Jump to content
FORUMS
Sign in to follow this  
Starym

Leaks Before the Diablo 4 Announcement: Amazon, Paladin and Release Date?

Recommended Posts

CY8OVzw.jpg
 

Some 4 months ago there was a leak over on reddit detailing a lot of the announced features for Diablo 4, and we thought we'd take a look at what exactly the leak got right and not, so we can decide if the part about the other two classes being Amazon and Paladin, as well as the planned beta and release dates are correct.

First off, it was u/Gorelight that came out with the information, as he was apparently one of the first to see the game behind closed doors and that's about all we got in terms of credentials. As far as his info goes, a lot of it was confirmed on November 1st at BlizzCon and some of it turned out wrong but still plausible. The first big piece of info that we're interested in even after the announcements is the fact that the remaining two classes will be the Amazon and Paladin, meaning it's a full Diablo 2 roster minus the Assasin and Necromancer. The other big info remaining from the leak is the timing of the beta and game release, placing the beta in 2020 and the release in 2020-2021, but since that's very susceptible to change, the time frame mentioned is less relevant.

While obviously none of this is definitive or confirmed, we're going to go through his leaks individually and see just how correct they were. Let's start by separating the bullet points from the original post/leak into groups (and obviously there's discussion to be had where which one should be placed, this is just our thoughts on it).

Confirmed

  • Official Title - Diablo IV (No sub title)

  • Camera View and Genre - Isometric MMOARPG

  • No Load Times (except loading in the game for the first time or logging in and out)

  • Made for consoles in mind from the get go

  • Blizzard will be treating Diablo IV as a reboot of the franchise. Those who wanted a Diablo II Remake and a brand new Diablo game will be pleased. Basically, it's a combination of both made for the modern era. Best way to think of this is the latest God of War that was released in April for the PlayStation 4 in 2018.

  • The demo we've seen lasted about 20 to 30 minutes. I am not sure if this is the same demo they will be using for Blizzcon later this year or if they have a new one in the works specifically created for the fans and press too see.

  • The demo showcased core elements of Diablo IV such as the Loot, Barbarian Class (a bit of Druid as well), Combat and the most interesting (in my opinion) how it all comes together as an isometric MMO and blends in with a brand new eco-system and creates a next-generation Diablo experience

  • The world of Sanctuary is MUCH MUCH MUCH larger than before due to the game going the MMO route. The space is necessary to accommodate the players.

  • The class that was showcased in great detail to the employees was a Barbarian- signature moves such as whirlwind return and many other favorite skills. Druid was also part of the demo, but for extremely short time and only used as an example for their new combo combat system.

  • The demo showed how a druid player can use the combo system. In the clip the player was able to morph into different animal forms (including wolf and bear) during mid-combat flawlessly without any weird transitions or awkward attack animations using different sets of moves and skills from each of the forms in a matter of seconds. It looked very impressive.

  • Crafting will return in Diablo IV and will be a very important system and part of the entire game and its economy. If you enjoy crafting in MMOs or in games in general then you are in for a treat according to Blizzard.
     

Technically correct but very generic and easily guessable

  • New sophisticated Engine with a ton of improvements over Diablo III and new functionalities for new gameplay systems and visual design
  • Art Style is VERY dark, gory/bloody and gritty - think Diablo II days mixed with Dark Souls and Bloodborne but much more modernized obviously. The new engine is able to create atmospheric visuals and dark tones that immerse the players. Picture the world of Sanctuary as if it was in the Dark Souls or Bloodborne universe. Super dark and gothic.
  • Music is going to harken back to Diablo I and Diablo II. It will feel very very familiar to the old-school Diablo fans but also have it's own unique twist to it and sound that is catered specifically to Diablo IV
     

Not confirmed but probable

  • Blizzard are happy with the many systems and improvements they've made over the course of Diablo III: Reaper of Souls such as the Kunai Cube, Wardrobe loadouts, Seasonal Journeys, Rifts/G-Rifts and so on.
  • Diablo II Remake/Remaster was planned, but they later realized that it would be much better to give the franchise a complete reset and put majority of the fans requests into 1 giant package.
  • You can trade items in the game with other players such as gold, basic crafting materials (special crafting materials are soulbound and cannot be sold) and any kind of loot ranging from grey quality and all the way up to rare yellows. Blizzard is not sure yet what to do with Legendary items/weapons yet and if they should be tradeable or not as far as the game's economy goes due to competitive fairness and end-game systems that have a lot of functionalities with the legendary loot.

