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Title: Game Design Update
Post by: waffel on May 28, 2012, 07:41:03 AM
http://us.battle.net/d3/en/blog/6018173

Quoted for people at work or whatever:
Quote
With Diablo III out for nearly two weeks now, millions of players around the world are storming Sanctuary and joining the battle against the Burning Hells. At the same time, we continue to work around the clock to make sure you have an epic online gaming experience.

As more and more players begin to perfect their character builds and progress into Diablo III’s higher difficultly levels, some of the most prominent feedback lately has been about game balance and design, and that’s what we’re here to talk about today. As with any new game, gameplay issues are inevitable, and we hear a lot of feedback regarding what‘s balanced, what’s not, and everything else in between. We recently made some decisions to adjust (or outright nerf) a few class skills, and today we wanted to explain our overall philosophy on design changes -- as well as give some insight into some more changes that are coming up.

Before we get to that, though, we thought it'd be fun to share a few interesting stats we've collected since Diablo III's release:
On average players have created 3 characters each
80% of characters are between levels 1 and 30
1.9% of characters have unlocked Inferno difficulty
54% of Hardcore players chose a female character
The majority of Hardcore deaths (35%) occur in Act I Normal
The most common level 60 build in the game is only used by 0.7% of level 60 characters of that class (not including Passive diversity)
The most used runes for each class at level 60 are Barbarian: Best Served Cold, Demon Hunter: Lingering Fog, Wizard: Mirror Skin, Monk: Peaceful Repose, Witch Doctor: Numbing Dart
 

 
When it comes to making game changes, in general, our intent is to react quickly to critical design and balance issues, bugs, and other problems that seriously conflict with our design intent through hotfixes. For issues which aren’t as severely out of line, we plan to react in a more measured fashion -- through client patches. We have a patch coming within the next week (patch 1.0.2) that has been in development since the game’s launch and is mainly aimed at addressing service issues. The first real game balance changes, outside of hotfixes, will be coming in patch 1.0.3. We expect that because the game is new, some other issues will arise that will need to be immediately addressed through hotfixes, but in general, most changes will arrive through patches.

Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don't want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn't really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it's good, but we don't think it's so far out of line that we're going to swoop in and hotfix it out of existence.

Inferno is intended to be extremely difficult, but with some specific skills, a few classes were simply able to progress far more easily than intended. This made the classes, which were about where they were supposed to be, seem very underpowered. It also created the perception that the classes doing well were intended to rely on specific runes in all their builds, and the other classes were just broken. This is the opposite of what’s true. If any single skill or rune feels absolutely required to progress, it means that skill is working against our goal of encouraging build diversity -- and those “required” skills need to be corrected. We know these hotfixes snuck up on people, and it took us a day or so to communicate that they had gone live. However, our intent moving forward is that when there are circumstances where a hotfix is necessary, we’ll  communicate changes that could impact your ability to play your class through ‘Upcoming Changes’ posts in the General forum. Ideally, we’ll let you know as soon as we even have the idea that we want to make that kind of change.

That said, we also wanted to let you know we’re keeping a close eye on Inferno. The intent of incoming damage is that it should be a very consistent drain on your health, and mitigating that drain is a major part of what makes Inferno mode difficult. Right now, there’s a lot more damage “spikiness” occurring than feels right, and that’s one major area we’re looking to adjust in patch 1.0.3. While we don’t have any specifics yet, our design goals are to support and promote build diversity; continue to ensure that a mix of champion packs, rare packs, and boss fights are the most efficient way to acquire the best items in the game; and ensure that all classes are viable in Inferno.

From a high-level perspective, we think a more fundamentally fun way to approach difficulty in Inferno isn't seeing how much incoming damage you can avoid or mitigate, but rather to see how efficient you can be while voluntarily taking on a challenge that pushes you. For anybody who's ever died because they chased a Treasure Goblin too aggressively, you know what we mean; dying because you got greedy or overconfident can actually be a lot of fun. Now that the skills mentioned above have been brought more in line, we’ll be keeping a close eye on balance.

We've also seen some people saying our intention with Inferno is just one-shot you to make it difficult. While damage is a bit spikier than we'd like, we're actually seeing a pretty significant number of people attempting Inferno without sufficient gear. There's a good chance that returning to the previous Act to farm upgrades will do the most to help you survive. That said, we’d like to shift some of the focus away from survival and more toward using a variety of offensive tactics to succeed. Survival will still be important, but finding ways to maximize your damage while staying alive is more exciting. We’re not particularly concerned with whether or not a boss is “beatable,” though it should feel epic and challenging to defeat it. We’re more concerned with ensuring that acquiring 5 stacks of Nephalem Valor and taking on as many Champions and Rares as you can remains the most challenging and rewarding way to play.
 

 
On to items! One of the biggest pieces of feedback we’ve received regarding items is the relative power of Legendaries. This isn’t a simple issue to address, as it involves some intentional design decisions as well as expectations built by other games. First and foremost, Legendary items are not designed to necessarily be the best items in the game. They’re just one additional type of item as you level up, and they are not meant to be the primary items you’re chasing at the end-game. They can -- and should -- be exciting to find, but they’re not supposed to serve as the single driving force of the item hunt. Rare items, for example, have the possibility to roll up “perfect” stats that can, if you’re lucky, outpace the predetermined stats of a Legendary. That’s by design.

One problem we’ve seen -- and intend to correct quickly -- is players comparing high-level Magic (blue) items to lower-level Legendary items as “proof” of an imbalance. To help correct misconceptions of the actual stat budgets allocated to items, we’ll be exposing item levels (ilvl) of 60+ items in patch 1.0.3. Comparing an ilvl 63 blue to an ilvl 60 Legendary will hopefully make a bit more sense afterward. In addition, we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch. In the long term, we’re looking at simply expanding the affix diversity and unique bonuses of Legendary items, and we’ll be able to share more details after the PvP patch.

Other areas of concern have been both the gem combination system and Blacksmith leveling and crafting costs. The intent, especially with the Blacksmith, is that he’s leveling with you, you’re able to use him as an alternate source for upgrades. Our design goal is that once you get to level 60, his recipes are actually good enough to help fill a character’s potential itemization gaps. To correct these issues, we’re looking to adjust the Blacksmith costs for training (gold and pages) and crafting from levels 1-59, and reduce the cost of combining gems so that it only requires two gems instead of three (up to Flawless Square). Both of these changes are scheduled for patch 1.0.3.

Of course, these are just a few of the more prominent issues we wanted to let you know we’re working on. In addition, we’ll be addressing a number of specific game bugs and other issues through future hotfixes and patches. We’re going full steam ahead on the PvP patch, which will also include a number of game changes unrelated to PvP, and we look forward to sharing more about that as we get closer to opening up a PTR, where you’ll be able to test out our changes -- and enjoy mercilessly slaughtering one another in the PvP arena.


Title: Re: Game Design Update
Post by: Malakili on May 28, 2012, 07:52:44 AM
Edit: Nevermind.


Title: Re: Game Design Update
Post by: Amaron on May 28, 2012, 08:02:04 AM
Two things make me rage in that post.

1) Hell damage is also too excessive compared to the gear available yet they see that as proof that people aren't at "Inferno" yet.
2) They actually think you can farm for gear in Act 1 to do Act 2.

The whole item system of a diablo game is not that hard to figure out.   It's easy to see what CAN drop even if you aren't lucky enough to get it.


Title: Re: Game Design Update
Post by: Malakili on May 28, 2012, 08:07:50 AM
Two things make me rage in that post.

1) Hell damage is also too excessive compared to the gear available yet they see that as proof that people aren't at "Inferno" yet.
2) They actually think you can farm for gear in Act 1 to do Act 2.

The whole item system of a diablo game is not that hard to figure out.   It's easy to see what CAN drop even if you aren't lucky enough to get it.

What?  They said Inferno damage is a little on the spiky side, and that as a separate issue, many people are trying to do inferno without sufficient gear. Also, Inferno also ramps up differently than the previous difficulty levels, so farming act 1 inferno so you can do act 2 inferno actually DOES make sense. 


Title: Re: Game Design Update
Post by: waffel on May 28, 2012, 08:12:18 AM
Two things make me rage in that post.

1) Hell damage is also too excessive compared to the gear available yet they see that as proof that people aren't at "Inferno" yet.
2) They actually think you can farm for gear in Act 1 to do Act 2.

The whole item system of a diablo game is not that hard to figure out.   It's easy to see what CAN drop even if you aren't lucky enough to get it.

What?  They said Inferno damage is a little on the spiky side, and that as a separate issue, many people are trying to do inferno without sufficient gear. Also, Inferno also ramps up differently than the previous difficulty levels, so farming act 1 inferno so you can do act 2 inferno actually DOES make sense. 

They suggested farming Hell for gear to do Inferno. As a monk, that suggestion is ridiculous.  Simple hell gear isn't good enough to survive in Inferno, at least not as a melee. I'm not sure what gear I have, and have been buying, but I'd imagine it is a lot of Act 2 gear which allows me to barely do Act 1 without dying half a dozen times.


Title: Re: Game Design Update
Post by: Threash on May 28, 2012, 08:13:46 AM
Exactly, you can't do act 1 inferno in hell gear you need act 2 inferno gear to do act 1 inferno.  And it is the same for the lower difficulties too, just less pronounced.


Title: Re: Game Design Update
Post by: Amaron on May 28, 2012, 08:19:52 AM
Quote
What?  They said Inferno damage is a little on the spiky side, and that as a separate issue, many people are trying to do inferno without sufficient gear.

