Major changes in Diablo III system
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Published on 01-19-2012 10:05 PM
Some of us might think Diablo III is good the way it is and it should already be realesed but
Jay Wilson, the game director for Diablo III definitely thinks different. He wants to make sure the game will be perfect before it's released which of course leads to major changes in game system.
Originally Posted by Jay Wilson
While working on Diablo III we've been called out for messing around with systems too much, that the game is good as-is and we should just release it. I think that's a fair argument to make, but I also think it's incorrect. Our job isn't just to put out a game, it's to release the next Diablo game. No one will remember if the game is late, only if it's great. We trust in our ability to put out a great game, but we're not quite there yet. In addition to finishing and polishing the content of the game we're continuing to iterate on some of the core game systems. So all that said, I'd like to provide everyone an update on some of the systems we're currently working on.
Some of major changes are:
Town Portal back in Diablo III
we've decided to just call it what it is and the Stone of Recall is now Town Portal, and is integrated directly onto the skill bar UI.
Scrolls of identification were removed from the game
Unidentified items and the act of identifying them is still very much part of the game, but now when obtaining an unidentified item you'll simply right click it, a short cast timer will occur as your character examines the item, and it will become identified. We love the double-discovery of finding a present and then unwrapping it, but we don't think it requires a physical item you have to find and keep in your bags to get the same effect.
Cauldron of Jordan and Nephaelm cube removed from Diablo III
They were implemented to allow for salvaging and selling items when there was no quick and easy way to return to town. Now that the Stone of Recall exists, we found that keeping the Cauldron and Cube in the game detracted from the benefits of returning to town to sell items, salvage, craft, and interact with the townsfolk
White items are no longer salvageable
We found that it caused a few itemization issues, but mostly this is due to a general philosophy shift on the importance of items. Previously, our thinking was that when an item dropped it should always be useful to you in some way, either the stats could be an improvement for you, or in the case of white items you could break it down and craft something better. Through a lot of play testing we have come full circle to the Diablo II methodology -- a lot of stuff that drops just isn’t worth picking up. Diablo II captured the loot piñata feel by dropping a lot of crap, mostly arrows and bolts, and we of course still very much want that feeling of item-explosions. To do that we need to be able to balance the value of items to how many we’re throwing at you.
Core character attributes changed to: Strength, Dexterity, Intellect and Vitality
benefits each stat provides is being broken down as:
Strength
+Barbarian damage
+Armor
Dexterity
+Demon Hunter damage
+Monk damage
+Dodge
Intellect
+Wizard damage
+Witch Doctor damage
+Health from globes
Vitality
+Health
Some of these changes we could probably expect, some of them are surprise to us all but the one thing we all should be aware is that Diablo III is still in Beta tests and the new system changes will be coming no matter if we like it or not. The only problem with more changes is more time needed to test them, which delay Diablo III release every time they are implemented. For now we can only trust that Jay Wilson know what he's doing and the time "lost" on testing new system will be well spent and make our game experience even more awesome.
For more info visit
Diablo III site
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