Jump to content
FORUMS
Starym

Diablo 4 Quarterly Update 2: No Alpha or Beta Yet, Storytelling Techniques, Multiplayer, Items and More

Recommended Posts

WM26L4P3GY291593028352157.jpg
 

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.
     

Blizzard LogoQuarterly 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


 

 89RT1BTT7AXO1593029848323.jpg

 09WW4TGLC24R1593029851808.jpg
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.

 4SCITAULHTLV1593029850899.jpg

 AOD6SBDAOLE71593029850895.jpg

 SPTAPXJIEO841593029850871.jpg
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.

 WWC9XB8OY24Y1593029848293.jpg
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.

NB4IKX6PUBW71593029849198.jpg

PLB71PNUW59A1593029849418.jpg
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.

 

9ESDWJJYOMR11593029848901.jpg
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!

8TB44Y44BP5X1593029848688.jpg

2SK26MAMBCRX1593029850355.jpg

Q21QB1B81HXU1593029849946.jpg
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.

JQU9RRI1ZFTU1593029851807.jpg
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.

LAJD27QCRDX71593029852139.jpg
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!

E3N0DH4VI2II1593029849546.jpg

UI3KMQDUI4TH1593029849871.jpg

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!

 

4A9R6P3F4G9T1593029851525.jpg
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!

  • Like 2

Share this post


Link to post
Share on other sites
8 hours ago, Enryu said:

I wan't item legendary powers to be more magical and delivering more visual changes like in d3 unlike those

Most of the legendary items in D3 are mainly "Boost this attack by X%" and don't really change the visualization of the skills they enhance...

Share this post


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

Just don't make it a rushed mess

seconded! I don't care if it takes another 3,4 5 or X years if it's worth it.

Share this post


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

seconded! I don't care if it takes another 3,4 5 or X years if it's worth it.

Well they initially said it won't come soon, not even Blizzard soon.

But I hope that they already had tons of work spent on D4 before Blizzcon 2018. Because otherwise the Immortal incident could have caused a rush.

Share this post


Link to post
Share on other sites

I really like what they're doing with the lightning; this is pre-alpha and already looks gorgeous. If anything I think the game can be even darker in terms of aesthetics, with heavier shadows projected to give that somber atmosphere (think Dark Souls or even the original Diablo I).

I hope the devs take their sweet time to develop this game. I don't want a rushed product with tons of launch issues and poor gameplay balance. I think they probably learned their lesson from Diablo III.

Share this post


Link to post
Share on other sites

WTF is the meaning of a Shared World, where you can meat other players once a day? What sense makes an mmo without any actions between players, despite of peaking at each others equipment? Just for the dungeon finder? Don ´t think so. If i wanna play solo i would do and if i want coop, i will ask someone out of my RL friends, wich are playing the game. No need for D4 dating platform.

It´s like they´ve announced a shooter with guns, but without ammunition.

Edited by DukeThumb

Share this post


Link to post
Share on other sites
On 7/9/2020 at 12:12 PM, DukeThumb said:

WTF is the meaning of a Shared World, where you can meat other players once a day? What sense makes an mmo without any actions between players, despite of peaking at each others equipment? Just for the dungeon finder? Don ´t think so. If i wanna play solo i would do and if i want coop, i will ask someone out of my RL friends, wich are playing the game. No need for D4 dating platform.

It´s like they´ve announced a shooter with guns, but without ammunition.

Diablo isn't an MMO and I hope it never, ever becomes one

Share this post


Link to post
Share on other sites

I would love to see set items become "collectable items" that are in a separate inventory (or closet) than your main inventory.  Everybody likes collecting and it should not be a negative thing by taking up inventory space!  Best change ever?