The sufficient gear bit is the problem here.

Quote
Also, Inferno also ramps up differently than the previous difficulty levels, so farming act 1 inferno so you can do act 2 inferno actually DOES make sense. 

You can't do that.   Everyone who's ever set foot into inferno agrees on this.   Lots of people think the difficulty is good.   Nobody thinks the gearing makes any sense though.


Title: Re: Game Design Update
Post by: Abelian75 on May 28, 2012, 08:42:39 AM
Damn, 1.9% of characters have unlocked inferno?  That is a fuckload.  That suggests a whole lot of people are playing quite a lot.


Title: Re: Game Design Update
Post by: Jeff Kelly on May 28, 2012, 08:54:56 AM
As others pointed out you can't really "farm for gear" the way D3's loot system is set up. Which is annoying even when you start Nightmare.


Title: Re: Game Design Update
Post by: MuffinMan on May 28, 2012, 09:02:20 AM
It really screws trying to stay with friends too. If you want to join them and they are an act ahead of you then you're going to be REALLY squishy.


Title: Re: Game Design Update
Post by: Jeff Kelly on May 28, 2012, 09:09:18 AM
It's basically a "trickle down" economy using the AH where you buy leftover gear from people a few acts farther ahead than you.


Title: Re: Game Design Update
Post by: Thrawn on May 28, 2012, 09:23:40 AM
People think Hell is too difficult too now?  :uhrr:

If you can only ever beat Inferno by farming later Inferno gear then how are people progressing in Inferno?  Someone needed to beat it with normal gear to start the ball rolling then.  I decided to try and finish Hell and start Inferno last night, I beat up through Skeleton King Inferno with very little issues and only a few deaths.  I'm also up to about 45k hp, 200 all resists and 20k dps because I spent time improving my gear.  I joined an Inferno game with a Monk who had about 10k health, he died, a lot.  I think too many people just expect that they beat Hell so they should now be able to beat Inferno.  If your gear is so bad that you can't farm far enough to get better gear, use the AH and get some upgrades.  If you refuse to use the AH, that's your problem, not Blizzards.  Although the fact that it's about a 50/50 crap shoot if the AH will be working at any given time is certainly Blizzards problem.

Inferno damage spikes in crazy ways sometimes, and some elite packs are almost un-killable and gear drops for you that is way too far behind where you are at sometimes - I agree with that.  But I think the majority of the people upset (not in this thread, in D3 in general) are just upset because they can't beat it yet and not because of the few real issues with it.


Title: Re: Game Design Update
Post by: Azuredream on May 28, 2012, 09:30:06 AM
I'm surprised there's so much attention being given to Inferno. I thought it was supposed to be like hard mode raids in WoW, as in: if you aren't crazy hardcore about the game you should ignore it.


Title: Re: Game Design Update
Post by: Soulflame on May 28, 2012, 09:42:47 AM
People initially progressed in Inferno by using broken survival builds.


Title: Re: Game Design Update
Post by: waffel on May 28, 2012, 10:35:49 AM
I'm also up to about 45k hp, 200 all resists and 20k dps because I spent time improving my gear.

What class are you?


Title: Re: Game Design Update
Post by: apocrypha on May 28, 2012, 10:45:15 AM
2 things I'd like to comment on from that info post.

First:
Quote
when there are circumstances where a hotfix is necessary, we’ll  communicate changes that could impact your ability to play your class through ‘Upcoming Changes’ posts in the General forum

So we have to check the FORUMS every time we play a hardcore character to see if any of our key skills have been nerfed? WTF is wrong with the Breaking News box in-game or the launcher? I thought one of the key design goals was to remove the necessity to access information outside of the game!



Second:
Quote
we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch

Way to crash the market in Legendary items.


Title: Re: Game Design Update
Post by: murdoc on May 28, 2012, 12:31:28 PM



Second:
Quote
we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch

Way to crash the market in Legendary items.

But.. but.. but... they'll be ULTRA RARE LEGENDARY ITEMS.


Title: Re: Game Design Update
Post by: Thrawn on May 28, 2012, 01:55:34 PM
I'm also up to about 45k hp, 200 all resists and 20k dps because I spent time improving my gear.

What class are you?

Barbarian, resists are counting the 50% improved shout.


Title: Re: Game Design Update
Post by: Amaron on May 28, 2012, 03:06:23 PM
I'm also up to about 45k hp, 200 all resists and 20k dps because I spent time improving my gear.

What class are you?

Barbarian, resists are counting the 50% improved shout.

I have 450 resists, 55k life, 5000 armor, ~45% dodge and %20 block.   Trash mobs in act 2 face roll me if I try to melee.  You did fine in act 1 because your gear is pretty good act 1/2 stuff.   You are also a barb which means you can restore your life fairly easily.   Come act 2 none of that is going to matter.    Everything will near on 1 shot you making any life restore meaningless.   Nothing you farm in act 1 will be an upgrade either.    Don't forget simply killing the boss doesn't help either.   You have to kill the boss with 5 stacks of neph which means no spec switching.

Welcome to inferno btw.  :why_so_serious:


Title: Re: Game Design Update
Post by: MuffinMan on May 28, 2012, 04:09:39 PM
So who wants to combine gems right now if they are just going to lower the cost soon? Might as well just get all your gems from the AH until then? Haha too bad fuckers, the commodities AH has been down for days now.


Title: Re: Game Design Update
Post by: Phred on May 28, 2012, 04:15:20 PM

Second:
Quote
we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch

Way to crash the market in Legendary items.

Lol with prices ranging from 30k to 200 million I think the players can take responsibility for that. Besides isn't the consensus that legendaries are currently useless? How do you crash the market in useless items. Just sell it as pre-patch as if that adds some collector value.


Title: Re: Game Design Update
Post by: Thrawn on May 28, 2012, 04:22:46 PM
I have 450 resists, 55k life, 5000 armor, ~45% dodge and %20 block.   Trash mobs in act 2 face roll me if I try to melee.  You did fine in act 1 because your gear is pretty good act 1/2 stuff.   You are also a barb which means you can restore your life fairly easily.   Come act 2 none of that is going to matter.    Everything will near on 1 shot you making any life restore meaningless.   Nothing you farm in act 1 will be an upgrade either.    Don't forget simply killing the boss doesn't help either.   You have to kill the boss with 5 stacks of neph which means no spec switching.

I read this of course as I just hit Act 2 and logged off for a bit before I did anything in it.  :oh_i_see:


Title: Re: Game Design Update
Post by: Lakov_Sanite on May 28, 2012, 04:26:05 PM
I'm starting to wonder why exactly this game is supposed to be fun in inferno.


Title: Re: Game Design Update
Post by: Phred on May 28, 2012, 04:34:17 PM
I'm starting to wonder why exactly this game is supposed to be fun in inferno.
It's not. It's for the e-peen crowd, the obsessive ADD types that ruin normal gaming.


Title: Re: Game Design Update
Post by: Margalis on May 28, 2012, 04:37:31 PM
Item level returns!

Edit: Having to introduce item level is symptomatic of a larger problem, and if you are constantly getting level 60 legendary items and level 63 non-legendary items while that may explain why the non-legendaries are better it doesn't explain why the game is deciding to give you better non-legendaries.


Title: Re: Game Design Update
Post by: Amaron on May 28, 2012, 06:28:41 PM
I'm starting to wonder why exactly this game is supposed to be fun in inferno.

The reality is what Baishok admitted a few days ago.   They overtuned inferno on purpose to ferret out the broken powers.


Title: Re: Game Design Update
Post by: apocrypha on May 28, 2012, 10:52:29 PM
So who wants to combine gems right now if they are just going to lower the cost soon? Might as well just get all your gems from the AH until then? Haha too bad fuckers, the commodities AH has been down for days now.
On the EU servers gems of all tiers have, so far, always been cheaper on the AH then just the gold cost to combine 3 lower tier ones.


Lol with prices ranging from 30k to 200 million I think the players can take responsibility for that. Besides isn't the consensus that legendaries are currently useless? How do you crash the market in useless items. Just sell it as pre-patch as if that adds some collector value.
Yeah good point. Maybe if he prices drop massively some of them might actually be worth buying  :awesome_for_real:


Title: Re: Game Design Update
Post by: Ironwood on May 29, 2012, 02:38:59 AM
Yeah, I noticed that myself and didn't really understand it.  All the gems I've bought out so far have just been dirt, dirt cheap.


Title: Re: Game Design Update
Post by: cironian on May 29, 2012, 03:59:56 AM
I think it follows from the fact that gems keep entering the system but never get destroyed due to the unslot system.


Title: Re: Game Design Update
Post by: Ironwood on May 29, 2012, 04:20:35 AM
Well, sure, but to enter the system there's an initial cost.  And a recurring cost for every upgrade.

We're eating this cost every time we upgrade, and yet it's just being 'lost' in the system.

This is bad economics.


 :why_so_serious:


Title: Re: Game Design Update
Post by: K9 on May 29, 2012, 06:31:09 AM
What tier are you buying at? In act I of hell square and radiant gems drop with good frequency. Almost any rare/champion pack or radiant chest offers a shot at one or two gems. If you just stockpile them rather than combine them up then there'd be plenty to drop on the AH for instant profit. I imagine by later acts of hell you are seeing the T9-10 gems dropping often enough to keep the market going.

Not having an outlet for gems is going to cause the price to crash in the long run; which may or may not be a good thing or a bad thing depending on your point of view.


