Creating good random map generators is a difficult task in video games, and something we’ve seen done with relative success in all of the Diablo games. Diablo 1 had four dungeon types with quite different maps for each area, though all were just big squares with different arrangements of the pieces within them. (The Hellfire […]
Diablo 3 Podcast conversation about multiplayer co-op issues in Diablo 3. What are the benefits of playing with others? Should there be more party skill bonuses? Why are the Diablo 3 clan tools so meh? The curse of the double-Unity requirement. Show features Aahzmodius, Wolfpaq, and Flux. Click through for approximate segment starting times: 0:30 […]
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Better Party Features and Diablo 3 Patch v1.08 DetailsPosted 7 Mar 2013 by
Two blue posts sharing more details on upcoming changes and content Blizzard is hoping to get into Diablo 3 Patch 1.0.8.
Vaneras: That is the plan indeed
Other things we are hoping to have ready for patch 1.0.8:
We will of course give you more specific information on what exactly will be in the next patch once we get closer to release :-)
I’m curious to see how the multi-crafting and ID-all change the economy. After all, in Diablo 3 as in the real world, time = money. (Or gold.) Personally, the time required (wasted) to ID and sell/salvage rares is a major reason I pick up so few types of Rares, and I’ve long believed that the time you have to spend clicking buttons in the Jeweler’s interface is a definite factor in the price of higher level gems. Once those actions can be done in bulk, I figure I’ll get less choosy about the item types I pick up, and I might even start salvaging my own mats, instead of just buying them.
Elsewhere, we’ve got another post from Wyatt Cheng, in which he agrees with fans that the co-op features in Diablo 3 need improvement, though he’s not ready to share any specific plans as to how they might be improved in the future.
Wyatt Cheng: We are looking to improve co-op farming efficiency in 1.0.8. Co-op play in general is a big focus of the 1.0.8 patch and efficiency is definitely one component of that. Co-op is already more efficient for some players, but this is the exception rather than the norm. The degree of co-op efficiency depends heavily on the co-ordination of the party, skill builds, and the relative gear level of the teammates. Since launch we’ve made some modest changes to encourage co-op play but there’s still room to go farther. At the same time, we don’t want to go so far as to make multiplayer feel “mandatory” for those who prefer to play solo, but we still want to err on the side of being co-op favorable.
There’s also a number of hurdles to co-op play beyond raw efficiency, so we’ll be looking to alleviate/solve some of those hurdles too. The Identify All feature in 1.0.8 is an example of this. Sometimes the trip back to town to sort through a bag of gear is enough of a hurdle to make somebody feel playing co-op isn’t worth it. Nobody wants to be in the dungeon fighting monsters while your teammate is off in town identifying a full inventory.
It’s kind of odd, seeing the devs always agreeing with the players these days. I remember so many months of Bashiok arguing against fans who wanted big changes and improvements and defending the current game features. That was his job of course, and who knows what he really thought of the dev issues, but it’s weird to think back over so many months of the developers telling us that they knew best and trying to make us play it how they wanted us to play it. At least compared to now, where Wyatt and Travis seem to agree at least 95% with the general fan consensus on everything good and bad about Diablo 3.
It’s almost like D3’s development has become a sort of community-directed official mod, where we all argue for changes and the devs (promise to) implement them.