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...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      The final quarterly update for Diablo 4 in 2020 has just been released and it goes over skill trees, primary stats, weapon types, item qualities, legendary affixes, and more!
      (Source)
      TABLE OF CONTENTS
      Introduction Skills Tree Primary Stats Weapon Types Item Qualities Legendary Affixes Uniques Hello, and welcome once again to the Diablo IV Quarterly Update—our last for 2020!
      Progress on the game continues at a steady clip and we’re excited about several big updates and revisions that the team’s worked on for a long time that we are trying to complete before the holidays. Today’s topic centers on one such major revision, which also happens to be the most requested topic this year: Itemization.
      Items are the lifeblood of Diablo. They are the element of the game that captures your imagination and keeps you playing and wondering, “What if?” after you put the game down. Whether it’s anticipating the next piece of perfectly rolled godly gear or kicking around item combinations in your head like a mad scientist, items are undoubtedly a major part of what makes Diablo so compelling and so different from other games.
      Understanding how important it is to get itemization right, we paid special attention to early player feedback about this part of the game. We knew that many more iterations awaited between what we showed you at BlizzCon 2019, our follow-up blogs, and the final game release. We also knew from past Diablo entries that we will need to have the time and resources to make these iterations—thankfully, we have that baked into our current schedule. Getting all of your feedback encouraged us to move some of that iteration time forward so that we could get our newest direction in front of you sooner.
      Lead Game Designer Joe Shely is going to walk us through all of our major itemization updates today. We’ve reviewed every aspect of itemization from top to bottom and reworked elements that we felt weren’t living up to their potential—from the individual stats that our classes tap into to the visual representation of items in your inventory. Of course, it’s still early and we still have lots more playtesting and iterating to do, but we think this direction puts us down a more solid foundational path and we couldn’t be happier to share it with you today.
      You can keep tabs on what we’re up to on social media, and as always, please tell us what you think of this update on our forums and all your favorite places to talk Diablo! We’re probably hanging out there too, and we’ll continue to look out for popular topics to tackle in future blogs.
      Speaking of which, our next update will take place during BlizzConline, rather than in blog form. We’ve read speculation about what it could be and want to ensure you that it is something chunky indeed. Without spoiling the surprise, Iet’s just say it involves a new version of the campfire scene we showed you last BlizzCon.
      Thank you all, and see you in Hell!
      -Luis Barriga,
      Game Director, Diablo IV
      Back to Top
      Today we're going to look at some changes to items in Diablo IV and update you on a few things we've shared in our previous development blogs. In deciding what changes to make, we focused on three core ideals:
      First, we want to strengthen class identity by providing intuitive fantasy hooks. Items and skills that lean into the fantasy of your class are best. Second, we want to support deeper customization through our itemization. Items should support and enhance your class, not define it. Finally, we’re landing on overall depth somewhere between Diablo II and Diablo III. We aim to provide years of things to discover and countless ways to build a class. Skill Tree
      Since releasing the last quarterly blog post on the skill tree, we've been reviewing all of your feedback. Our team has also had a lot of hands-on time with our skill trees in frequent internal playtests, including an extended progression playtest. Based on this, we're confident that it's a solid direction, so we're going to iterate on it and make further improvements. For example, we're increasing the clustering of related skill nodes, so players don't have to go across the tree to find skill upgrades for their builds.
      The ability to re-specialize or 'respec' your skills is a tricky one to balance. Like many of you, we want choices to matter and characters to feel different from each other—not just one click away from being identical to all the others. We also want to encourage players to experiment with different skills when they start playing, and discover builds that are right for them. In Diablo IV, you will be able to respec your skills and passives. The number of times you can do this will be unlimited, but it won’t be free. It will be easy to do when you first start a character; as your character grows, the effort and cost required to respec will grow too. In the end-game, changing your build will require a significant investment, to appropriately match the time and effort you’ve put into defining your character.
      Back to Top
      Primary Stats
      In our last blog, we agreed with your feedback that too much of a character's power came from the items they wore. And we liked the imagery conjured by the phrases “Angelic Power” and “Demonic Power,” but they didn't reinforce the fantasy of what being a Barbarian, a Sorcerer, or a Druid is all about. So we went back to our roots and looked at the classic RPG elements of early Diablo games. What are you really doing when you wade through a horde of monsters and emerge a level higher on the other side? You're training; you're practicing a skill; you're getting better at what you do. Becoming stronger, and smarter.
      After gaining a level, our barbarian has received 5 Stat points and 2 Skill points to spend.
      When you gain a level, you'll receive points to spend in Strength, Intelligence, Dexterity, or Willpower, along with your skill points. Of course, most Barbarian builds are going to benefit from a healthy measure of Strength, but as you build out your character and decide on skills and synergies you'll want to mix in other attributes.
      As a Barbarian, each point of Strength will increase the damage of your skills, while Willpower improves Fury generation, and Dexterity grants critical chance. Meanwhile, as a Sorceress, Intelligence increases skill damage, Willpower grants critical chance, and Dexterity hastens mana recovery. Each stat also confers a secondary defensive bonus.
      You can supplement your character's stat build with items to give you a little more Willpower here, a little more Strength there, but the vast majority of your stats will come from how you choose to spend your points.
      And here's where it gets really interesting. Many of the nodes in each class skill tree have additional effects if you meet specific primary stat thresholds. You'll get the baseline effect of these nodes when you spend the skill points to unlock them, but get enough of the corresponding primary stat and the bonus effect will activate.