Title: Re: Game Design Update
Post by: Ironwood on May 29, 2012, 06:32:43 AM
How do I enlarge this thing ?

 :why_so_serious:


Title: Re: Game Design Update
Post by: 01101010 on May 29, 2012, 06:34:30 AM
What tier are you buying at? In act I of hell square and radiant gems drop with good frequency. Almost any rare/champion pack or radiant chest offers a shot at one or two gems. If you just stockpile them rather than combine them up then there'd be plenty to drop on the AH for instant profit. I imagine by later acts of hell you are seeing the T9-10 gems dropping often enough to keep the market going.

Not having an outlet for gems is going to cause the price to crash in the long run; which may or may not be a good thing or a bad thing depending on your point of view.

Until Bliz decides to make some super gem that requires an ass load of lower tiered gems, some book/recipe (one time use), and a wizard.


Title: Re: Game Design Update
Post by: Amaron on May 29, 2012, 08:22:04 AM
What tier are you buying at? In act I of hell square and radiant gems drop with good frequency. Almost any rare/champion pack or radiant chest offers a shot at one or two gems. If you just stockpile them rather than combine them up then there'd be plenty to drop on the AH for instant profit. I imagine by later acts of hell you are seeing the T9-10 gems dropping often enough to keep the market going.

Not having an outlet for gems is going to cause the price to crash in the long run; which may or may not be a good thing or a bad thing depending on your point of view.

Until Bliz decides to make some super gem that requires an ass load of lower tiered gems, some book/recipe (one time use), and a wizard.

The highest tier gem requires 531,441 chipped gems to make.   Or 243 Flawless Squares which are probably the highest level gem that drops.


Title: Re: Game Design Update
Post by: Mrbloodworth on May 29, 2012, 08:35:32 AM
It's basically a "trickle down" economy using the AH where you buy leftover gear from people a few acts farther ahead than you.

Do tell!

 :oh_i_see:


Title: Re: Game Design Update
Post by: 01101010 on May 29, 2012, 08:53:37 AM
What tier are you buying at? In act I of hell square and radiant gems drop with good frequency. Almost any rare/champion pack or radiant chest offers a shot at one or two gems. If you just stockpile them rather than combine them up then there'd be plenty to drop on the AH for instant profit. I imagine by later acts of hell you are seeing the T9-10 gems dropping often enough to keep the market going.

Not having an outlet for gems is going to cause the price to crash in the long run; which may or may not be a good thing or a bad thing depending on your point of view.

Until Bliz decides to make some super gem that requires an ass load of lower tiered gems, some book/recipe (one time use), and a wizard.

The highest tier gem requires 531,441 chipped gems to make.   Or 243 Flawless Squares which are probably the highest level gem that drops.

So then they need to make that gem a one-time socket use (or destroyed if unsocketed) in order for gems to have any meaningful cost down the road. I am just thinking out loud, I like the dirt cheap prices right now. But really don't see gems being worth anything if they are so easily unsocketed. Hell, just make them lose a tier level on unsocket just to give them some importance.


Title: Re: Game Design Update
Post by: Xanthippe on May 29, 2012, 09:03:03 AM
So then they need to make that gem a one-time socket use (or destroyed if unsocketed) in order for gems to have any meaningful cost down the road. I am just thinking out loud, I like the dirt cheap prices right now. But really don't see gems being worth anything if they are so easily unsocketed. Hell, just make them lose a tier level on unsocket just to give them some importance.


Have you checked the price of unsocketing a gem? It's more than you can buy gems for on the AH.


Title: Re: Game Design Update
Post by: Ironwood on May 29, 2012, 09:07:42 AM
The gem issue is the same as the whole AH issue.  Without any form of destruction or soulbind or no resell, you're going to use gear you buy and then sell it on when you've outlevelled it.

I think they've created a fucking monster, fixable only by a fundemental change.


Title: Re: Game Design Update
Post by: Xanthippe on May 29, 2012, 09:11:31 AM
Good gear will live forever, which means the market will be glutted and prices will fall after the initial sky high cost.

Crafting is a money sink.

Any expansion released, assuming new gear, will start the chase over again.

I'm not clear what the problem is though. How is this a problem?


Title: Re: Game Design Update
Post by: Ironwood on May 29, 2012, 09:13:32 AM
The AH has no death on it.

It will just grow. And grow.  And grow.

And, by the looks of it, be utterly fucking useless to find anything on.


Title: Re: Game Design Update
Post by: Rokal on May 29, 2012, 09:27:43 AM
Good gear will live forever, which means the market will be glutted and prices will fall after the initial sky high cost.

Crafting is a money sink.

Any expansion released, assuming new gear, will start the chase over again.

I'm not clear what the problem is though. How is this a problem?
Have you checked the price of unsocketing a gem? It's more than you can buy gems for on the AH.

You don't see the problem here? That the jeweler/blacksmith npcs and other gameplay methods of obtaining loot will become increasingly useless as an infinite number of better cheap items enter the AH?

The only time working towards items yourself outside of the AH will actually be a worthwhile will be Inferno. Coincidentally, blowing through 1-60 with over-leveled loot you bought in the AH for ~4k gold every few levels will reduce the difficulty of the leveling game, making the transition to Inferno even more jarring. There are plenty of reasons the AH, especially without soulbound items, is bad for the game.


Title: Re: Game Design Update
Post by: Malakili on May 29, 2012, 09:48:30 AM


The only time working towards items yourself outside of the AH will actually be a worthwhile will be Inferno.


On a timeline longer than the period we are in right now (immediately post release, maybe a few months long) Inferno is the only thing that is going to matter anyway. For the casual player who will never get to inferno, I don't see the problem with filling in gaps in your gear using the AH, it isn't like you require top end twinked gear to get through to Inferno anyway.  I got through Hell with relatively little AH use - mainly just keeping my weapon up to par. 



Title: Re: Game Design Update
Post by: Dren on May 29, 2012, 09:56:00 AM
I have all 5 classes in Nightmare now without using the AH.  I keep my crafting skills maxed and plan to do so ongoing.  I'm voluntarily playing the game rather than the AH.  I'll see how far that gets me, but so far I have no regrets.

Bouncing items/components/jewels between characters evenly has made leveling a non-issue.  I can produce my own "AH" in my shared chest without a need for other people's stuff.  I do use my crafting at times to fill in gaps in my gear, but that is rare.  Mostly I just burn through components at the odd chance I get a really nicely balanced item.

I haven't needed to "farm" yet either.  I do explore 90-100% of every map including side dungeons as I go thorugh the normal quest line though.  I guess you can call leveling alts "farming," but I get the added benefit of another character at equivalent levels.  I have not taken a character back through a quest yet.  Not once.

Changing anything about sharing items or upgrading jewels will ruin my game experience.  It will force me to use the AH at some point, which is just really not why I play this game.  I'm perfectly fine with the AH being useless.


Title: Re: Game Design Update
Post by: Xanthippe on May 29, 2012, 10:10:02 AM
You don't see the problem here? That the jeweler/blacksmith npcs and other gameplay methods of obtaining loot will become increasingly useless as an infinite number of better cheap items enter the AH?

The only time working towards items yourself outside of the AH will actually be a worthwhile will be Inferno. Coincidentally, blowing through 1-60 with over-leveled loot you bought in the AH for ~4k gold every few levels will reduce the difficulty of the leveling game, making the transition to Inferno even more jarring. There are plenty of reasons the AH, especially without soulbound items, is bad for the game.

If I was going to play this game like a monthly subscription type of a game, then it would be a problem, but it's not an mmo.

Anyone starting out faces the same problems everyone else does (lack of gold). Now, allowing people to buy things using real money may be a problem. I'm interested in seeing how that will play out. I won't spend real money for a game, so it shouldn't affect me. Maybe it will, I don't know. Maybe they'll never implement the RMAH, I don't know.

Once my character has gold and can buy items to make leveling to 60 on another character, after having already been through it once, I will appreciate being able to blow through earlier levels a little easier (after having taken a WD to hell level already). Glut of high end items? So what. Enough of a glut to lower prices? Remains to be seen. I know there's enough cheap, non-top tier items to buy.

Maybe I don't see a problem because I see it as a single player game, not an mmo. It's something I can jump into with friends or strangers, and jump out of again. I don't plan on playing the AH. I'm having fun with my little piece of game that I have. How is my fun going to go down?



Title: Re: Game Design Update
Post by: Paelos on May 29, 2012, 10:15:50 AM
The gem issue is the same as the whole AH issue.  Without any form of destruction or soulbind or no resell, you're going to use gear you buy and then sell it on when you've outlevelled it.

I think they've created a fucking monster, fixable only by a fundemental change.


I don't really see it as "fundamental" change. It just needs BoE items like the AH in WoW. Perhaps that is fundamental to some, but I remember when I first put on an item in D3, and saw I could then sell it later? That seemed wrong to me as a player. Frankly, why they tried to reinvent the wheel on this issue is ridiculous. The WoW AH model was there, battle-tested, and player approved. I very much imagine that by the time we see patch 1.1, we'll see the move towards BoE, the inability to unsocket without destroying the gem or the item, and the buff to gear that needs to take place.


Title: Re: Game Design Update
Post by: Fabricated on May 29, 2012, 10:20:51 AM
I wonder how much their DB admins make. There's no amount of hookers and blow you could pay me to take care of the AH.


Title: Re: Game Design Update
Post by: Paelos on May 29, 2012, 10:26:50 AM
Pull it, dump the items back on the players, and retool all the new drops as BoE over a week period.