Vague and pretty obvious

  • Blizzard learned a lot from their Diablo III and Reaper of Souls mistakes/lessons and used the feedback to create and design new and improved systems for Diablo IV
  • Blizzard is well aware of games such as Path of Exile, Grim Dawn and Wolcen and their current skill systems. As a matter of fact, they have a whole special team dedicated to playing those games extensively for research and game development purposes. Blizzard are creating something new unique of their own for Diablo IV as far as character progression goes and yes stat allocations are back as well.
     

Wasn't at BlizzCon but possible

  • Tristram will be one of the Hub cities in the game. (This was one the one we saw in the demo) Blizzard has stated there are more hub-cities, but did not show or told us what they are.
  • A server will hold around 100 or so people at a time as of now.
     

Incorrect but very possible it was changed before the BlizzCon demo/wasn't ready to be shown

  • Combat system will have combos. You will be able to use a combination of skills in succession to do more damage or create larger area of effect attacks. As a Barbarian you can chain pull into an enemy and then jump over them and then you have a choice of either throwing them into another demon or grabbing them and then pummeling them into the ground with your bare hands or simply stunning the target and then use an execution move to chop their head off. You can ONLY do execution moves when the enemy is near death.
  • The combo system was created to evolve combat for the Diablo franchise. Blizzard wanted to make sure that if they're going dark and gritty, the combat had to be dark and gritty as well.
  • No word on PvP yet or anything of that sort. However, Blizzard did say that since they're going the MMO route, the PvP factor is kind of important to a lot of players. Although, right now they're strongly focusing on creating a fantastic PvE Diablo experience. They do not want to promise anything in regards to PvP ever since with what happened to PvP in Diablo III only to later disappoint the fans. PvP is something that will be looked at in the future once the game is in a stable place and the playerbase is happy.
  • Diablo IV will be the new era for Diablo and will be a game as a service. New free content patches will come out that will add quality of life changes, new additions, items and so on. Paid expansions are also possible, but right now its still undecided and Blizzard won't know until the game is launched and until they see if its successful or not. They do not want to announce anything that's regarding to paid content until they are 100% sure of their plans and what they will be adding next post-launch.
     

And finally, the big ones which we're all very interested in but have no idea if they're real or not:

  • Paladin, Barbarian, Sorcerer, Amazon and Druid are planned for launch with more coming later. Blizzard wants people to feel like this is Diablo II all over again but in a completely new era of the franchise. Blizzard were also debating whether to include the Druid or Necromancer class at launch of Diablo IV. Blizzard decided put the Druid for launch of Diablo IV and Necromancer for later, since the Necromancer was released already for Diablo III.
  • Right now the goal is to get the game ready playable demo for Blizzcon's 2019 and of course all the marketing material as well. After that, it will be preparing for the beta in 2020 and then the release.
  • Release is being debated between late 2020 or early 2021 depending on how things go, but as of now it seems early 2021 is more likely. Will be coming to PC PlayStation 5 and Project Scarlett.

 

And that's the complete overview of the leaks from 4 months ago. It's up to you to decide how much weight you want to put on them based on what was proven to be correct and not, but it seems the leaker may indeed have been legit. The various things he got wrong can be attributed to changes between then and BlizzCon or systems Blizzard weren't ready to announce this early, the only major discrepancy being the beta and release timings. Those are very flimsy, as the devs' "not even Blizzard soon" comments seem to indicate it taking significantly longer than 1-2 years for release (hell, that's even faster than Blizzard soon). On the other hand, they could have been managing expectations and the leaked dates are still their target, but we won't know more about that for a while still. As for the Amazon and Paladin, they seem a little on the nose, to go with the entire D4 roster ported over from D2, but again, the leaks seem solid and it might be something Blizzard decide to go for.

