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Diablo 3 – Itemization – Answers (Part 1)

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Автор: EarthFace на 05/03/2013 - 21:49ч.

 
Цап царап

Diablo 3 – Itemization – “Ask the Devs” Answers (Part 1)

Q. Will all legendaries found on Inferno roll level 63 base stat values (armor and dps values) and level 63 “non-base” (affixes) stat values?
Travis: Yes, our plan is to handle Legendary items in a similar fashion to how we handle Rare items. Legendary items will roll at a level equal to the creature that dropped it. This means that, in addition to a Legendary’s stats rolling at the monster level, the base item stats will also roll at the monster’s level. Right now, Rares don’t work this way. Instead, their affixes roll at the level of the monster, but their base armor and weapon damage remain unchanged.

Q. “Love Leoric’s Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leoric’s Signet, let’s go farm Inferno and get a level 63 version of the ring!“

Does this mean that every set and legendary item will have a chance of dropping in Inferno?

Travis: Yes, Legendary and Set items will be valid drops from monsters at whatever point in the level range they are first introduced.

I have seen some people speculate over whether or not this means the experience bonus on Leoric’s Signet will increase, and the answer to that specific question is “yes,” but how each bonus on a Legendary or Set items scales will ultimately depend on the bonus itself. Some bonuses (such as the +EXP bonus on Leoric’s Signet) scale equally well from level 1 to level 60. On the other hand, some bonuses like procs that generate pets, or procs that deal damage effects, don’t always scale well as you get to the higher levels, but those will be changed wherever possible to scale with the level that they drop at.

Ultimately, we want to make sure the things that make Legendary and set items interesting continue to make them interesting at the end game, and in some cases they already do, so we just need to fix the other stats on the item.


Q. Will there be any way for the players to have some control over the item stats. Such as implementing the Mystic?

Don: Giving players more control and customization of their item stats is something we talk about a lot in our office. There have been a lot of ideas thrown around here and some great suggestions from the community, but we have not finalized any systems yet.

To give you an idea of what direction we’re heading toward, though, here are just a few ideas that we’re considering right now:

The ability to change a portion of a particular stat on an item to another stat of your choice.
The ability to augment an existing item with a stat bonus of your choice.
The ability to create an item with one or several fixed affixes—similar to the Rare recipes introduced in 1.0.7.
We’ve also discussed adding other types of “socketables” with a wide variety of possible affixes that you can put in your socketed items instead of gems.
All of these systems have their positives and negatives, so we want to make sure we make the right choice and consider all other changes we plan on making before deciding which systems we want to implement.

As far as the Mystic goes, she’s a cunning lady. I’m sure we haven’t seen the last of her.

Q. Where is my add socket?

Wyatt: When the game was in development, we actually the Blacksmith had the ability to add a socket to an item. Adding a socket makes the item better, so you pretty much always wanted to do it, and we found adding the socket felt like a small chore that didn’t actually increase the gameplay depth. You already need to insert gems to a socketed item, and felt having to add a socket as well would be a step too many.

With that in mind, there are still some gameplay benefits to adding a socket that we’d still like to capture. Although having to add a socket every time can feel like a chore, if there was a mechanic that made it a legitimate decision, that is something we could explore. Additionally, there’s something to be said for feeling more invested in an item—taking steps to improve an item increases your emotional bond with that it, which is something we could definitely do better at.

So, to answer your question, it’s something that’s definitely on the table for the future, but it likely won’t be identical to the system that was in Diablo II or the early iterations of Diablo III.

Q. Will there be new craft-able items added in the future? I’m thinking weapons and/or legendary items…

Wyatt: It’s hard to say for sure, but I don’t see any reason why not. As we revisit items in general, we’ll be looking at how crafting fits into the big picture, and it’s certainly possible that we’ll add more recipes at that time.

Q. So you have a plan to reduce the number of dropping items but increasing their quality. This will result in a smaller amount of items that can be salvaged into crafting materials for the Blaksmith, With this in mind – do you plan balance the amount of crafting materials gained from salvaging against the material requirements of blacksmith’s formulas?

Don: Yes, we plan to take all of our future changes into consideration when balancing the amount of reagents needed for crafting recipes. We haven’t decided on a number to reduce the number of drops by yet, so we can’t go into specifics on how or if existing and future crafting recipes are going to change.

Along those same lines, we’ll also be looking at the cost at which items sell back to vendors, since the reducing the drop rate of items can/will impact a player’s revenue of gold.

To be continued in part 2. . .


Темата беше редактирана от vaskobgn на 21/03/2013 - 01:49ч.
 
valio_3
 

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# 1: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: valio_3 на 05/03/2013 - 22:44ч.