Then open for biz again.


Title: Re: Game Design Update
Post by: amiable on May 29, 2012, 10:44:52 AM
The AH has no death on it.

It will just grow. And grow.  And grow.

And, by the looks of it, be utterly fucking useless to find anything on.

If you want to experience a functioning economy you really need to play HC.  Gems are outrageously expensive there (especially Amethysts).  Low level rares still sell for a goodly amount.  There is a total dearth of high end gear on the AH (no one has made it past A1 inferno). The best gear in the game continually cycles out as players die.

Example:  There are 10+ pages of the "string of ears" legendary in the SC auction house (one of the best legendaries and incredibly useful for any class, that and stormshield are considered end game items for many folks heading into later stage inferno).  There are zero up on the HC AH as of this morning.


Title: Re: Game Design Update
Post by: ezrast on May 29, 2012, 10:48:20 AM
Screw gear binding. Just do periodic ladder resets like in D2 imo.

fake edit: yeah, or just do hardcore. Which would be my preferred method if I weren't holding onto a vain hope of making a couple bucks on the RMAH.


Title: Re: Game Design Update
Post by: Amaron on May 29, 2012, 11:07:36 AM
There are probably more interesting solutions than BoE.  Sadly they'll probably just take the path of least resistance.   At least for now inflation is keeping the truly valuable items really expensive.


Title: Re: Game Design Update
Post by: Paelos on May 29, 2012, 11:14:07 AM
There are probably more interesting solutions than BoE.  Sadly they'll probably just take the path of least resistance.   At least for now inflation is keeping the truly valuable items really expensive.

I really don't think their are more interesting solutions. The idea of an economy endlessly producing items with no actual usage or breakage is ridiculous.

The only solutions I see are:

1 - Having obsolesence/breakage stats on each item, except for legendaries. That way they break down over time and need replacing.
2 - Incentivize the deconstruction of items with bad stats by making crafting more interesting. For example, allow higher level crafters to make trophies that vendor for substantial gold from some of the mats as you go. Thereby establishing a salvage market.
3 - Create drops that allow stat conversions on items (ie - reforging in WoW).
4 - Bind on Equip itemization


Title: Re: Game Design Update
Post by: bhodi on May 29, 2012, 12:07:08 PM
I wonder how much their DB admins make. There's no amount of hookers and blow you could pay me to take care of the AH.
I was thinking the same thing, and also wondering if their real DBA superstars are working on the new MMO team, because the AH has some serious design problems.

And a wacky as hell schema, why would you even allow anything but blues+ to be sold at all?


Title: Re: Game Design Update
Post by: Ingmar on May 29, 2012, 12:27:49 PM
They won't make gear bind on equip, that's pretty antithetical to the whole Diablo "thing". I'd venture to say that I'd just stop playing if they did, being able to pass gear out to alts/friends is core to the entire experience.

The main problem with this discussion is you're assuming the economy outside of HC even matters to Blizzard much. I suspect it doesn't.


Title: Re: Game Design Update
Post by: Azuredream on May 29, 2012, 12:41:54 PM
They won't make gear bind on equip, that's pretty antithetical to the whole Diablo "thing". I'd venture to say that I'd just stop playing if they did, being able to pass gear out to alts/friends is core to the entire experience.

The main problem with this discussion is you're assuming the economy outside of HC even matters to Blizzard much. I suspect it doesn't.

I agree with this.


Title: Re: Game Design Update
Post by: Thrawn on May 29, 2012, 12:45:40 PM
RMAH - Blizzard cares a LOT about the economy.

If the gold AH gets completely bloated with really cheap high end gear no one has any reason to use the RMAH.  The RMAH has potential to make a lot of money for Blizzard so they won't just ignore all of that.


Title: Re: Game Design Update
Post by: Ingmar on May 29, 2012, 12:47:37 PM
I don't think the potential is really all that high. I still think the RMAH is far more about killing the secondary sites (and all the hacking, griefing, and customer service complaints they indirectly generated) than making significant money for Blizzard.


Title: Re: Game Design Update
Post by: kildorn on May 29, 2012, 12:51:09 PM
I suspect the RMAH is just an odd experiment at this point. It's likely less targeted at D3 and more seeing the reaction and seeding the idea for future MMO #3921.

I am amused at the people wanting BoE gear though. While I agree that the D3 economy is doomed to be fucked, I don't think anyone really cares about the D3 economy.


Title: Re: Game Design Update
Post by: Xanthippe on May 29, 2012, 01:02:14 PM
Comparing the D3 economy to the D2 economy, I don't see how it's broken. It seems the same to me. There's a glut of best items but they're horribly expensive. There's a glut of almost best items, which are very cheap.

While I would prefer a more interesting economy/crafting part of the game, this one doesn't strike me as terribly broken because I wasn't expecting it to not be, I guess. I was expecting D2 only updated. D3 is that, it seems to me.



Title: Re: Game Design Update
Post by: Mrbloodworth on May 29, 2012, 01:05:19 PM
D2 did not have an economy.


Title: Re: Game Design Update
Post by: Xanthippe on May 29, 2012, 01:05:53 PM
Of course it did. Any time you played a public game, there would be some guy popping in selling shit.


Title: Re: Game Design Update
Post by: Mrbloodworth on May 29, 2012, 01:10:05 PM
I know what you meant.


Title: Re: Game Design Update
Post by: Ingmar on May 29, 2012, 01:11:05 PM
D2 did have an economy, in fact it had a fairly huge one. It was just all on 3rd party websites.


Title: Re: Game Design Update
Post by: Sir Fodder on May 29, 2012, 01:19:16 PM
I too stopped using the auction house, playing the gold game can be fun but really I'd rather be playing the game game. It felt increasingly obligatory and onerous to have to pop on the auction house every time it seemed there may be something I could upgrade, not to mention the technical issues. I rolled a new HC character and stopped using the arms and armor vendors as well, now everything my character has is either found or crafted, am enjoying things much more this way - the crafting is useful and significant upgrades from drops are much more common.


Title: Re: Game Design Update
Post by: Amaron on May 29, 2012, 01:19:32 PM
I don't think anyone really cares about the D3 economy.

I could care less about the economy myself.   What bugs me is they've admitted they nerfed drop rates to compensate for the AH.   Which means if I try to play without the AH it's going to be damn painful.


Title: Re: Game Design Update
Post by: Jimbo on May 29, 2012, 01:29:55 PM
D2 did have an economy, in fact it had a fairly huge one. It was just all on 3rd party websites.

Yep!  Even logging in to the chat area you would see people spamming stuff.

Diablo to me is great because of the over abundance of gear!  I want to use it, then sell or pass it on, or give it away!  I hate the bind on pick up or bind on equipment that MMOG's have taken, I liked how UO originally didn't have the problem of passing gear on, and wish Blizzard had the balls in WoW to do it too.

Plus I've tried to level and kill w/o the AH and it didn't work, my girlfriend is trying to kill Diablo now, and she is having problems, and she will probably have to get upgraded gear so she can finish him.  This sucks that you can't get appropriate level gear that lets you continue playing on your own.

And it sucks with no off line play!  Bastards!!!  Not all of USA has decent high speed internet.


Title: Re: Game Design Update
Post by: Phred on May 29, 2012, 01:33:09 PM
Well, sure, but to enter the system there's an initial cost.  And a recurring cost for every upgrade.


You do realize that all forms of gems drop right? Not just cracked.


Title: Re: Game Design Update
Post by: Paelos on May 29, 2012, 01:35:26 PM
They won't make gear bind on equip, that's pretty antithetical to the whole Diablo "thing". I'd venture to say that I'd just stop playing if they did, being able to pass gear out to alts/friends is core to the entire experience.

The main problem with this discussion is you're assuming the economy outside of HC even matters to Blizzard much. I suspect it doesn't.

It doesn't yet. If it never takes off, they won't cry about it, but don't get it twisted on their objectives. They still very much consider transactions and usage on Battle.net to be a backbone of their future operations pyramid.


Title: Re: Game Design Update
Post by: FieryBalrog on May 29, 2012, 01:57:02 PM
There are probably more interesting solutions than BoE.  Sadly they'll probably just take the path of least resistance.   At least for now inflation is keeping the truly valuable items really expensive.

I really don't think their are more interesting solutions. The idea of an economy endlessly producing items with no actual usage or breakage is ridiculous.

The only solutions I see are:

1 - Having obsolesence/breakage stats on each item, except for legendaries. That way they break down over time and need replacing.
2 - Incentivize the deconstruction of items with bad stats by making crafting more interesting. For example, allow higher level crafters to make trophies that vendor for substantial gold from some of the mats as you go. Thereby establishing a salvage market.
3 - Create drops that allow stat conversions on items (ie - reforging in WoW).
4 - Bind on Equip itemization
ladder reset


Title: Re: Game Design Update
Post by: FieryBalrog on May 29, 2012, 01:59:51 PM
I don't think anyone really cares about the D3 economy.

I could care less about the economy myself.   What bugs me is they've admitted they nerfed drop rates to compensate for the AH.   Which means if I try to play without the AH it's going to be damn painful.
How many jah ith ber did you find yourself?

This is always going to be an issue, you are never going to have equivalence between a guy relying on his own drops and a guy relying on all the drops in all of North America.

In D2 I had trouble killing Duriel normal (more due to loading lag than anything else, but my gear sucked balls too) and I never found any sets/uniques in the one single player run I did. At least here normal is so faceroll that you don't need any gear from anywhere else to do it.


