In the beta test, "Diablo 3" was updated again. After this update, the game's systems were greatly changed, jay Wilson, the game design director of Diablo 3, published a description on the official website. Let's take a look at the changes made in the Diablo 3 test server.
The following information is from Blizzard's official announcement:
System Change-Jay Wilson
In the process of making Diablo III, some people have always said that we are too entangled in system details, thus wasting too much time: "This game has been done well, come on !" This is understandable, but I don't think it is correct. Our job is not only to launch a game, but also to launch a sequel to the Diablo series. People will not remember whether a game has been postponed. Only a great game will let people remember you. We believe that we can provide such a game for a large number of players, but we have not completed this step yet. This game has not been released yet, and we have not released any release date. The reason is simple: we are not ready yet. While further improving and polishing the game content, we are also continuing to repeat the core system of the game. Therefore, I hope to provide you with an update list of the system we are currently playing.
The changes we are currently making are sourced from feedback from internal and external testers, including item creation, items, core attributes, and item columns. Here we will roughly list these changes and explain the reasons behind them. In addition, we are still making some major changes to the rune and skill system, but it is not the time to announce it. What I can ensure is that we cannot release this game until the skill and Rune systems are completed.
Starting from a small place-The verification scroll disappears from the game.. The operation of unauthenticated items and identified items is still an important part of the game, but after obtaining an unauthenticated item, you just need to right-click it, there will be a short cast representing the being tested. After the inspection is completed, the item will become an authenticated state. Finding a gift and breaking it apart can bring a double surprise. We like it very much, but it doesn't mean you need to carry a few scissors with you. From now on, you will be able to identify all items on your own without carrying a scroll. Because your role in Diablo III has always been so cool.
Then there is a smaller but more significant change-The fifth shortcut bar moves the position and becomes a potion exclusive button.. During the development of the game, we repeatedly tried to determine whether to add a special potion button. Recently, we have clearly felt it necessary for players to remember their potion immediately in a critical situation. Currently, our combat model does not encourage (or even disallow) Medication Flow to fight monsters, but they are useful when you are not lucky enough to play the ball of life or you are in a situation that you cannot cope. This change was newly added, so no special potion button exists in patch 10. However, this is indeed our change direction. You will see the relevant support in the future test and update.
The above are some simple changes. At present, the goal of our design group is to review all the systems and remove overlapping and redundant parts from each other. If necessary, we will also remove some hopeless components. For these reasons and for some more lofty purposes,We will delete the secret NPC. After studying the entire item Customization System, we found that item enhancement (I .e. the role of the secret) did not help the entire game. There is no difference between the enhanced system and the slot + GEM system, but the name is changed. Unless we want to continue to delay the release of the game, let the system go back to the drawing board, and then design it from the beginning, the most reasonable solution is to temporarily delay these things, in the future, we will re-discuss the secret and strengthen the system. It would naturally take a little time to delete a secret, but it would be a little less time to redesign a custom system of items. We hope that one day she will be able to return to your division, but now we still need to focus on the existing custom options in the game.
Diablo III has been developed for a long time, during which we have been studying the entire system and checking whether the previous decisions based on the current situation make sense now. For example, we recently joined the recall stone. It takes only a short period of time to get you back to the city. But we said earlier that we would not join the Town Portal (because many players will use them to speculate in the battle)-This is still valid for the moment, but at the same time, we also found that this game still needs a fast travel method. Although we have increased the number of transfer points, its degree of freedom is still not as high as that of town transfer. Now, we can use the recall stone to solve all these problems. However, due to the introduction of the recall Stone, we need to re-evaluate the previously introduced compensation mechanisms for the disappearance of Urban portal.After careful evaluation, we decided to remove Jordan's golden oven and nefaitian cube.They were originally added to allow players to break down and sell items on the spot without a quick return to the city. But now we have the opportunity to recall things, so we can continue to make these things only reduce the benefits that players should have, such as selling, breaking down, making items, communicating with the town and people, and managing item lists, these facilities are very useful and allow players to temporarily break away from intense battles. Before returning to the battlefield, they can have time to evaluate their own equipment and use the manufacturing functions. In addition, we decided not to deceive ourselves. We simply changed the name of the recalled stone to the Town portal and embedded it directly into the skill bar on the interface.
