Diablo IV - Page 67
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aseq
Netherlands3973 Posts
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Turbovolver
Australia2384 Posts
The reaction should be "wow, all these possibilities!", not "Ahhh I might be 10% less than optimal!". I swear some of you just actually want a raw Skinner box with some demonic set dressing... | ||
Manit0u
Poland17237 Posts
On April 10 2023 18:35 Turbovolver wrote: What I don't understand is how the reaction to some expansive skill tree is "aaahhh, I don't know what to do I'll need a calculator ugh I hate spreadsheets!". The reaction should be "wow, all these possibilities!", not "Ahhh I might be 10% less than optimal!". I swear some of you just actually want a raw Skinner box with some demonic set dressing... I think there is such a thing as "too many possibilities". Also, the huge PoE tree is kind of deceiving since a lot of it are basic nodes like +5 strength etc. Those could've just as easily be extracted into separate trees or incorporated into major nodes (with less points to spend). In other words, it's not really about the amount of possibilities but rather inaccessible way in which they're presented. Finding the key nodes you want, then tracing the optimal path to reach them, it's pretty much just busy work that doesn't really add anything of value, rather is a source of potential frustration. Every time you visit the skill tree you need to check your notes or other sources to double-check if you're doing the right thing etc. Sure, it might not be such a big problem when you've been playing the game for years and know the tree by heart but when you're just starting out it's pretty much overwhelming. D2 was actually very good in its skill tree design, it had clear paths to follow, all the information was presented to you nicely on a single screen etc. It's similar to difference between Civilization tech tree: ![]() And FreeOrion tech tree: ![]() | ||
ProMeTheus112
France2027 Posts
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Turbovolver
Australia2384 Posts
On April 11 2023 02:25 Manit0u wrote: I think there is such a thing as "too many possibilities". Also, the huge PoE tree is kind of deceiving since a lot of it are basic nodes like +5 strength etc. Those could've just as easily be extracted into separate trees or incorporated into major nodes (with less points to spend). I disagree about absorbing in all the smaller passive nodes, having some unevenness in how much a level up does for you is more compelling for the brain juices. Or at least initially it is, while level ups are coming relatively quickly. As things slow down in lategame you probably want each to feel meaningful, which is something a tree cluttered with passive "filler" will hurt. Not a trivial thing to design, and I'll freely admit here that I was a sucker for the sphere grid from FFX, too. In other words, it's not really about the amount of possibilities but rather inaccessible way in which they're presented. Finding the key nodes you want, then tracing the optimal path to reach them, it's pretty much just busy work that doesn't really add anything of value, rather is a source of potential frustration. Every time you visit the skill tree you need to check your notes or other sources to double-check if you're doing the right thing etc. I can't speak much to how PoE's one actually plays out. I tried out PoE for a bit early on in its lifetime and bounced off it, partially due to lack of time to get invested and also partly due to going too glass cannon when not used to the game and dying randomly a few times early on. Which probably just means I was bad but also probably means the game wasn't really communicating threat very well and I was playing early game combat too brain-off like I had in Diablo 2. I have no idea how it plays now though as that was years and years ago at this point. To the broader point I agree with you, while I would still file "check notes to remind yourself how you were progressing" as "busywork that some people will actively enjoy" (ala mapping in Etrian Odyssey), I think that's probably a tiny fraction and not a broadly applicable game design in this case. Instead I think a good way to design these sorts of large trees is to have clear paths to obvious important nodes (both visually distinguished to assist the player), but then with detours that players can optionally select to engage with or not. Like boosting your stats with a few extra passives versus rushing to a skill you want to try. If you do an expansive skill tree well, I think you can keep the skill points flowing for the player much more quickly for longer. It feels to me like a good way to reduce players who will bounce off the lategame grind and keep them engaged for longer, but I'm not sure it's easy to do well and it's far from the only valid way to do things. And while it likely makes it harder to identify what's truly the optimal build, my whole point is that that's a good thing. If you just follow a guide to get through the content as quick as possible so you can say you beat the game you're just Skinner boxing. It's similar to difference between Civilization tech tree: img And FreeOrion tech tree: img Haha, this is a fantastic and very illustrative example. Thanks for that. | ||
{CC}StealthBlue
United States41117 Posts
Diablo IV is set to receive "meaty" quarterly updates every three months: updates that will introduce new storylines, according to Game Informer. In Game Informer's latest cover story, Diablo IV associate game director Joe Piepiora said that while he hesitates to use the word "expansion," the game's post-launch quarterly updates will consist of additional story content that will be tied into the new mechanics and features of each update. Updates will additionally be accompanied by a new seasonal battle pass, which will come in both free and premium forms. Blizzard has previously confirmed that the game's first season will not go live with Diablo IV and will come sometime later. Blizzard recently offered more information on what exactly Diablo IV's endgame will look like in the form of a developer video. Nightmare dungeons, alongside areas out in the open world called Helltides, will make up the bulk of the endgame experience. Nightmare dungeons serve as harder, remixed versions of the more than 100 dungeons present in Diablo IV at launch, with various affixes further spicing up the replayability