Title: Re: Game Design Update
Post by: Ironwood on May 29, 2012, 02:02:03 PM
Well, sure, but to enter the system there's an initial cost.  And a recurring cost for every upgrade.


You do realize that all forms of gems drop right? Not just cracked.


All forms ?  Every type of gems drop ?  Because that's not what I had read.  Hmmm.


Title: Re: Game Design Update
Post by: Merusk on May 29, 2012, 02:02:11 PM
And it sucks with no off line play!  Bastards!!!  Not all of USA has decent high speed internet.

I continue to be amused at the rage on this issue when I was told I was being unreasonable for bitching about it when first announced.


Title: Re: Game Design Update
Post by: Ironwood on May 29, 2012, 02:02:59 PM
I think RMAH at this point is a fucking pipe dream.


Title: Re: Game Design Update
Post by: FieryBalrog on May 29, 2012, 02:07:09 PM
Well, sure, but to enter the system there's an initial cost.  And a recurring cost for every upgrade.


You do realize that all forms of gems drop right? Not just cracked.


All forms ?  Every type of gems drop ?  Because that's not what I had read.  Hmmm.
Everything but the top 2 tiers out of 10.


Title: Re: Game Design Update
Post by: Amaron on May 29, 2012, 02:16:28 PM
This is always going to be an issue, you are never going to have equivalence between a guy relying on his own drops and a guy relying on all the drops in all of North America.

I don't care about some other guy.   The point was that the drop rate is far worse than D2 was.   They did that to compensate for the AH.


Title: Re: Game Design Update
Post by: Ingmar on May 29, 2012, 02:27:56 PM
I don't know if it is *all* types but certainly they drop pretty far up the chain - I've seen as high as square and I'm in act 1 hell.


Title: Re: Game Design Update
Post by: Malakili on May 29, 2012, 02:38:12 PM

 The point was that the drop rate is far worse than D2 was.   They did that to compensate for the AH.

I keep hearing this but is it actually true?  The drop rate for useful gear in Diablo 2 was pretty abysmal.  I just played through with my friend the couple of weeks before D3 came out as a last hurrah and the drops were utter shit to the point where I was gambling to try and get a reasonable bow to use as an amazon in act 3/4.     I doubt the drop rates are precisely the same, but at the same time there is a large amount of randomness in what you get, whether or not it is useful, and so forth and it doesn't strike me that, having just played through D2 normal mode prior to D3 release, there is a great deal of difference in terms of drop rate.


Title: Re: Game Design Update
Post by: Amaron on May 29, 2012, 02:48:29 PM
I keep hearing this but is it actually true? 

Blizz admitted it in a blue post.  It's not so obvious while leveling because you keep finding higher level gear.   When you actually get down to farming 60 stuff though it's painfully obvious.


Title: Re: Game Design Update
Post by: Malakili on May 29, 2012, 02:54:54 PM
I keep hearing this but is it actually true? 

Blizz admitted it in a blue post.  It's not so obvious while leveling because you keep finding higher level gear.   When you actually get down to farming 60 stuff though it's painfully obvious.

Alright, fair enough I guess, but i'm not really sure how in practice I see much difference at this point.  Over the years I got almost total crap in D2, so far in D3 I've gotten also mostly crap at level 60 also, with a few good items between my friend and I that have been playing together.  My feeling is that despite drop rates and loot issues, a huge amount of the problem has to do with the fact that people are remembering their D2 experiencing really really wrong. It isn't like D2 boss runs were regularly spitting out high end items, even in Hell.


Title: Re: Game Design Update
Post by: Arinon on May 29, 2012, 03:16:30 PM
My beef with the AH and balancing around its presence is that advancing in Inferno pretty much requires a decent understanding of the economy and an ability to evaluate the gold value of items for all five classes.  Either that or an insanely unreasonable amount of grinding.

All these well rolled items will stick around forever as well so as the game matures I see the AH becoming the primary source of gear rather than drops.


Title: Re: Game Design Update
Post by: Amaron on May 29, 2012, 03:18:50 PM
It isn't like D2 boss runs were regularly spitting out high end items, even in Hell.

I remember the drop rate as being horrible as well.   The problem was mitigated in D2 though as you'd just jump to act 5 and leech xp until you were strong enough to start getting serious about farming.   With Inferno you're basically forced to start farming crappy gear on purpose.   After you've farmed you're crappy gear you can move to a place where you can farm slightly less crappy gear.   Do that four times and you can finally farm for real.

Doing that with a drop rate even slightly worse than D2 is a nightmare.   Thus ignoring the AH is pretty impossible.


Title: Re: Game Design Update
Post by: Azuredream on May 29, 2012, 05:08:24 PM
farm for real.

What's the difference between farming in a fake manner and farming for real..?


Title: Re: Game Design Update
Post by: Amaron on May 29, 2012, 05:10:25 PM
farm for real.

What's the difference between farming in a fake manner and farming for real..?

Results.


Title: Re: Game Design Update
Post by: calapine on May 29, 2012, 05:10:28 PM
farm for real.

What's the difference between farming in a fake manner and farming for real..?

I think he means fake farming is farming gear so you can farm other gear while farming for real is farming the gear you actually want.

Easy!


Title: Re: Game Design Update
Post by: Azuredream on May 29, 2012, 05:22:29 PM
Even if you're farming gear that lets you farm better gear, it's still progress and something to be happy about. It's like, I have to get to level 2 to get to 3 and onwards all the way to 60, but I'm still happy with each level I attain.


Title: Re: Game Design Update
Post by: Ice Cream Emperor on May 29, 2012, 05:27:04 PM
I don't really see it as "fundamental" change. It just needs BoE items like the AH in WoW. Perhaps that is fundamental to some, but I remember when I first put on an item in D3, and saw I could then sell it later? That seemed wrong to me as a player. Frankly, why they tried to reinvent the wheel on this issue is ridiculous.

The irony here is just mind-fucking-blowing.

Bind on equip is a recent 'innovation' unique to MMOs. No ARPG that I am aware of has ever had BoE or even vaguely equivalent systems (though I haven't played them all, I guess it wouldn't surprise me if some more recent ones have adopted it for the same reason it feels 'wrong' to you as a player.)

Anyways, presumably the hope is that gear inflation will somehow match up with gold inflation in a perfect balance. The comment about how new players will still need to get gold ignores the fact that if gear never cycles out of the game -- and therefore gets cheaper over time for identical gear -- then the amount of gold a new player needs to get in order to buy ideal items will get lower over time. In some theoretically eternally-played version of the game, the lower bound on prices would presumably be the smallest price somebody would bother posting to the AH at all -- i.e. if a 95th percentile rare is worth 500 gold, nobody will bother selling them, or even identifying them.






Title: Re: Game Design Update
Post by: Ice Cream Emperor on May 29, 2012, 05:29:00 PM
It isn't like D2 boss runs were regularly spitting out high end items, even in Hell.

They were when it was a SP game and I could mod the drop rate to something that gave me a remotely pleasant experience playing the game by myself.


Title: Re: Game Design Update
Post by: Lakov_Sanite on May 29, 2012, 05:34:26 PM


Bind on equip is a recent 'innovation' unique to MMOs. No ARPG that I am aware of has ever had BoE or even vaguely equivalent systems




D3 is an MMO


Title: Re: Game Design Update
Post by: Sjofn on May 29, 2012, 05:38:57 PM
Oh Lord.


Title: Re: Game Design Update
Post by: Ingmar on May 29, 2012, 05:39:19 PM


Bind on equip is a recent 'innovation' unique to MMOs. No ARPG that I am aware of has ever had BoE or even vaguely equivalent systems




D3 is an MMO

Calling D3 an MMO stretches the term to the point of uselessness.


Title: Re: Game Design Update
Post by: 01101010 on May 29, 2012, 05:59:28 PM
D3 is an MMO

Calling D3 an MMO stretches the term to the point of uselessness.

Thought that was the point?


Title: Re: Game Design Update
Post by: Paelos on May 29, 2012, 06:02:38 PM
Yall really are dumb enough to fall for this are you.

ARE YOU?



Title: Re: Game Design Update
Post by: Lakov_Sanite on May 29, 2012, 07:01:28 PM
Not trolling with that.  Take out the first M if you want but diablo is an online game from the ground up.  Yes you can only play with four people at a time but how many people did any of you actually play swtor with or guild wars with? sure wow could be the exception but D3 is as persistant as any modern day mmo, if anything its like mmo-lite with less systems and more monster bashing.

...except the higher level you get, the less monster bashing and more "chip away at health and EVENTUALLY bash a monster" it is.


Title: Re: Game Design Update
Post by: Tarami on May 29, 2012, 07:09:26 PM
Frankly, why they tried to reinvent the wheel on this issue is ridiculous. The WoW [whatever] model was there, battle-tested, and player approved.
It's funny, this. Not just in regards to AH and binding, but lots of small things that have been in WoW for ages yet they manage to reinvent and screw up in some small way. Like item linking, that works badly and sometimes not at all. Chat system, same deal - replies don't work the way they do in WoW. Multiple stacks of potions do not combine in the action slot. No way of purchasing multiple items (like potions, or dyes) at once.

Why didn't you copy these features literally from your most popular game? To me it seems like they didn't dare do things the WoW way precisely because it is WoW.

Then there are inconsistencies, like the salvaging using left mouse button, rather than right (that has cost me quite a few items.) Interaction with dyes is not consistent with gems, eventhough you're trying to do the same thing - use an item on another item. The AH displays stats differently in the tooltip than in the listing (one includes gems, the other doesn't.) Followers can't be respecced without resetting them entirely (and from a weird place, the right-click menu of their portrait.) Several panes and tooltips and frames overlap with eachother in awkward ways (like the AH tooltips).