So what do you think? Is the leak credible considering all the info we now know? Could we really see Diablo 4 in as little as a year, with an Amazon and Paladin class in tow?

 

CYpmW7F.jpg?1

Related Diablo 4 Articles:

Share this post


Link to post
Share on other sites

Aside from scummy microtransactions (also known as horse armor 2.0), I'm looking forward to the game

 

Hope the Amazon leak, is true. Javazon for life

Share this post


Link to post
Share on other sites
21 minutes ago, Hypersonic said:

Oh Assassin, I miss you. 

That would be my pick too. I didn't much like the demon hunter since it's a ranged only class, but loves assassin and the combo skills.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Starym said:

That would be my pick too. I didn't much like the demon hunter since it's a ranged only class, but loves assassin and the combo skills.

Amazon fits the mold too, although it would have been the only class without gender selection. However, if they are going full "Diablo 2-like", any of these is possible for an expansion.

Share this post


Link to post
Share on other sites

Not very surprising if Amazon or Paladin comes back. Though I wouldn't mind having Monk or Assassin, especially considering they might do well with the new combat system they are implementing.

Share this post


Link to post
Share on other sites
7 hours ago, Dejo93 said:

Aside from scummy microtransactions (also known as horse armor 2.0), I'm looking forward to the game

 

Hope the Amazon leak, is true. Javazon for life

There won't be an Amazon in D4 as all character will have a Male/female version and there's no Male amazon..all amazons are females..Most likely we're going to have the Hunter in her place..

Share this post


Link to post
Share on other sites
30 minutes ago, pepe1 said:

There won't be an Amazon in D4 as all character will have a Male/female version and there's no Male amazon..all amazons are females..Most likely we're going to have the Hunter in her place..

Are all amazons females in the Diablo setting?

Share this post


Link to post
Share on other sites

I hope the druid will be able to have a pack of beasts rolling with him like in D2, that was super fun. I didn't care if it was optimal or not but I loved charging into battle as a giant werebear with my pack of wolves, sage spirit, and crazy tunneling vines. Truly felt like this sweeping force of nature come to cleanse the land. It was awesome! I wasn't a fan of how they handled summoning in D3 where it was more primarily cooldown orientated.

Assassin returning would be neat if only just to fill that ninja craving so many people possess 😛

  • Like 1

Share this post


Link to post
Share on other sites
10 hours ago, TyZone said:

It was awesome! I wasn't a fan of how they handled summoning in D3 where it was more primarily cooldown orientated.

In a sense I can understand why because of how they backed themselves into a corner with summoning, but some spells (like skeletal mage) were up only for a few seconds or so which was rather disappointing. Much like yourself where you enjoyed packs of wolves, I enjoyed having an undead army comprised of warriors, mages, and a few golems here and there! But that fantasy is pretty tedious and rather annoying in D3. Hopefully with the new skill system and the talent tree they won't limit the design on these classes.

  • Like 1

Share this post


Link to post
Share on other sites
20 hours ago, Rhondis said:

In a sense I can understand why because of how they backed themselves into a corner with summoning, but some spells (like skeletal mage) were up only for a few seconds or so which was rather disappointing. Much like yourself where you enjoyed packs of wolves, I enjoyed having an undead army comprised of warriors, mages, and a few golems here and there! But that fantasy is pretty tedious and rather annoying in D3. Hopefully with the new skill system and the talent tree they won't limit the design on these classes.

Oh hell yeah, I remember trying to find the right tomb at the end of Act II, running under the hot scorched sun with my swarm of clattering skeletons and cracking sun-dried golem 😁

I was also disappointed with the Necro's skills in D3.

