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David kim diablo iv twitter
David kim diablo iv twitter










  1. David kim diablo iv twitter how to#
  2. David kim diablo iv twitter update#

Something else to keep in mind is Legendary powers are just one part of an item’s power, and they won’t invalidate all other Affixes due to how powerful they are. We want to have a good mix of power sources: characters naturally get stronger as they level up, skills have ranks that increase power, talents provide specific playstyle choices and additional character power, and of course items grant power and meaningful choices as well. However, we want to clarify that in Diablo IV, power doesn’t come mostly from items. The community has shared many good points on the topic of power sources and we’re reevaluating how much power comes from each source at any given time. Ultimately, our goal is to create a meaningful system that provides clear choices depending on your preferred playstyle in the endgame. We can also introduce additional depth through this system, because players will be more experienced with the game at this point.

david kim diablo iv twitter

But for players who want to go deeper into the game, a second experience system allows us to capture the fun of achieving those really difficult endgame goals and ranks. A level cap gives us the ability to grant players a sense of completion. We have a couple reasons for having a different experience system in addition to a level cap.

david kim diablo iv twitter

We believe the more important question is what experience feels best for players, and we can playtest various approaches to tuning to find the power curve that makes the most sense. within those thousands of hours, we could choose to create a finite system that grants 1,000,000 times more power than an infinite system, making it practically impossible for the infinite system to catch up in power.Īlso, power increase doesn’t need to be linear throughout the ranks-it can slow down as players reach higher levels. However, we can control how much power each system gives, whether it’s infinite or finite.įor example, say we’re talking about thousands of hours of gameplay. There seems to be some concern around infinite being worse because it will eventually overshadow all the power granted by other sources. We’ve been discussing the pros and cons of both and would love to hear your thoughts. We haven’t decided whether the character leveling and experience system should be finite or infinite. We hope to have more details to share in the follow-up itemization update.

david kim diablo iv twitter

We had a preliminary direction to share, but you’ve brought up some great points, so we’re revisiting our designs with your feedback in mind. We should have done a better job of explaining the role of Ancient Items in Diablo IV. We completely agree with the community sentiment-Ancients as they are don’t really serve a clear purpose in Diablo IV. Skill selection and assignment will always be completely open for all players. Like many other things in the demo, the UI is not final and we will support Elective Mode-style skill selection. There’s a misconception that Diablo IV will lock skills to specific slots because of the BlizzCon demo user interface. These are some of the topics that we’re seeing come up most often, but if we’re missing something, please let us know and we will try to share our thoughts on those subjects as well in future updates.

David kim diablo iv twitter update#

We’ll go into way more depth regarding itemization in a separate post soon, but we don’t want to leave you hanging until then-so we’re going to update you on a few other topics now.

David kim diablo iv twitter how to#

We’re still working through all the feedback that came in regarding itemization and we’re actively discussing ways to add more depth and complexity to base items (including Rares), ways to add greater variety to item affixes to make those powers interesting and your choices meaningful, and ways to give players more freedom to choose how to customize items, so you can have fun exploring a wide range of effective gameplay possibilities instead of just looking up “the optimal build” online. I am so incredibly appreciative for all the feedback we’ve received so far and I’m eager to dive into some of the most talked about topics. Diablo IV is still very much in active development, but we plan to keep you in the loop as we continue to design and iterate so that you can be a part of what we’re building. The biggest challenge with parsing community feedback is that with so many opinions, the takeaways are rarely unanimous. By working together, we can achieve great things. I have learned over years of experience that the player community is an incredibly valuable resource to draw upon when designing and refining a game.












David kim diablo iv twitter