The UI in general seems to have been programmed by a thousand different monkeys, all with a personal (or no) idea of how it's supposed to work.

Yeah, they're all really minor quibbles, but rub me in that thoughtless, "amateur hour" way.
Even if you're farming gear that lets you farm better gear, it's still progress and something to be happy about. It's like, I have to get to level 2 to get to 3 and onwards all the way to 60, but I'm still happy with each level I attain.
Not necessarily. It might be a progression in survivability, but early farming in Inferno feels like a regression in power. I have no hard data (obviously), but I wouldn't be surprised if early Inferno characters (melee in particular) are superficially less powerful than late Hell ones simply because of the rather hard turn in priorities you have to make. It leads to dumping a lot of abilties that explode shit for abilties that make you take x% less damage and it's a long, boring way to make up for it so you can go back to exploding shit. Inferno isn't a good case for your Average Joe but that's where the farming starts. Normal through Hell can be done pretty much straight on with brief pitstops in the gold AH.


Title: Re: Game Design Update
Post by: Rendakor on May 29, 2012, 07:27:22 PM
D3 is an MMO
trolling is a art


Title: Re: Game Design Update
Post by: Jeff Kelly on May 29, 2012, 07:45:18 PM
Some of those monster affix combos are beyond ridiculous. Had fast, arcane, invincible minions once and vortex molten vampiric.

They should have blacklisted certain broken combinations.


Title: Re: Game Design Update
Post by: Sjofn on May 29, 2012, 07:56:23 PM
But ... but that's the point.


Title: Re: Game Design Update
Post by: ezrast on May 29, 2012, 07:57:19 PM
Every time someone complains about those being broken it's a different set of modifiers. They're supposed to kill you.

Also, D3 has less persistence than most single-player games.


Title: Re: Game Design Update
Post by: Jeff Kelly on May 29, 2012, 08:00:13 PM
To add to the UI complaints, they should have copied more liberally from WoW. It's annoying how many things are worse than in MMO.

I can't select single gems to unsocket so I always have to for example unsocket 3 gems on a chestpiece just to upgrade one gem. AH in WoW is orders of magnitude better and they should at least copied that feature verbatin if nothing else.

In fact they should have used the whole WoW backend code. Load balancing, chat system, AH system and interface, item linking and budgeting, net code. just redo the design to make it not look like WoW for the user visible parts.

They also need to explain to me why the Diablo 3 game launcher urges me to go and buy Diablo 3, I thought I already did.


Title: Re: Game Design Update
Post by: Jeff Kelly on May 29, 2012, 08:02:56 PM
No, they are supposed to be challenging. They are not supposed to be next to impossible to do for certain classes. (Yeah L2P I know, my point still stands)


Title: Re: Game Design Update
Post by: Sjofn on May 29, 2012, 08:03:23 PM
Every time someone complains about those being broken it's a different set of modifiers.

This is so delightfully true. <3

I can't remember the combo of the boss pack I kited for like a half hour, crying the entire time, but it wasn't even that mean. It just happened to be a combo that I, personally, suck against (it was like ... illusionist/vampiric/plagued or something on a naturally fast mob type). What's sort of a bummer is when the mob type is already fast on its own, so sometimes it's like it has a bonus thing to go with its other bullshit.


Title: Re: Game Design Update
Post by: Phred on May 29, 2012, 08:11:57 PM
[
It's funny, this. Not just in regards to AH and binding, but lots of small things that have been in WoW for ages yet they manage to reinvent and screw up in some small way. Like item linking, that works badly and sometimes not at all. Chat system, same deal - replies don't work the way they do in WoW. Multiple stacks of potions do not combine in the action slot. No way of purchasing multiple items (like potions, or dyes) at once.

Why didn't you copy these features literally from your most popular game? To me it seems like they didn't dare do things the WoW way precisely because it is WoW.


Maybe because the programmers for D3 are different people than the ones for WoW? Some of them may even never have played WoW. Was D3 even made in the same studio where WoW is maintained?




Title: Re: Game Design Update
Post by: Paelos on May 29, 2012, 08:13:38 PM
For me it was shielded arcane decorating burrowers. They would drop shit all over creation, burrow, then shield, and you were left with major 5s of actual damage time as they leapt about. Then, when they shielded, you had to dance the dance of life to keep out of the whirly balls of doom and the red glowing pockets of doom.


Title: Re: Game Design Update
Post by: Jeff Kelly on May 29, 2012, 08:38:03 PM
Well the sensible path would be to use as much of the code base of your massively multiplayer game as possible. You know because the code base is proven to be able to handle > 10 million players online at the same time, has most of the backend and social features you want already integrated, is tested and "battle-proven", has gone through countless iterations so that it has most of the features people want and has most of the kinks ironed out.

It would also save you man-decades of work that you would otherwise need to spend to implement and test something that is essentially already there and finished.

If I were project lead for Diablo I wouldn't think twice and try to get my hands on that code base if political infights or other corporate bullshit isn't preventing me from using it. Even if it took some indecent proposals.

WoW's development team needed two or three years after release until they had server spanning auction houses down pat for example, so that they ran without item dupe problems, had no bandwidth and latency issues and it even handles the load from auction skimming add ons like auctioneer. That's a few millions off of your development and maintenance budget that you could save just on that feature. The suits like that.

In fact copy even more. Copy and adapt the maintenance workflow, copy the patch roll out strategies, have workshops with the security and anti-cheating teams from WoW.

I would book people of the WoW team as consultants for as much as I could get away with or until several leads complained if it could save me literally decades of work on back-end issues that I could then spend on game design or content.


Title: Re: Game Design Update
Post by: Ingmar on May 29, 2012, 08:44:03 PM
I tend to doubt that WoW's concurrent numbers are anywhere near 10 million at a time, that's just subscribed people. If I had to guess I'd say D3 concurrent users are probably blowing away the norm for WoW.


Title: Re: Game Design Update
Post by: Trippy on May 29, 2012, 08:54:21 PM
I tend to doubt that WoW's concurrent numbers are anywhere near 10 million at a time, that's just subscribed people. If I had to guess I'd say D3 concurrent users are probably blowing away the norm for WoW.
WoW has had well over 3 million PCU during its heyday.


Title: Re: Game Design Update
Post by: waffel on May 29, 2012, 08:55:53 PM
Some of those monster affix combos are beyond ridiculous. Had fast, arcane, invincible minions once and vortex molten vampiric.

They should have blacklisted certain broken combinations.

Back when my fresh monk entered Inferno, 50+% of all combinations would destroy me. Trying to farm anything was damn near impossible. So I did Hell (and discovered I could stack gold find, run a section of Nightmare and make nearly 300k an hour) and bought better gear. Mind you, I didn't farm that gear. I farmed the gold for that gear. By doing this, the experience was a lot, LOT less enjoyable than it should have been. Every single item that dropped in nightmare/hell I knew would be absolutely worthless to me (and mostly other people)

So I got better gear, stacked resists, and was slowly able to pull off some defensive skills for offensive skills. I can now farm Act 1 pretty easily and most minion packs/elites don't cause a problem. All because of gear and trying new specs.

However, now it's time for Act 2. Farming Act 1 nets me SOME useful items I can use or sell, but its still tedious. I don't know if i can do this again for Act 2, 3, and 4. I just want to fucking find exciting loot, not items that turn into gold.

Right now, it honestly feels like I'm a Chinese gold farmer. But, instead of farming gold, getting paid real life money and doing whatever I want with it, I'm farming gold to buy in game items. It makes me feel like a tool.


Title: Re: Game Design Update
Post by: Jeff Kelly on May 29, 2012, 08:58:04 PM
Not anymore but they had huge concurrent numbers at one point during the heyday of WoW. They also managed to restructure their backend systems and code so that it scales reasonably well now (something that the server side code didn't at launch). Another point off of the "necessary backend features" list.



Title: Re: Game Design Update
Post by: Tarami on May 29, 2012, 09:15:07 PM
Maybe because the programmers for D3 are different people than the ones for WoW? Some of them may even never have played WoW. Was D3 even made in the same studio where WoW is maintained?
Because it shouldn't be up to the programmer, is the point. Someone should be on top of it, providing specifications for how things are supposed to work.

Virtually everything seems like a one-off:

- Need a tooltip? Cut and paste that code from somewhere else, bugs and all (then don't fix the bugs in that copy when they're discovered, I guess.)
- There's even things like how the globe shows rounded HP values (so 1014.9 is rounded to 1015) and the overhead HP bars show truncated values (1014.9 -> 1014).
- The buyback tab occasionally forgets about half the items you've just sold.
- Comparing a two-hander when you have two one-handers equipped doesn't take both into account, so the stat changes are useless.
- The AH calls life steal just that, the tooltips call it "% damage converted to life".
- The minimum value for movement speed in the AH is expressed as fractions (+10% -> 0.1) yet the textbox doesn't allow more than three characters so you can only filter whole tenths (0.1, 0.2 et c), yet +%damage is expressed as percent. Maybe you skip the leading zero, I haven't tried that.
- Half the places you expect a tooltip (like the quick-access menu when you right-click the potion slot, or most of the AH) don't give you one.
- Recommended items in the AH can't be sorted. At all.
- Why am I seeing sold items in the AH? I guess it's the cache, but why aren't they just filtered out when displayed?
- Why does the "the game is NOT paused in a multiplayer game" text linger after I've closed the menu? I'm not expecting it to be paused any more in any case.
- How come I can't read the aggregated stats of someone I inspect in-game, yet I can see the last time they clipped their toenails if I look at their profile from the character screen?
- The same screen also displays what the game calls "damage" as "DPS" for no reason (other than being synonyms in this case.)
- At that, why are there two ways to look a character from the character screen, one of which offers no information other than the appearance of the toon?
- Edit: Oh, and the FPS meter is pointless, since it shows the timing of the last frame and updates (and varies wildly) every frame, rather than frames rendered the past second.