In one of the earlier clips for D4 it looked like the werebear was a short duration lunge style cooldown, so I'm crossing my fingers we get some permanent stuff. But I'm thinking they're going the cooldown way to support everyone's console and PC rigs. *shrugs*

  • Like 1

Share this post


Link to post
Share on other sites
21 minutes ago, TyZone said:

In one of the earlier clips for D4 it looked like the werebear was a short duration lunge style cooldown, so I'm crossing my fingers we get some permanent stuff. But I'm thinking they're going the cooldown way to support everyone's console and PC rigs. *shrugs*

Yea, might be the case. You ever heard of MrLlamaSc? He's an avid D2 speed runner who created some videos for feedback on D4. He's thinks that they shouldn't go deep into cooldown territory in this installment because it just feels like you are hitting buttons for the sake of hitting them to get them on cooldown. 

22 minutes ago, TyZone said:

I was also disappointed with the Necro's skills in D3.

Some of the skills weren't too bad, I actually thought they did a fantastic job of the bone/curse spells the Necro had. I think if the Necro was implemented again, that it would be really sick to have bone spear, bone spikes, or bone lance in the game. Imagine how gorey it would look to have bones ripping out of corpses and piercing demons, or having a bone spear leave a massive hole in a demon as it passes through. With the grim and gorey setting they are achieving Necro would be pretty gruesome!

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 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
    • By Stan
      In the latest round of Diablo blue posts, we learn about new suspensions in D3, Community Manager PezRadar addresses a follow-up on D4 itemization and we learn that no Era reset is planned for Season 21.
      Diablo IV Itemization
      Blizzard posted the June 2020 Quarterly Update earlier this week and with it, Community Manager PezRadar addressed some concerns with D4 itemization in a follow-up, where a Redditor asked him why the itemization in the game forces you into certain skills and builds, just like it does in D3.
      (Source)
      I also thought everything looked cool until they got to the items. The items look just like D3 items. Diablo 3 forces you into skills and builds with the items you get. I wish we could go back to diablo 2 style items.
       