of each dungeon. In the cover story, Blizzard revealed two additional affixes players will have to overcome when conquering Diablo IV's endgame Nightmare dungeons. One such affix will see an invincible pillar of lightning constantly chase players throughout the dungeon, while another will add a shade that follows players and, if touched, will obscure their vision and summon additional enemies. Blizzard also shared a few new details about Helltides with Game Informer, clarifying that multiple areas in the world can be affected by Helltides at once and persist for a limited time. Deadlier enemies will spawn within a Helltide's borders, including remixed versions of various bosses from throughout the game. Diablo IV's recent beta was the biggest in the franchise's history, with millions of players reaching level 20 and claiming beta-exclusive rewards. Blizzard is planning to host a livestream on April 20 to address beta feedback and dive deeper into how Diablo IV's endgame systems will work. Diablo IV is slated to arrive on June 6. Source | ||
{CC}StealthBlue
United States41117 Posts
Diablo 4's endgame might look a lot like an MMO(opens in new tab), but it won't mirror the genre's endless climb for power, nor will it betray the series' history as an action RPG, Blizzard says. The team continuously asked themselves if Diablo 4 was an MMO or an action RPG and where to draw the line during its development. "The answer is that Diablo 4 is an action RPG first," associate game director Joe Piepiora said in a group interview with PC Gamer. "It is a dungeon crawling, monster slashing, monster killing, loot collecting game." The open world and the way other players can appear alongside you to help with world events and world bosses are to make Sanctuary feel bigger, not to make it feel like group activities in an MMO. "In Diablo, everybody's sort of a damage dealer," he said. "The fantasy of playing a Diablo game, in many cases, is making really overpowered builds and just blowing up screens full of monsters at some point and having that kind of experience. We want to make sure that those elements are preserved where we don't have to worry about trying to create a curated set of balances between multiple players in a party that have to work in a very particular way together." After you've completed Diablo 4's story, you'll be presented with a ton of reasons to return to old dungeons and parts of the map for better gear. There are nightmare dungeons with unique challenges, bounties to complete, and PvP zones in the open world. As you work your way to the game's level 100 cap, you'll earn paragon points and spend them on various stat increases on a giant board. Compared to Diablo 3's nearly endless paragon point system, Diablo 4 will have a limit on how many you can earn. All of this sounds a lot like an MMO, and it doesn't seem like Blizzard would argue it isn't borrowing from the genre, but Diablo 4 pulls back from being an endless grind. "One thing I do want to make sure it's really clear is we're not trying to create a situation where players feel that they must play forever," Piepiora said. "We want players who play Diablo 4 to play and enjoy the experience while they're playing the game." "We want you to get to a certain point, once you've reached level 100, where you've got 220 of these paragon points you're playing with, you have all of your skill points that you've already assigned to your character, and you've got your legendary and unique items, and now it's about configuring the board exactly the way that you want," Piepiora said. You can rotate the paragon board around, choose nodes that fit your build, and add glyphs—which you can find in the open world—to power up nodes around them. The idea is that you will move your points around as you take on harder and harder challenges, and, presumably, as the meta changes. Diablo 4 will have seasons like the previous game(opens in new tab), which means you'll start a new seasonal character and level them from 1 to 100 each time. Participating in the activities laid out in the endgame video and working through objectives in the "seasonal journey" will earn you progress on the battle pass through "favor." The battle pass will have a free track with things like XP boosts for all players, and a premium track with strictly cosmetic rewards. "Right now, the battle pass, when you're figuring in completing the season journey alongside doing other content in the game, you're looking at roughly 80 hours worth of time invested to complete the entirety of the battle pass. To level a character to level 100 could take a little longer than that based on how you play," Piepiora said. He said it's likely that you'll finish the battle pass before you reach the max level each season, which follows a broader philosophy of letting players get what they want out of the game and move on if they'd like. Story-focused players who aren't interested in the endgame can skip it and come back when a story update happens or something else interests them, Piepiora said. "But we're not trying to say the only way to play Diablo 4 is to engage with the endgame and go all the way to level 100 with every character you ever make." Diablo 4 will launch on June 6. But if you're impatient, you can start planning out your build now(opens in new tab) using this tool based on the game's recent beta. Source then there is these interviews.... https://www.wowhead.com/diablo-4/news/diablo-iv-interview-summary-time-to-level-100-paragon-board-details-post-launch-332416 Now, again, the game is a live service and things will change over time. And what one person might say is strictly an MMO-only feature and what might look like an ARPG-only feature, I think it might get a little muddy over time, but we're not looking to make that game, if that makes sense. https://wccftech.com/diablo-iv-endgame-qa-devs-confirm-itll-never-be-an-mmo-though-roles-mechanics-will-be-expanded-over-time/ | ||
ProMeTheus112
France2027 Posts
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{CC}StealthBlue
United States41117 Posts
https://www.ign.com/articles/diablo-4-blizzard-is-making-a-ton-of-changes-based-on-player-feedback Changes have been made to classes too. The Barbarian has received a passive 10% damage reduction, its Whirlwind skill now deals more damage and costs more Fury, and the Double Swing enhancement refunds its full Firy cost when used on Stunned or Knocked Down enemies.