Finally, why do I get a button to join each of my three friends who are inside the same game? Shouldn't there be one button per game? Also, that tooltip you get hovering those join buttons is the least helpful ever - it doesn't help knowing he's playing with a barbarian and a demon hunter, I want to know if I know them. NAMES!

No, really, the UI is all over the fucking place. There are barely two seemingly identical functions in the game that actually behave the same way.

/rant


Title: Re: Game Design Update
Post by: Malakili on May 29, 2012, 09:25:45 PM
Some of those monster affix combos are beyond ridiculous. Had fast, arcane, invincible minions once and vortex molten vampiric.

They should have blacklisted certain broken combinations.

Back when my fresh monk entered Inferno, 50+% of all combinations would destroy me. Trying to farm anything was damn near impossible. So I did Hell (and discovered I could stack gold find, run a section of Nightmare and make nearly 300k an hour) and bought better gear. Mind you, I didn't farm that gear. I farmed the gold for that gear. By doing this, the experience was a lot, LOT less enjoyable than it should have been. Every single item that dropped in nightmare/hell I knew would be absolutely worthless to me (and mostly other people)

So I got better gear, stacked resists, and was slowly able to pull off some defensive skills for offensive skills. I can now farm Act 1 pretty easily and most minion packs/elites don't cause a problem. All because of gear and trying new specs.

However, now it's time for Act 2. Farming Act 1 nets me SOME useful items I can use or sell, but its still tedious. I don't know if i can do this again for Act 2, 3, and 4. I just want to fucking find exciting loot, not items that turn into gold.

Right now, it honestly feels like I'm a Chinese gold farmer. But, instead of farming gold, getting paid real life money and doing whatever I want with it, I'm farming gold to buy in game items. It makes me feel like a tool.

Play alts, farm easier content just for fun?  It sounds like you don't actually like PLAYING the game very much, which is the core of your problem if I had to guess.  If you actually enjoyed playing for the sake of playing you wouldn't care so much when the drops didn't come.  That has actually why the Diablo series has been more or less the holy grail for me - I like the loot stuff, I like skill stuff, but I like that in tons of games, what sets Diablo apart for me is that it is just plain fun to play, so all that grinding has never felt like grinding to me in a Diablo game.  Even if I get jackall, I had fun blowing up monsters.  That has been a rarity for me in RPGs in the last say, 7-8 years.


Title: Re: Game Design Update
Post by: Jeff Kelly on May 29, 2012, 09:45:38 PM
- If the buyback doesn't forget items it sorts them in any odd order it likes. The last item sold is never at the top or at the bottom of the list.
- There is no way to easily see what you have equipped when you browse the AH, you have to switch to the "sell" tab and hope that all of your items are repaired to 100% (otherwise you won't see the stats but rather a hint that you need to repair items before you can sell them).
- You can't reset your search parameters you have to quit the AH to do that
- If you look for certain stats, the AH interface adds the stat of a socketed gem and displays you the results accordingly (so a +40 dex item with a +28 dex socketed gem comes up if you look for +68 dex items)
- The AH tooltip doesn't show stat changes even though all other tooltips in the game do.
- I have to skip cutscenes even if it's my 100th attempt also all tutorial hints and tooltip still show up on Hell difficulty.
- the game doesn't pause during in-game engine cutscenes so the mob train you brought with you will kill you while you watch deckard cain being ominous. (That was a WTF moment for me)
- If you kill bosses too quickly they will sometimes execute all of the actions that they're supposed to do before the next scripted event all at once

If I go on this will turn into another complaints post but for a game that has been in development for the better part of 6 years (and had a cancelled predecessor) it seriously lacks polish.


Title: Re: Game Design Update
Post by: Sjofn on May 29, 2012, 11:03:06 PM
- the game doesn't pause during in-game engine cutscenes so the mob train you brought with you will kill you while you watch deckard cain being ominous. (That was a WTF moment for me)

I'm sorry, that is hilarious.  :heart:


Title: Re: Game Design Update
Post by: Llyse on May 29, 2012, 11:49:14 PM
- I have to skip cutscenes even if it's my 100th attempt also all tutorial hints and tooltip still show up on Hell difficulty.

If I go on this will turn into another complaints post but for a game that has been in development for the better part of 6 years (and had a cancelled predecessor) it seriously lacks polish.

I think you can turn off all tooltips and tutorials in options but everything else I agree with.
Still a fun game though.


Title: Re: Game Design Update
Post by: Amaron on May 30, 2012, 01:53:22 AM
Even if you're farming gear that lets you farm better gear, it's still progress and something to be happy about. It's like, I have to get to level 2 to get to 3 and onwards all the way to 60, but I'm still happy with each level I attain.

I'd sort of agree if the gear felt like an "upgrade".   What happens is your damage goes down and your defenses try to keep up.   Increasing damage has some pretty weak yields too.  In general mobs don't have a lot of HP in Inferno they just hit you like a truck.


Title: Re: Game Design Update
Post by: Tarami on May 30, 2012, 03:37:37 AM
Yeah, my rants aside, I'd just like to point out I really do like the game, as in the gameplay, it's just that it's horribly fucking shoddily put together in almost every other regard.

Really, really agree on the cutscenes bit though. Jesus, just remove them altogether from nightmare and up. Play normal to get the story. Or add a checkbox to the quest selection screen, "story mode".


Title: Re: Game Design Update
Post by: Paelos on May 30, 2012, 06:29:24 AM
No you must watch them all every time. Metzen worked hard on this!  :why_so_serious:


Title: Re: Game Design Update
Post by: Sophismata on May 30, 2012, 06:59:00 AM
No you must watch them all every time. Metzen worked hard on this!  :why_so_serious:
The story is the worst fucking cheese. It lacks the gravity of Diablo 1 and the brevity of Diablo 2 (and let's be honest, neither of those games had a stellar story). It bothers me to think that someone - anyone - thought it was anything other than fucking stupid, let alone wrote the damn thing for a multimillion dollar production.


Title: Re: Game Design Update
Post by: Paelos on May 30, 2012, 07:23:44 AM
It's just a setback.


Title: Re: Game Design Update
Post by: Xanthippe on May 30, 2012, 07:29:10 AM
I don't play Blizzard games for the story.

I enjoy the little mini-stories much more than the main stories. (Lyndon's, for example).


Title: Re: Game Design Update
Post by: Nebu on May 30, 2012, 07:54:03 AM
There's a story?  I thought the cutscenes were meant as a respite from the constant button spamming.   :why_so_serious:


Title: Re: Game Design Update
Post by: Paelos on May 30, 2012, 08:14:07 AM
I like how you know everyone is going to screw you over, but the other NPCs are like, "We don't have a choice!"


Title: Re: Game Design Update
Post by: Sjofn on June 01, 2012, 05:13:58 PM
I enjoy the little mini-stories much more than the main stories. (Lyndon's, for example).

I agree, except maybe the enchantress. But I liked the other two followers, Covetous Shen and Haedrig!


Title: Re: Game Design Update
Post by: Ice Cream Emperor on June 01, 2012, 10:30:28 PM

I like Covetous Shen because he makes my Witch Doctor suddenly seem like a subtle portrayal of ethnic diversity and tolerance. Once the racism knob gets stuck at 11 there's really not much to complain about.


Title: Re: Game Design Update
Post by: Sjofn on June 02, 2012, 12:28:46 AM
Yeah when we first picked up Shen, Ingmar was like "I think this guy might be offensive." Which is how I feel when I see the witch doctor.  :awesome_for_real:


Title: Re: Game Design Update
Post by: Soulflame on June 02, 2012, 10:03:47 AM
That's just James Hong.  Roll with It.


Title: Re: Game Design Update
Post by: Ironwood on June 02, 2012, 10:55:57 AM
Yeah, have any of you watched ANY Kung-Fu Panda or even Big Bang ?

That's what the guy does.  Chill.

I don't get upset at the UK voices in there.  Mostly because they're done by proper British people who are actually all AWESOME, but that's no excuse. 

 :why_so_serious:


Title: Re: Game Design Update
Post by: Soulflame on June 02, 2012, 12:09:47 PM
I'll always see him as Lo Pan.


Title: Re: Game Design Update
Post by: Maledict on June 02, 2012, 12:40:07 PM
Yeah, have any of you watched ANY Kung-Fu Panda or even Big Bang ?

That's what the guy does.  Chill.

I don't get upset at the UK voices in there.  Mostly because they're done by proper British people who are actually all AWESOME, but that's no excuse. 

 :why_so_serious:

Every line uttered by the templar is like a spike in my ears.

I'm sure for non-Uk people its fine, but hearing a broad Yorkshire accent constantly is infuriating. It's really, really horrible.

(and I lived in Leeds for 8 years!)


Title: Re: Game Design Update
Post by: Ingmar on June 02, 2012, 02:07:00 PM
I eventually came to the conclusion that he wasn't, but it wasn't evident at first which direction they were going to go with him.