      I should note that items are still so so very early on. Everything is not final nor should be considered. As Luis mentioned in the blog, items is a hot topic and will be discussed in further detail as they continue development and we will have blogs that will provide those updates as the team works further along.
      Same for talents ?
      Recent Diablo Suspensions
      Following the June 19 ban wave, Community Manager PezRadar confirmed that additional accounts have been suspended in Diablo 3.
      (Source)
      Hi everyone
      We closed or suspended additional accounts this morning. As always, no additional comments on these specific disciplinary actions beyond confirming that we performed them.
      No Era Reset With Season 21
      Blizzard does not currently plan to reset Era Leaderboards in Season 21, but rather next Season as there will be balance changes to multiple sets.
      (Source)
      Hi all - Sorry been a bit slammed this week with all the Diablo beats this week with S21 Preview, Patch and D4.
      RE: Eras
      Currently we aren’t planning to reset eras for this go around but are planning it for the next season as there will be some overall balance updates to numerous sets.
      Razeth's Volition in 2.6.9 Patch Notes
      Razeth's Volition is supposed to give you 35-50% damage reduction, not 35-60% as stated in the official patch notes. This was just an error in the patch notes.
      (Source)
      In the patch notes we have the following:
      But, at least on Switch, it has 35-50%. So is it a bug or an error in patch notes?
      Thanks for this! It is an issue with our patch notes. This has been corrected.
      It should be 35-50%.
    • By Starym
      We finally have the second Diablo 4 quarterly update! We get to hear a whole lot about how the story will be presented, the new itemization affixes and new items, the open world and "camps" which we'll conquer and more!
      Here are some highlights:
      Not at an alpha or beta stage yet. Next update will be about talents and more items, possibly music as well. The team is now testing the Dry Steppes, which were pushed to have a complete and cohesive experience ready for the team playtest, including the final cinematic for the zone. Several ifferent ways conversations play out: a more general, just zoomed in camera style for more casual ones, and a more directed one, with specially animated movements for the characters, for slightly  more important conversations. The bigger scenes get a special treatment, with the camera moving more like in a movie, but they're still in-engine and showing off you character with their current gear etc. (we've already seen one of these at BlizzCon, with the snowy area with a Cain-like figure talking. Camps are full of enemies, but once cleared become outposts with friendly NPCs and a waypoint. Each camp has their own unique story (a ravaged town, a crypt etc.) Mounts have their own equipment such as trophies from an achievement in the local area. The multiplayer aspect is explained as seeing a few people in town, 1 or two on the roads and then a bunch at world bosses. We get samples of some of the new items with the new affixes.
        Quarterly Update June (source)
      Table of Contents
      Introduction
      Team Playtest
      A Word About Blockout
      Storytelling
      Open World
      Multiplayer
      Items and Progression
      Other Thoughts
      To the Diablo Community,
      Hello, and welcome to our latest Diablo IV quarterly update! We are excited to share some of the progress we’ve made on the game today.
      As is the case with many other game and technology companies at the time of writing this, the Diablo IV team has fully transitioned to working from home. While the transition has introduced challenges, we feel very fortunate to be able to keep momentum going strong on the development of Diablo IV.
      Back to Top
      Team Playtest
      As with many other games, we organize the development of Diablo IV around team milestones. Often, these culminate with a build which we to play together and talk about as a team. For example, the milestones leading up to BlizzCon 2019 culminated in a team playtest of the demo that helped us unveil the game during the show. Besides getting an early look at what other team members had accomplished, this also allowed us to stress test the demo, catch additional bugs, and make improvements before the show.
      For our most recent milestone, we focused on blocking in all the elements in a region known as the Dry Steppes, complete with campaign content, open world elements, itemization, a PvP subzone, dungeons, and a cinematic to cap the completion of the region’s narrative. Our goal was to then have the team play the game from home over the course of two full days, and then spend some time analyzing data and discussing our reactions.
      Of course, we play the game all the time, but we’re often examining individual features or areas. Taking the time to play the same build together as a team over multiple days gives us a different perspective. It lets us see how all the current features harmonize over a longer playtime. We had this as a goal before we knew we were going to move to a work from home environment, but as it turned out, it ended up being a really good way to reconnect as a team. Similarly, we hope that chatting about this playtest and sharing some screenshots with you will provide context for future blog updates (or pique your curiosity about future topics).
      It’s worth noting that the playtest also didn’t represent the entirety of our progress. Other regions of the game are underway. The Dry Steppes is just the region where we made a concerted push to create a complete and cohesive experience that we could draw observations from. Let us know if you liked this approach to the blog (or if you didn’t) and we can adjust future updates accordingly. As always, your feedback is highly appreciated.
      Back to Top
      A Word About Blockout
       
       
       
      Blocking out or “grayboxing” levels allows us to play areas where the art isn’t finished.
      As part of development, visuals are often kept in rough form so the game team can cheaply test ideas and iterate on them. If something isn’t fun, it’s much cheaper to change or discard a “blockout” asset than a final one.
      When we share models or screenshots with you, they are often quite far along to adequately convey our vision for the game. We don’t typically show blockout assets as they don’t really do justice to the engine or the artistry of the folks on the team, but as part of showing the “behind the scenes” of how we make the game, we thought you’d appreciate seeing the transition of blockout assets into more polished ones.
      Some of the assets shown in this blog might not be final, so please bear that in mind as you check the screenshots below.
       
       
       
      A classic demon from concept, to blockout, to in-game art
      Back to Top
      Storytelling
      A couple of things have evolved with how we deliver story in Diablo IV. First, we have conversations. In D3 we relied on UI panes with a character’s name and portrait. We’re experimenting with a mix of tool-generated and manually choreographed cameras to tackle conversations. For simple interactions with NPCs we bring the camera in closer to the characters (while still maintaining an overall isometric feel) and use a library of animations to deliver the general gist of the conversations. For more complex conversations, we take a similar camera approach but here the character’s movements and animations are more deliberately hand-crafted. This lets us deliver story moments that are complex while keeping you in the world as much as possible. Here’s a shot from one such interaction.
       