The blacksmith is responsible for splitting items.After the Rubik's Cube is removed, we certainly have to add a facility in the town to break down items, and the blacksmith's work is reasonable and logical.
Another major change is that normal (white) items cannot be decomposed.We found that the original design will inevitably lead to some item problems, but the main reason is the change in the item importance principle. In the past, our idea was that once an item is dropped, it must be able to play a role, either to promote its attributes or to form a better item after it is broken down. Through a large number of game tests, we have gone back to the "Diablo II" Drop Method: let the monsters drop a lot of garbage that is not worth picking up. Although Diablo II will drop a large amount of garbage, most of which are arrows and arrows, this will also boost the joy of players when encountering good equipment, of course, we also like the feeling of dropping items from one place. Therefore, we need to rebalance the value of an item and the proportion of the items we throw to players.
As a result, we made another change, which is also the last change that I want to explain in detail today:
We change the core attributes of a role into strength, agility, intelligence, and vitality,The gain provided by each attribute is divided:
Power
+ Barbarian Injury
+ Armor
Agility
+ Damage to hunters
+ Monk damage
+ Dodge
Intelligence
+ Magicians
+ Wu medical injury
+ Life value supplemented by the life ball
Vigor
+ Lifecycle
We have removed the defensive, attack, and precision attributes. The new armor attribute will replace the original defensive attribute. We will also add + physical resistance to replace the original armor and replace precision with the + hit probability. Obviously, the changes to these role attributes are just the tip of the iceberg of another huge change, because they require us to extensively and deeply reset item attributes and game balances.
One of the reasons behind these changes is to make the various attributes more intuitive, but the more important reason is to solve some of our current item system problems. As I said just now, we want to change the item system back to the mode of a lot of junk items, but in addition, we also need to add a variety of wonderful items, let people know at a glance that it is not suitable for your role. We want to drop a large number of items and enhance the sense of excitement when players pick up the best ones. Therefore, we need to assign unreasonable items to various attributes (for your role or to discard a specific role ). By specifying primary attributes for each occupation, we can reduce item repeatability, make our item library more diversified, and ultimately create a clearer item attribute system, and provide a sense of excitement when your role discovers a cool new item.
In general, these changes have very little impact on the items you want to pursue. What you need in the future is what you need before. The choice of items still depends on the suffixes of the second attribute and item name, and we are trying to add more suffixes to the game (we have been doing this before ), to ensure the diversity of items. Simply adding some suffixes that can strengthen specific skills can greatly expand the item library and create more possibilities.
Continue, after removing Jordan golden oven and nefaitian cube, and moving the Town portal to the skill panel,Now we integrate the role attributes into the item bar interface.This greatly facilitates gamers to observe the impact of different equipment on their own attributes. The new interface will provide the same detailed information as the old interface, and improve the interface efficiency to make it more useful. Although it seems to be a small change, we are very satisfied with the results.
We will add all the above changes to the latest beta patch, so we hope that qualified players can try them more and post your ideas on our beta feedback forum.
Of course, we still have a lot of work to do, and we are making adjustments to the balance change as always, which is a very arduous task. You can see in the test part: such as the changes to the item rare degree, the number of item suffixes we add to the area of each level, their joining methods, and the number of enemy monsters. Of course, there are still some changes that you cannot see during the test, such as for the entire game (including four different levels of difficulty) balance, various new Suffixes in the future, legendary items, new items to create recipes and item design, achievements, and various new features of the war network. As I mentioned above, we are also making major changes to other systems-especially in terms of skills and runtimes. Although it is not the time to announce it, we hope to present it to you in the future.
All our Blizzard Entertainment Employees wanted Diablo III to become the best game on the first day of its release. To achieve this, we will continue to repeat our existing designs and change the systems that we have spent a lot of time thinking and setting up, or delete systems that have already been integrated into the core gaming experience. We hope that we will constantly question our previous decisions during repeated reconstruction. Diablo III not only needs to meet our expectations when it is released, but also needs to continue to maintain Blizzard's quality requirements over the next ten or two years.
Jay Wilson is the game design director of Diablo III and inventor of "mysterious meat". He thinks Kate béginsel is the greatest actress in history.
Even the end of the world cannot block us from playing games!