 
опцията с идента е интересна ... Крафта също ако дадат пълна воля на корекциите от рода на :пада ти се амулет с крит и крит дм не те кефи някой стат и го заменяш за АС .Колкото до итемите реър и легендарните ще се види от самата игра колко са добри промените защото сега толкова лайняни легендарни и реър ми падат че нямам думи ... от близо 1 година вече играя още не ми е паднало хубаво оръжие от тия с над 1000 дпс и сокет + крит хит и някакъв стат
 
 

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LiquidSnake
 

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# 2: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: LiquidSnake на 06/03/2013 - 03:21ч.

 
Вече сериозно почвам да мисля че гейм дизайнерите на Диабло са няква детска градина или заведение за душевно болни,милиони фенове реват по форумите че играта умира с всеки ден и трябва сериозна промяна а те ми излизат след сумати време размисли и ми казват че ще намалят легендарните с по добри и ще сложат копче за идентификация на всички едновременно.Е браво серизно мислят тея хора аз сам да седна за един час ще измисля повече.Ето пример:

1.Сериозен еднгейм,да се добави на всеки акт по един уникален портал който да се отваря с много завързан и интересен куест,да представлява хиляди етажа както беше в Диабло 1 да срещаш нови гадове и на всеки 100 етажа да ти вдига MF,МP,Pikcup радиуса както и други статове където другаде не можеш да вдигнеш като за най-закоравелите последните етажи да са MP 11,12,13 и така нататък и накрая да те чака unic итем който не може да падне никъде другаде.

2.Да се разчупи аукциона и итеми с нисък левел да не се продават там,да се добави опция за следене на определен итем без да се надава за него,да опреснява цената точно,да показва какво дига и какво сваля според героя който си избрал а не да влизаш за тест.

3.Крафта да се промени сериозно да се добавят нови рецепти който са конкурентни на итемите които падат по време на игра,да се добави опция за промяна на статоте на намерен вече итем.Като не е гаранция 4е ще излезе по добър,нещо като ъпгрейд.

4.Да се създадат повече играеми и равностойни билдове сега са по 2 за герой,да станат 5 или 6 за да се търсят различни итеми а не както сега все едни и същи и всички сме еднакви.

5.Да се разчупи малко тази линейност да вървиш из коридори а да има повече свобода на движение,по разнообразни странични куестове с по прилични награди,злато,гем,итеми.

6.Да върнат руните и руническите рецепти.

7.При вдигане на парагон левл да ти дава допълнителна точка която да слагаш на скиловете и да им вдигаш статовете както в Д2.

и т.н. тва измислих за 10 мин те как само някви тъпотии им идват незнам.

Коментарът беше редактиран от LiquidSnake на 06/03/2013 - 03:34ч.
 
vaskobgn
 

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# 3: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: vaskobgn на 06/03/2013 - 04:49ч.

 
The item hunt is core to the Diablo experience and we're determined to make it even better in Diablo III. We've made several adjustments to the item game since launch with this goal in mind, but today I wanted to talk about a few of the underlying philosophies that are driving future changes to itemization.



Rarity = Power
One of the big things we want to focus on is making sure items that feel like they are rare and powerful are actually powerful . . . instead of just rare. The first and most obvious place for improvement here is Legendaries.

By design, Legendary items are going to drop far less often than Rare items, and we want that rarity to be reflected in their power. When a Legendary drops, the question that goes through a player's mind should never be "is this a good item?" It should be "how awesome is it?" For example, if you are playing a Demon Hunter wielding a Rare crossbow and a Legendary crossbow drops, we want your reaction to be "Holy crap, YES!" not "*sigh* another Hellrack." It's a problem if players don't want to bother identifying their Legendaries, let alone pick them up. We want to change this.

Legendary Stat Ranges:
Lots of factors go into making an item good, and one of those factors is how high the stats on the item can roll. When the game first launched, an item's potential stats were largely indicated by its item level. This made it so you'd know in advance whether or not an item was worth the trouble of identifying. In 1.0.5, we made it so that the stat ranges for affixes were based on the level of the monster or container that dropped the item rather than the item's level, which created the possibility of more items rolling competitive values.

We’d like to continue with this line of reasoning and use it to make Legendaries more powerful. In the future, we plan to allow Legendary items to also roll their base stats (weapon DPS and armor value) at the level of the monster that dropped them. So, for example, if you found a Heart of Iron from a level 63 monster, its base armor would be increased to that of Archon Armor and its stat ranges would roll at level 63. This gives us the opportunity to broaden the range of Legendary items, providing players with more diversity. Love Leoric's Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leoric's Signet, let's go farm Inferno and get a level 63 version of the ring!