      A more zoomed in overhead camera helps us deliver simple story beats.
      The second storytelling method we are developing is real-time cutscenes (or RTCs). Here we grab your camera and treat the storytelling more like a movie, so we’re reserving this technique for the most important story moments. Having these be real-time has great advantages—we can show your character with their currently equipped armor as part of the scene, for example. But we can also display them at your current resolution and with your currently enabled graphics settings, so they end up feeling more seamless and like a part of the game.
      We showed you some early work on real time in-game cinematics during the BlizzCon demo. Our cinematics and engine teams have made a lot of improvements since then, so we were excited to see a fully produced cinematic serve as the climax to the Dry Steppes experience, and the team was not disappointed. Here’s a screengrab that the story and cinematics folks have given us the go ahead to share with you as it shouldn’t spoil the details of what’s to come.


      In-game cinematics in Diablo IV set a properly dark mood
      Back to Top
      Open World
      One of the main new features we are bringing to the Diablo series is the open world of Sanctuary. So, while you can concentrate on the story campaign and work through that, we have a variety of open world systems and pieces of content that you are also discovering along the way. If you want to take a break from the main campaign and go exploring, crafting, or PvPing, you are free to do so.
      During the playtest, we saw this variability in action quite a bit. On an average playthrough, team members took several hours to complete the campaign content for the region, but those who focused only on the story finished the arc in less than half the average time (and were, of course able to do side content after that). We think the ability to approach the game with a different mix of story and side content tailored to your own appetite will make playing (and re-playing) the campaign more enjoyable than it has been in previous ARPGs.
       

      Playtests like this one allow us to collect and aggregate data to help guide our design.
      This distribution heatmap indicates areas in the Dry Steppes that saw the most traffic.
        While we have many open world activities, such as crafting, events, world PvP, and side quests, perhaps the most popular open world feature was Camps. These are locations of importance that have been overrun by enemies, which once cleansed turn into friendly outposts with NPCs and a waypoint location. While there is a backstory to each camp, most of the storytelling is visual and quests don’t directly send you to them. For example, one of the camps in the zone was a town afflicted by a curse that turned villagers into piles of salt. Another was a crypt, haunted by a spirit that possesses the bodies of various undead—jumping from skeleton to skeleton until you defeat him.
      We really dug the impact of seeing the world change as you reclaim a small piece of Sanctuary and bring hope back to its common folk. We look forward to the Open World designers showing you more about this feature in the future!



      Camps start out as hostile and turn into small hubs with a waypoint and vendors after being completed
      Finally, mounts were another thing you could obtain during the playthrough. We really liked how the open world interacts with mounts—you could get to your objectives more quickly without trivializing travel or combat. Itemization for mounts also opened up a new axis of progression.
      One of my favorite things about mounts was customizing it by attaching a trophy to the saddle to signal to other players an obscure challenge in the zone that I had completed. Of course, there is more work to be done on mounts. For example, on navigation and tuning, it is currently too easy to get stuck on stray pieces of collision or to get dismounted by a random enemy projectile. These are all things that are just going to get better the more we play and tune the feature.
      Back to Top
      Multiplayer
      Fine tuning the right approach to multiplayer in Diablo IV has been challenging. Our goal has always been to incorporate elements from shared world games without the game ever feeling like it’s veering into massively multiplayer territory. To be clear, this is a philosophy rather than a tech limitation. We find that the game stops feeling like Diablo and the world feels less dangerous when you see other players too often or in too high numbers.

      Towns become social hubs where you can run into other players once key segments in the story are completed
      I’ll break down our experiences during the playtest with some examples. Dungeons and key story moments are always private—just the player and their party. Once story moments are complete and towns turned into social hubs, you’d run into a few people in town. While on the road, you’d sometimes run into a player here and there. And then finally, if you went to a location where a world event was happening, you would see a larger congregation of players trying to defend against an attack by a cannibal horde or trying to take down Ashava, the demonic world boss we showed at BlizzCon.
      It’s worth calling out that while some coordination is helpful during these events, you are never forced to join a party. Solo players can walk in, help complete the event, and claim a reward. We think this seamless approach to multiplayer is working well and look forward to sharing more about this approach with you. In our tests so far, the world feels alive and dynamic without compromising the feel of Diablo. And for players that do want to party up against the minions of Hell, we have new tools available to find a group, whether by activity or proximity in the game world.