      You'll want to think carefully about how to allocate your stat points to activate these effects.
      Back to Top
      Now, let's talk items!
      Weapon Types
      As we hinted at in our last blog, we're making substantial changes to core itemization.
      We’ll start by looking at the many different weapons available to classes in Diablo IV. Our weapon types look visually distinct and have meaningful effects on gameplay through features like the Barbarian's Arsenal. We've also done a lot of work in the game engine to make weapons feel more real and physical, like the Barbarian carving a trough through the ground with their mace during Upheaval.
      Characters in Diablo IV use their weapons to perform skills and channel magical power.
      But something was still missing. Wands should be faster than quarterstaves, and swords and maces should do different things. To see what that feels like in action, we've added weapon speeds and inherent characteristics to all weapons in our latest internal test environment.
      Two different weapon choices for a level 20 Sorceress.
      In general, one-handed weapons excel at letting you attack and reposition quickly, while slower two-handed weapons deal more damage. You can really feel the differences between them.
      You can opt for a Staff to cast more damaging Frost bolts, or a Wand to channel them more quickly.
      In addition to speed, each type of weapon has an inherent physical characteristic. For shields this is block value, meaning that any shield you find in Sanctuary is going to have block, in addition to any magical affixes it may have. As physical properties, these traits are consistent across all weapons of the same type and cannot be modified.
      The physical characteristics of a weapon are shown above the separator in item tooltips. Here we see examples of a shield, wand, and axe.
      You might notice another thing about these items: they're high-resolution renders of the actual equipment. In a game like Diablo, icons are important. They often contribute as much to the identity of a cool piece of loot as the in-game representation on your character. Items that don't appear on your character, like rings, are defined by their icons. We've upgraded all of them.
      Back to Top
      Item Qualities
      We’ve also made some exciting changes to the game’s item qualities. Philosophically, we like the clarity of analysis afforded by clearly understood item tiers. In other words, we think players of all skill levels benefit from not having to scrutinize every single item that drops to see if it might be an upgrade for them—blue Magic items are good, but yellow Rares are usually better. There’s a great feeling of progression when you graduate into items with greater complexity, more powerful effects, and cooler looks as you level up. And the game-changing powers found on the Legendary items in Diablo III are exciting and offer many possible effects that just aren't possible with regular affixes.
      That said, we don't want to end up in a place where the right decision is to ignore every item that doesn't have a glowing orange sky-beam.
      So, we're making a lot of exciting changes here. We’re increasing the potential power of individual affixes on Magic items. We're increasing the maximum number of affixes on Rare and better items in the endgame. Legendary affixes now roll randomly (Yes, really!) on Legendary Items. And Unique items will replace Mythics.
      Magic items can now have the most powerful regular affixes, while Rare items get up to five, and Legendary items have four regular affixes and one legendary affix.
      Back to Top
      Legendary Affixes
      You can think of Legendary items as Rare items with one affix replaced with a legendary effect. These new legendary affixes work just like regular affixes, in that they can roll randomly on different items and in different slots. Many can be used by any class, while some are specific to a particular class.
      Can't decide between making your Chill effects Freeze faster or more damaging ground effects for your boots? No problem! Legendary affixes aren't restricted to a specific slot.
      You'll notice a variety of our affixes in the examples above, including elemental resistances and sockets for gems and runes, which can appear on items in place of another affix. And of course, Attack comes from your weapons while Defense comes from your armor. With the increase to the maximum number of affixes available on items, we'll also be adding new affixes to the game to make sure there's plenty of diversity.
      Back to Top
      Uniques
      Unique items are making a comeback in a big way in Diablo IV. We're embracing the fantasy of these build-around items with completely fixed affixes, heavily thematic and usually class-specific powers, and distinctive looks.
      Three Unique items available at level 20. A Unique will always appear with the same affixes.
      We still like the idea of Mythic items, but we don't want to create an item quality that invalidates all others, so they're out for now. One of the things we loved most about them was the promise of getting random legendary powers on an item, so we folded that into our baseline legendary design.
      With the addition of the skills and passives tree, primary stat points, and changes to items in Diablo IV, we can’t wait to see all the builds you’ll create. Maybe you'll focus on skills augmented by Uniques we designed, create something from scratch out of different legendary affixes, discover a creative pairing of primary stats with specific skills, or even incorporate the odd Rare or Magic item to maximize a specific affix to great effect.
      We’re excited to read through the community feedback on the updates in this blog. 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 continue to help Diablo IV, and we greatly appreciate your support and thoughts about the game. We will continue working on itemization throughout the development of Diablo IV and we are looking forward to seeing you at BlizzConline next year! We have lots to share in 2021 regarding some of our other features and we can’t wait to tell you all about them.
      -Joe Shely,
      Lead Game Designer, Diablo IV
      Back to Top
    • By Staff
      There's only 16 more days in Q4 of 2020 and as you'd expect Diablo fans are getting excited and have started asking when the new quarterly update is coming. Today community manager PezRadar went to reddit to clarify:
      Diablo 4 Quarterly Update (source)
      Wait, when does Q4 end?!?! JK ?
      Soon.
      Very Very Soon.
      This definitely means this week and perhaps even tomorrow, so let's see what happens! 
    • By Stan
      ArtStation posted an article on the modeling on "By Three They Come," the announcement cinematic for Diablo 4 that was 16 months in the making.
      Diablo 4 was unveiled in style at BlizzCon 2019, and here is the official announcement cinematic trailer.
      For the Blizzard cinematics modeling team, the most difficult things to tackle were character performances, dialogue, and close-ups, according to Modeling Supervisor Shannon Thomas.