Title: Re: Game Design Update
Post by: lesion on June 02, 2012, 06:56:09 PM
Every line uttered by the templar is like a spike in my ears.

I'm sure for non-Uk people its fine, but hearing a broad Yorkshire accent constantly is infuriating. It's really, really horrible.
Nah, he's that terrible. Even my deaf friend hates him!


Title: Re: Game Design Update
Post by: Sjofn on June 02, 2012, 07:31:42 PM
I find his accent hilarious.


Title: Re: Game Design Update
Post by: Xanthippe on June 02, 2012, 07:35:13 PM
I'm from California, we don't have accents(!).

All accents sound exotic to me, even bad ones. (Except Mexican accents. )


Title: Re: Game Design Update
Post by: Ironwood on June 03, 2012, 01:18:15 AM
Every line uttered by the templar is like a spike in my ears.

I'm sure for non-Uk people its fine, but hearing a broad Yorkshire accent constantly is infuriating. It's really, really horrible.
Nah, he's that terrible. Even my deaf friend hates him!

You're both nuts.  After pretty much every single fucking fantasy game EVER goes straight to Glasgow (do not pass go, do not collect $200) with the worst American dragged out a bin to put on Springburn Dwarvish, I'm finding an actual proper accent to be a refreshing change.


Title: Re: Game Design Update
Post by: Ragnoros on June 06, 2012, 10:01:51 AM
Patch 1.0.3 Design Preview
by Wyatt Cheng Jun 6, 2012 7:00 AM PDT 1658

Last month we gave you a glimpse into how we were taking in initial feedback on the game, and ideas for some potential system changes we could make. Today we wanted to follow up and provide concrete info on some of the changes we’ve been working on, and give everyone a heads up before the 1.0.3 patch hits later this month.

Bridging the Item Gap
The ilvl (item level) of an item determines the statistical budget for its power. The way the game is currently set up, Act I drops ilvl 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below. Unfortunately this has caused two main issues. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies. For a lot of people they would rather do something frustrating or boring in Hell Act IV (such as having Tyrael fight for them or breaking vases) for a chance at a "top-tier" upgrade, rather than fight hordes of monsters in Inferno Act I. We’re shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable.  If you would rather chain-pull elite packs in Act I rather than 3 minute cat-and-mouse in Act IV, we'd like you to be able to do that and know you can still find the best items in the game.
Nothing would explain it as well as just sharing the intended drop rates coming in the next patch, so here they are. Note that the drop rates vary slightly by item type; the table below represents an approximate aggregated rate of all item types:
New drop rates for 1.0.3
Item
ilvl    Hell Act III and IV  Inferno Act I  Inferno Act II  Inferno Act III/IV
iLvl 61    9%  18%  19%  24% 
iLvl 62    2%  8%  12%  16% 
iLvl 63    0%  2%  4%  8% 
As you can see, players who would rather murder monsters 4x as fast in Inferno Act I can do so knowing they have a chance at amazing items, and players who want a challenge can kill in Acts III and IV in Inferno and be rewarded with a higher drop rate.

You Keep Using That Word
As previously mentioned, we’re going to be reviewing Legendary items in a future patch. Legendaries won’t change in 1.0.3, but it’s still something we’re actively working on. When we’re done, high level Legendaries should be flat out better than blue items, they’ll carry a good amount of power with them, and they should also be distinctive or memorable in the benefits they provide. We’ll be able to share more information on the specific changes we’re making after 1.0.3 launches.

The Nephalem Difference
It’s no secret that our goal for the end-game item hunt is players hunting monsters packs, building to five stacks of Nephalem Valor, and then killing a boss. While we’re seeing a lot of that occurring, what we’re missing is people feeling like it’s worthwhile to continue onward after killing a boss. To help hit that goal we’re lowering the number of guaranteed Rare items on bosses when you have your full five stacks of Nephalem Valor from two guaranteed Rares to one guaranteed Rare (you still have a very good chance at multiple rares, it's just no longer guaranteed). In exchange, all champion and rare packs will now drop a bonus guaranteed Rare item when you have your full five stacks of Nephalem Valor. The change benefits players with more overall drops, and a reason to push to continue progressing.

You Into the Group Thing?
We’re removing the bonus monster damage per additional player in a coop game. Our design goal is for players who prefer to play solo to be able to play solo, and players who prefer to play in groups to be able to play in a group. We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends. In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.

Oh Yeah!

Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place. Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.

Paying for Your Mistakes
Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging” tough enemies or “chain rezzing allies on a boss” is intended gameplay – it definitely is not. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness). Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. Our goal is the next time a player is graveyard zerging a boss, it should occur to them that “this is probably not an efficient way to go about things”. We’re currently evaluating repair costs between 4x and 6x their current values. In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs. Following this change zerging a boss will still be possible, but our intent is that it won’t be optimal, and players who are seeking to be as efficient as possible will adjust their item hunting routes accordingly.

Whoa, Whoa, Nice Shootin’ Tex
We’re fixing a number of bugs with Attack Speed, mainly related to the stat not working on some items, but we’ve also decided we need to reduce the effectiveness of Increased Attack Speed overall. Many players have commented that Increased Attack Speed is such a dominant stat they feel it’s required. While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options. There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing. We’re currently leaning toward the first solution, to simply reduce the value on items, but we’d be interested to read people’s thoughts on the problem.

Just Three Two Easy Payments
We previously hinted that Blacksmith and Jeweler costs are coming down, and overall it will be far more reasonable to train them up and craft items. The most dramatic reduction is on the combine costs for tier 2-8 gems.

Gem Quality
Previous Cost
New Cost
Flawed
3 Chipped + 500 gold
2 Chipped + 10 gold
Normal
3 Flawed + 750 gold
2 Flawed + 25 gold
Flawless
3 Normal + 1250 gold
2 Normal + 40 gold
Perfect
3 Flawless + 2000 gold + 1 Page
2 Flawless + 55 gold + 1 Page
Radiant
3 Perfect + 3500 gold + 2 Pages
2 Perfect + 70 gold + 2 Pages
Square
3 Radiant + 7500 gold + 1 Tome
2 Radiant + 85 gold + 1 Tome
Flawless Square
3 Square + 20,000 gold + 2 Tomes
2 square + 100 gold + 2 Tomes

The gem combine costs for Perfect Square and above will remain unchanged.

Nerf Them, Buff Me
Class tuning is not a major focus for 1.0.3. There will be a small number of skills changes, but for the most part we want people to continue experimenting and enjoy their skills for a while. Our goal was and continues to be build diversity, and though we see quite a bit of build diversity, we think we can do much better. Class tuning will be an ongoing process, and we’re targeting the 1.1 patch for most class tweaks, with a focus on punching build diversity up a few more notches.

But What About…
While these are a few of the larger systems adjustments we’re making, the 1.0.3 patch will include many fixes, quality of life enhancements, Auction House improvements, and other changes. We hope you look forward to the patch as much as we do getting it out there, and again we appreciate your continued feedback. See you in-game!


Wyatt Cheng is a Senior Technical Game Designer for Diablo III. He kindly requests that if you see him in Development Hell you spare his life and move on.

:yahoo:


Title: Re: Game Design Update
Post by: Thrawn on June 06, 2012, 01:03:32 PM
Just about everything in those notes looks like a great change to me that says Blizzard is paying attention.

But I'm sure someone will come and point out why it's all bad and it's a terrible game.  :oh_i_see:


Title: Re: Game Design Update
Post by: Maledict on June 06, 2012, 01:08:01 PM
I think these are good notes that will hopefully re-ignite my interest in the game until 1.1 hits. Very interested to see the class changes in the longer run as well.

Still don't get how 6 years of development and no-one thought "Hmm, the legendaries are a bit shit and dull aren't they?". Still feels like something wasn't right with this game which is a first for Blizzard.


Title: Re: Game Design Update
Post by: 01101010 on June 06, 2012, 01:09:21 PM
I feel bad for those of us that dumped gold into jewelcrafting. I am banking a ton of it and have never made a square anything, but did quite a few radiants. :(


Title: Re: Game Design Update
Post by: Rokal on June 06, 2012, 01:23:43 PM
I feel bad for those of us that dumped gold into jewelcrafting. I am banking a ton of it and have never made a square anything, but did quite a few radiants. :(

Yeah they weren't kidding when they said they were lowering costs...

I've probably spent ~600k leveling JC, blacksmith, and combining gems. I stopped short of Rank 8 on my blacksmith once they announced price reductions were coming, but I still feel like I got ripped off by trying to play the game in what was clearly a beta state.


Title: Re: Game Design Update
Post by: Merusk on June 07, 2012, 03:56:00 AM
The combine costs were simply ridiculous with the AH right there.  This is what happens when you beta test only 1/4 of the features of your multiplayer game.  Shit breaks in a  "oh, fuck we didn't realize that" way.  (Although this is one they SHOULD HAVE realized.)   

There was absolutely no reason - none - to combine a gem below the Tier 8-10 levels in non-HC mode.   Vendor that shit then buy off the AH for a fraction of the level-up cost of your JC.  With the ability to remove all gems from equipment all gem investment is a one time deal per character.   So the Tier 10 gems would have had to be what, a few hundred-thousand per gem to ever bother leveling him up.  That wasn't going to happen, either.



Title: Re: Game Design Update
Post by: Shatter on June 07, 2012, 04:21:54 AM
Great changes, that will keep me playing as Im at the Act II roadblock and having to AH farm to move forward.