      The World Boss Ashava shown during Blizzcon 2019 in Scosglen can spawn in the Dry Steppes as well
      Back to Top
      Items and Progression
      One of the things that was very useful about our two-day playtest was that we could get better feedback on progression as there was a sense of permanence. Gear and skill choices you make on day one have an impact on day two (though some people chose to roll alts as we had multiple classes to test). A friend of mine used to say that Diablo is the game that you keep playing inside your head and Diablo IV is no different. In addition to the official play time allotted to the team during the playtest, I could feel the game lingering in my mind, thinking about the items that could possibly drop for my build, and talents I could finally unlock to get me those key skill interactions.
      You might have already read the developer blog by David Kim shortly after last BlizzCon. In it, he describes new affixes and itemization philosophies. We’ll have a beefier update on items later in the year, but in the meantime, here are some items that dropped during the playtest to whet your appetite!


      Various items from the playtest utilizing the new attribute system. Note that the item icons are not final art
      Back to Top
      Other Thoughts
      The overall feedback from the team was that even at these early stages, Diablo IV is very fun to play. The classes especially are going down a promising path that we’re excited about. We’re taking cues from what makes the Barbarian’s Arsenal system or the Druid’s shapeshifting feel special and looking for ways to apply similar innovations to all classes (more on this in a future update).
      The playtest was also a really good way to put our tech through its paces. Since we played at home, we got to test the game on a lot of different setups—from graphics cards, to screen aspect ratios, to network speeds. We also had the opportunity to exercise our client-server technology, including deploying builds with fixes to bugs during the playtest.
      Of course, we still have a lot of work ahead of us and to be clear, we are not at an Alpha or Beta stage yet. We don’t typically discuss our early milestones publicly during the course of development, but we think it’s especially important to continue to share our progress during a year without a BlizzCon. Also, this was an important milestone for the team as we feel it corroborated that we have all the key ingredients for a great Diablo IV (of course, we’ll continue to seek feedback and iterate as we drive to completion).
      We hope you’ve enjoyed this update and, as always, we welcome you to share your thoughts on the platform of your choice—whether it’s our own forums, other sites, or social media, we read and appreciate your comments and feedback. We were happy to see lots of great discussion after our last blog (which seeded a bunch of conversations on our end as well).
      We are also excited to see the range of topics you want to hear about. Based on your response so far, we think talent trees are by far what you’re the most eager to discuss, so we’ll make sure to queue that up for our very next blog. Items continue to be a popular topic and there was also a lot of interest in music. We are shooting to have more updates around those topics later in the year. Let us know how that sounds.
      Thank you for taking the time to read this update. We can’t wait to share more of Sanctuary with you!
       

      Development is well underway outside the Dry Steppes. More of Sanctuary awaits in coming updates!
       
      -Luis Barriga-
      Game Director, Diablo IV Team
      Back to Top
      Have a question, comment, or feedback about the information we shared today? Join the conversation here on our General Forum. We can’t wait to hear from you!
      The Q2 Diablo 4 update is here!
    • By Starym
      We have some news on the second Diablo 4 quarterly update, in the form of a very short reply from Community Manager Lead PezRadar, confirming that it's still planned for this month, with a note that things can change. But we do now know it's at least written (in some form), so that's something. You can check out the previous quarterly update from back in February here, which focuses on the UI, controllers and co-op and the Cannibal monster family.
      We also recently took a look at whether D4's release could be closer than anticipated, a cool Assassin fan concept, a hate/excitement meter on some D4 features from reddit and discussed whether local co-op was in the cards for PC players as well.
      2nd Quarterly Update (source)
      One simple question, is the D4 Q update still on track for this month?
      Yes but will caveat that things can always change. But I have read it/gone through it.

      Related Diablo 4 Articles:
      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...