Finally, the Sorcerer's Charged Bolt's damage has been increased and the mana cost reduced, Chain Lightning's damage has been reduced, and the cooldown of the Incinerate skill's enchantment bonus has been reduced. Firewalls will also now spawn underneath enemies more frequently when using its enchantment bonus and the Lucky Hit chance has been increased for the Meteor skill's enchantment bonus. "Whenever we introduce changes to our Classes, it is with the goal of making both them and their Skills feel impactful and powerful," Blizzard said. "Your feedback has helped us uphold this ideal. "Some players have adeptly noticed that certain Skills were too powerful. One of our goals for Skills is to have them be interesting to wield and interactive in terms of itemization and combat feel. We've made some changes to help in this regard, with one example being the Necromancer’s Minions. We've made a change that makes them more vulnerable in combat, which will make raising the dead a more active component of the Necromancer's gameplay. Launch is just the first step of our class balance journey, and you can expect further updates that iterate on this pillar of Diablo 4." | ||
{CC}StealthBlue
United States41117 Posts
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Archeon
3253 Posts
On April 15 2023 02:38 {CC}StealthBlue wrote: Some of the changes being done based on player feedback: https://www.ign.com/articles/diablo-4-blizzard-is-making-a-ton-of-changes-based-on-player-feedback https://www.youtube.com/watch?v=tgQ-mtO2bHI Changes sound about right. Are ultimate cds reduced just for the druid or for all classes? Because a skill with a minute cd kinda sucks in a game that has a fight every 5 seconds. I hope they do something about status effects on bosses and melee hate in general. LE f.e. just reduces the impact of most status effects on bosses, but they still count fully for all your triggered bonuses. In D4 bosses are just immune to daze etc, so building around that when it doesn't work in the hardest encounters feels pretty awful. Tbf bosses are immune to frozen in LE too, but the rest works at least. | ||
evilfatsh1t
Australia8614 Posts
let people discover the game on their own. why spoil everything? | ||
iamperfection
United States9640 Posts
On April 15 2023 09:35 evilfatsh1t wrote: does anyone else not like the fact that gameplay "guides" are being released? let people discover the game on their own. why spoil everything? That ship has sailed a long time ago. Especially since this basically a multiplayer game at this point. Almost everyone will be min/maxing. | ||
Miragee
8475 Posts
On April 15 2023 09:35 evilfatsh1t wrote: does anyone else not like the fact that gameplay "guides" are being released? let people discover the game on their own. why spoil everything? I personally don't like but it's nothing new. Back in the 90's you could buy guide books at the kiosk... Everything will be datamined and presented on the internet anyways these days. They just want to tap the market... | ||
jhgjztztrhgf
1 Post
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dfsdfsdsdfs
1 Post
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evilfatsh1t
Australia8614 Posts
On April 15 2023 11:49 iamperfection wrote: That ship has sailed a long time ago. Especially since this basically a multiplayer game at this point. Almost everyone will be min/maxing. i dont have any problem with people min maxing. i just think its stupid that these guides are out before the game is. make them after for people who still want them, not before anyones even got a copy of the game. | ||
Simberto
Germany11406 Posts
On April 15 2023 18:04 evilfatsh1t wrote: i dont have any problem with people min maxing. i just think its stupid that these guides are out before the game is. make them after for people who still want them, not before anyones even got a copy of the game. They are mostly collectors stuff anyways. The information in the guides will quickly be more and more outdated with additional patches. | ||
{CC}StealthBlue
United States41117 Posts
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DarkPlasmaBall
United States44051 Posts
On April 15 2023 09:35 evilfatsh1t wrote: does anyone else not like the fact that gameplay "guides" are being released? let people discover the game on their own. why spoil everything? While I don't personally care (I can choose to ignore those videos/guides), I honestly think a lot of those min/max/optimal strategies are going to be outdated from patches anyway. | ||
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