rock from the sky. If you choose to slot it as an Enchantment, you won’t be able to control your Meteors, but they’ll fall onto enemies periodically. This skill is still under development and may be different in the final game.
      We’ve been testing this class mechanic for a while now, and the team feedback has been really positive. This new system now empowers you to make some interesting choices to strategize around which skills you would want to slot in as an Enchantment, as you won’t be able to put one skill in both places.
      We are also exploring a Druid-specific class mechanic as well, and we’ll have more information on that to share in the future.
      Back to Top
      END GAME PROGRESSION SYSTEM
      Lastly, we have been hard at work on our end game character progression system. This important feature is going to take a little more time (it won’t be in the next blog), but we wanted to mention it here because it will be the other significant source of power that comes from your class. This system is intended to provide more depth and replayability than what Paragon currently offers in Diablo III. We, and many Blizzard gamers, have talked about the concept of “easy to learn, difficult to master.” We believe that the end game progression system is where the difficult to master component will come in, and should meet the expectations of the most hardcore Diablo players out there.
      We are excited to read through the feedback from the community regarding our revamped Skill and Talent system as well as our new Sorceress Enchantment system. We are always reading through the comments on our forums, Reddit, social media, and more for your feedback. As always, please remember that none of this is final as the game is still actively in development. Your constructive discussions around these features will help Diablo IV’s development the most, and we greatly appreciate all your continued support and discussion related to the game.
      We will see you all in our next quarterly update as we dive deeper into some of the itemization changes that we have coming. Thanks again!
      -David Kim,
      Lead System Designer, Diablo IV
      Back to Top
      In the latest Diablo 4 quarterly update, Lead Systems Designer David Kim talks about the new skills and talents system of the game.
    • By Starym
      While we're still waiting for the third Diablo 4 2020 quarterly update we've just gotten some solid information on the contents of the post. Community manager PezRadar went to the Diablo reddit and shared two of the topics that will be covered, saying the primary focus of the update will be the talents and talent tree, more precisely that it will be the "core discussion". We also find out that we will get another look at possibly the most important part of the game once again, itemization, but to a much lesser extent that the talents, with the caveat that it will be the core discussion in update 4.
      D4 Quarterly Update Topics (source)

      Per our last blog, we mentioned we would dive a bit deeper into talent trees in this next developer update blog. So expect that to be the core discussion.
      We did mention itemization would come later in the year and we will briefly touch on the topic based off some of the feedback from the community. A deeper dive will come later in the year, and we are only on Q3, so I think that leaves it pretty obvious where itemization will land as the core topic.
       

      Source.
    • By Stan
      The 24.5" Lilith statue has started arriving to buyers ahead of October 16, and Redditor lethalbeaver has shared some images of their statue on Reddit.
      The Diablo Lilith 24.5" Premium Statue can be purchased for $499.99 on Blizzard Gear Store and will ship no later than October 16, 2020, according to the shipping description. Here are some images of the statue provided by Redditor lethalbeaver.









    • By Starym
      We have a couple of news bits from the Diablo 4 universe to share, which may indicate that the game is coming along nicely and we maybe won't have to wait 3-500 years to see it. First off Blizzard are hiring a director of Business Performance, but the focus in the recruitment post is on creating the overall business model for the game and especially post-launch monetization. Now, we've known D4 would have microtransactions ever since they announced it, with cosmetics for the mounts and probably more, so it makes perfect sense that they'd need someone in charge of the business side of that. Despite many players being afraid that Blizzard will (eventually) offer MTXes for power itself, they've firmly stated that's never going to be the case.
      Here are the relevant highlights from the job listing:
      Monetization Director (source)
      We are on a quest to find a legendary Director/Senior Director, Business Performance who is a master of their craft to support the Diablo franchise. The ideal candidate will partner with the design leadership to define and execute the Diablo IV business model and post-launch live service approach and support other franchise topics. Importantly, they will have a deep understanding of and empathy for our players because they are a player themselves. The Director/Senior Director, Business Performance functions as a team lead, manages the end-to-end lifecycle of a game spanning multiple feature areas and collaborates with the game team on roadmap planning. 
      Objectives
      Manage the post-launch business service for Diablo IV to drive acquisition, retention, and monetization while maintaining a healthy community Define, coordinate, and execute in and out of game activities and events (e.g., pricing and promotions); propose compelling features to improve engagement, retention, and monetization; and report out on performance Identify discreet player segments and develop or propose initiatives to address them Create, maintain, and optimize ethical monetization models that maximize long-term franchise revenue Track player life cycle and acquisition funnel and execute initiatives to grow the player base Competencies
      Deep knowledge in the key performance metrics that drive game performance 8+ years of experience including product management, live ops performance, or monetization design The second piece of news is that project Fenris (which is almost certainly Diablo 4) has been updated, with the encrypted vendor version moving up to 0.0.1.24218. Redditor RandomMan00 (from Spanish fansite DiabloNext) has actually dug around the configuration file of this version and found a few minor changes, namely that language compatibility for non-English have been added, and the .exe itself as been renamed to Fenris_ra.exe (from just Fenris.exe). RandomMan00 also noticed that the Fenris builds are linear with time, so he extrapolated when development began: February 1st, 2015. Obviously all of this is speculation, but it's still pretty interesting that additional languages are already being configured. If you're interested in the full details of the digging, here's the reddit thread.
      We've already had someone poke through Fenris details before, which led to the conclusion that D4 may not be as far away as we think, and you can check out that speculation here.
      And finally we have a fun little thing, as new franchise director Rod Fergusson recently tweeted a Diablo 4 clothes patch that he's upset he doesn't get to show off enough due to the pandemic:
      So, while there's isn't a whole lot going on with Diablo 4, we alt least get some snippets of progress every now and then. The biggest discussions in the community are, as you'd expect, when exactly the game is coming out, with predictions ranging from 2021 to 2024.
       

       
      Related Diablo 4 Articles:
      Diablo 4 Quarterly Update 2: No Alpha or Beta Yet, Storytelling Techniques, Multiplayer, Items and More Rod Ferguson's Diablo 4 Tweets, Art Director Images Diablo 4 Quarterly Update: February 2020 Diablo 4 Beta Signup Clarifications New Head of the Diablo Franchise Is Rod Ferguson of Gears of War Quarterly Updates on Diablo IV in 2020 Updated Version of Everything We Know About Diablo 4 So Far System Design, Part 2 (Official) Lilith's Summoner Is Rathma Confirmed Diablo 4 Will Be "Like the First Chapter of a Book", Diablo May Not Even Show Up System Design in Diablo 4, Part 1 (Official) A Letter from the Diablo 4 Game Director Leaks Before the Diablo 4 Announcement: Amazon, Paladin and Release Date? Diablo 4 Will Feature Cosmetic Microtransactions Cross-Play Is a Goal for Diablo 4, Blizzard "Very Excited" About It
×
×
  • Create New...