(Everything we're suggesting for Legendaries also applies to Sets, too, by the way.)

Increased Item Diversity:
Item diversity is a topic that comes up a lot. Right now when people are talking about the best items in the game or looking for ways to improve their power they gravitate towards items with Critical Chance, Critical Damage, and Attack Speed. While these stats are great for boosting your damage they aren’t necessarily interesting or what we like to call "game changing."





We want players to feel like entire new builds can open up if they get their hand on the right items. Glimmers of this idea are already in the game with The Three Hundredth Spear and Thing of the Deep. The plan is to embrace the idea and push them to more extremes. Potential future Legendary item ideas include a Voodoo Mask that increases pet damage, a Barbarian set that makes Call of the Ancients last until they die (after we give them full pet survivability), a Wizard Orb that allowed for two Hydras to be active at once, or the "Ethereal" boots idea I posted here. While these specific ideas may not make it into the game, they are good examples of the kinds of game changing effects we want to introduce to items. It will take time, but our goal is to try to provide players with compelling alternatives to trifecta items when talking about what items they want to acquire.



Less is More

Between Paragon levels, Nephalem Valor stacks, and all the other assorted buffs and bonuses, it's possible to find a tremendous amount of Rare items during any given play session. But the quality of these Rare items just isn't where it needs to be, so even though players see a lot of them, they no longer feel special. When you identify hundreds of Rares and only a small percentage are worth equipping or selling, those items become a burden rather than something to get excited about. "Great. Now I have to identify them all, read their stats, and I’m probably going to salvage all of them." I feel your pain.

We want to make it fun and rewarding to hunt down new items through play, and really instill the feeling that your next awesome item could come from anywhere, and is just around the corner. We need to get rid of some of the clutter first, so we plan to reduce the frequency at which Rare items drop down the road.

Before anyone panics and posts an angry comment in the forums, this doesn't mean we want players to earn even fewer good items. It just means we don't feel it's necessary to present the player with hundreds of bad Rares for every one that they might want. As an example, suppose items currently roll between 1-100 Intelligence. Now, imagine that we dropped 25% as many items, but the Intelligence range was instead somewhere around 75-100. In the end, you'd find fewer items, but more of the items you find would be worth equipping. That's our goal.

(On the topic of identifying hundreds of Rares, it's worth adding that while most of this blog is about overall item philosophy and our goals down the road, one of the short-term changes we're making is adding an "Identify All" option, which should be coming in 1.0.8.)



Gold Sinks Should be Exciting

We frequently discuss the Diablo economy, as we want players to feel that gold is a valuable commodity, useful in ways beyond just the auction house. We don't want out of control inflation, but we also don’t think that taxing players is the proper approach. Ultimately, we want to provide players with things that they are excited to spend their hard-earned gold on.

The most concrete example of how we're supporting this philosophy would be the crafting recipes we introduced in patch 1.0.7. While they aren’t meant to be the silver bullet for all economic concerns, they provide more avenues for people to spend their gold to receive something they can be happy about—in this case, potential upgrades for their character or alts.






For more insight into Bind on Account items, check out Wyatt's 1.0.7 preview here.

Other avenues we want to explore include providing players with vanity options or potential ways to differentiate themselves from their friends or other characters (i.e. character customization options in terms of gear). We are also exploring ways to make crafting more exciting by adding not just more ways to make appealing items, but also introducing ways to modify existing items.



Farm Monsters, Not the Auction House

The auction house is a new addition to the Diablo franchise. And, while it serves many purposes for our players and helps to keep the economy fluid, some would argue that it has done more harm to the game than good. There is value to be had in providing players a way to freely exchange unwanted items for gold, or giving Demon Hunters an easy means to sell unwanted rubies in order to purchase emeralds, but the question has to be asked: is what the auction house provides worth what it took away from some players?

If the "right" way for some people to play the game changes from killing monsters to camping the auction house, is the game better off for it? Ultimately we don't think it is, but we also don't want to take something away that has become such an enjoyable part of the game for others. So, the question instead becomes: how can we refocus the end game away from farming the auction house back to farming monsters? It's a complicated issue, but one we are committed to addressing.

The first solution always presented when we discuss this problem is "Why don’t you just get rid of the auction house?" and while completely removing the feature would in fact fix the problem it created, it would also create a void that the auction house was originally designed to address. For example, we don't want players to feel like the only way to trade with other people is by sitting in chat and spamming "WTS [item link]" and "WTB [awesome item]" all day. This is definitely not ideal.