      The team chose to cast actors for facial reference.



      At Blizzard, they don't want characters to be photorealistic, which is why they've also been given concept art.

      The director gravitated toward the actor for the cleric because he liked his appearance, but this was more of an exception, and they pushed the swordsman more towards the concept and away from the character.

      All the animations in the cinematic trailer were handcrafted, including the close-up facial animations.

      You can read more in the article on ArtStation.Source: ArtStation
    • By Starym
      Here comes another interesting Diablo 4 hire, as Blizzard are looking for a Cinematic Designer for real-time cutscenes. These are the in-game variety, usually for quests and similar.
      This couldindicate a larger amount of these cinematics in the game, and whether they'd be just for showcasing the environments or we could get some more action-oriented, or even character-development ones, which would be great.
      The specific nature of the cinematics in question is a little unclear, but presumably they would be similar to this one we already saw in the BlizzCon demo:
      Source.
    • By Starym
      Three quarterly updates in and we still don't know what the remaining two classes will end up being in Diablo 4 (unless you count the rumors). Redditor pisulanu has compiled a whole bunch of polls into one big chart detailing which classes people are most excited for and would like to see return.
      Perhaps unsurprisingly, the Necromancer won out, but not by much, and somewhat disappointingly the Assassin ranked last among the old-school Diablo 2 classes. The rest is a mix of D1 and D3 classes, as well as plenty of original concepts (with Magda and Queen Aranae also making an appearance because reasons - although a Ghom playable class sounds pretty great):

      We're hoping for some of the original concepts to show up and mix things up a bit, but it seems the old favorites are the massive front-runners, which makes sense.
      Source.
×
×
  • Create New...