There are a number of ideas for how to address this long term that don't include removing the auction house outright, and most of the ideas are centered around giving players more ways to find items they are excited about:
One idea that we have discussed is “targeted Legendaries,” where named NPCs have an increased chance of dropping specific legendary items. For example, The Butcher could have an increased chance of dropping The Butcher's Cleaver.
Another idea is that we introduce a system that will help alleviate some of the bad randomness players encounter by ensuring that at least some of the Rare and Legendary items you find will be something good for your class.
We've also discussed allowing bosses the first time you kill them in each difficulty to have a guaranteed chance to drop a Legendary.
The list goes on and, as with all design, nothing is ever final. This is just a snapshot of what we're working on currently with regard to itemization, and we hope to provide more specifics as we get closer to implementing these changes into the live game. In the meantime, we'd love to hear what you think about our approach, since much of what's cited above has been inspired by your feedback.

Travis Day is a Game Designer for Diablo III. His brother, Morgan, also works at Blizzard Entertainment. They're kind of like the Venture Bros, except without the super violent, super secret agent bodyguard. Go Team Blizzard!
 
lazarov
 

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# 4: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: lazarov на 06/03/2013 - 09:46ч.

 
И още:
Цитат:
Ok I've finally caught up on all the responses in every location I could find them! This blog was written a while ago and between when I wrote it and when we released it a lot more relevant ideas came up so I want to mention a couple of them. I'm going to keep this short and to the point so I can get back to working on actually improving the game instead of talking about it. ;)

Below is a list of things that players can hopefully expect to see as soon as patch 1.0.8.

Mob density
Acts 1, 2, and 4 will be receiving some adjustments in Inferno difficulty games. We want to try to make all of the acts as comparable as possible so that players don't feel they always have to farm the same areas of the game repeatedly, diversity is the spice of life.

Multi Craft
We want to make it easier to craft lots of items, so we plan on giving players the ability to specify how many of an item they want to craft and then to make that many. Want to make 20 Archon Shoulders of Dexterity? Cool, push the button and watch it go.

AH tooltip compare
Ever wish you could compare the item you are thinking about buying with the item you are wearing? You want it, we want it, and we hope to have it in game soon.

In addition to the changes we introduce in 1.0.8 we also have longer term plans to address issues that need more attention. I mentioned a lot of these long term plans in the blog and outlined some of our philosophies that will drive the itemization of Diablo forward. One of those ideas that I saw mentioned repeatedly in response to the blog is the fact that class specific items can roll non class appropriate primary stats, we have plans to change this down the road. While random really is at the core of Diablo in so many ways this is certainly one of the areas where it has no potential to benefit players. Wizards don't use Strength, Demon Hunters don't use Intelligence so let's just remove those as potential random attributes on Orbs and Quivers respectively.

TLDR; Моб гъстотата на A1,A2,A4 ще бъде увеличена, ще има опция за крафтване на повече от 1 предмет само с един клик и ще може да се вижда в AH промяната на статовете в героя при избран предемт(както е в момента ingame)
 
Neoo
 

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# 5: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: Neoo на 06/03/2013 - 09:53ч.

 
vaskobgn написа на 06/03/2013-04:49:31AM:

(On the topic of identifying hundreds of Rares, it's worth adding that while most of this blog is about overall item philosophy and our goals down the road, one of the short-term changes we're making is adding an "Identify All" option, which should be coming in 1.0.8.)


:heart:
 
EarthFace
 

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# 6: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: EarthFace на 06/03/2013 - 10:07ч.

 
Браво на хората.Накрая се сетиха да вкарат малко свежест в играта.Сега и ако оправят икономиката ще е нещо велико.
 
Neoo
 

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# 7: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: Neoo на 06/03/2013 - 10:08ч.

 
Станаха по-сладкодумни дано и на действия да станат по-добри
 
 

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EarthFace
 

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# 8: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: EarthFace на 06/03/2013 - 10:11ч.

 
Дано,дано.Че можем да погребем играта тогава!... Те даже като пуснаха PvP никой не се бие! Или пък да работят по експажъна :)

Коментарът беше редактиран от EarthFace на 06/03/2013 - 10:11ч.
 
np37opuah
 

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# 9: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: np37opuah на 06/03/2013 - 10:12ч.

 
а дано да е скоро!
 
Neoo
 

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# 10: Diablo 3 – Itemization – Answers (Part 1)

 

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Автор: Neoo на 06/03/2013 - 10:13ч.

 
EarthFace написа на 06/03/2013-10:11:38AM:
Дано,дано.Че можем да погребем играта тогава!... Те даже като пуснаха PvP никой не се бие! Или пък да работят по експажъна :)
Да ПвП интереса се изхаби с дългия ПТР...
 
 
 
 
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