Новини > Новини за Diablo III > Massive Patch 1.0.8 Info

EarthFace

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От EarthFace преди 14 години
Някъде бях пускал май такава тема.Но нещо не можах да я намеря!
Цитат:
We’re spending time working on monster density in Acts I, II and IV because while optimal routes are inevitable, we want things to be close enough that options exist.

Currently we have a situation where a small number of specific runs are twice (or more) as effective as your average run. This margin is too large and overshadows other factors. Our goal is to make the monster density in Inferno close enough that factors such as your skill choices and gear level start to become more relevant. Let’s suppose you were trying to optimize XP/hour. What if a cookie-cutter Archon build on MP1 had one optimal run, but an SNS Wizard on MP3 had a different optimal run? Different areas also have different monsters with different abilities. Some classes have an easier time dealing with particular monster types, this can cause the “optimal run” to shift as well. If we get the overall densities closer, these other factors will start to become more relevant rather than the current situation where the raw monster density of a run dominates all other factors.

When things are close enough, you may try a run that is a little less XP/hour if it means increased Demonic Essences. Maybe you just really enjoy the art of the Act I jail. Maybe you just want some variety and haven’t been to an area in a while. Maybe you want to do a full play through in co-op with a friend. It’s a matter of degree — these aren’t tradeoffs most players would make when the run results in a 50% loss in efficiency, but if the difference is 5-15% then these other factors come into consideration.

So, like Lylirra said, our goal is to avoid creating a new “most optional” run, and instead provide players with an environment that allows them to choose from multiple different options.

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.

I am assuming this will include gems. I hope.
Sure does!

edit: You talking about the itemization stuff in the blog? thats it?
what about class balance?
For right now (since 1.0.8 is still being developed), we aren’t going to have a lot of additional details to share about what’s included in the patch. As development continues, though, we’ll be sure to share more information — most likely in the form of a patch preview blog like we’ve done in the past, as well as just talking about stuff in here in the forums.

The distinction I was making with my previous post is that most of the changes Travis’ discussed in his blog aren’t coming with 1.0.8, but are instead being planned for sometime after 1.0.8 ships.

(PS – HI WYATT. HI TRAVIS.)

Patch 1.0.8 more info

Sorry but it is hard to follow. What features or changes are not included in patch 1.0.8 ?
No worries. The only changes we’ve confirmed to be working on for 1.0.8 so far are Identify All, a new multi-craft option, monster density adjustments, and AH comparison tooltips. Travis sums everthing up quite nicely here: http://us.battle.net/d3/en/forum/topic/8087879561?page=4#76

The other changes in Travis’ blog are being discussed for after 1.0.8.

3

We will try our best to show our presence as much as we can, and this goes for all my blue colleagues as well. We have many forums that we must keep an eye on though, so it is hard to be equally present in all of them at all times. It should also be said that I am not in a position where I can dictate on which forum the developers must post, but they do read the forums often, including this one, so it can definitely happen that they pop in to post from time to time. Their primary focus is of course to develop the game, so the developers do not post that frequently
I read that last line as meaning you’d see CMs posting far more often than the game designers will, not that the posting frequency of the CMs is going to increase.
That is correct. In general you should expect to see blue posts from CMs much more frequently then blue posts from developers.

Will the Class forums see any input at any point?
We gather feedback from the class forums all the time, which is forwarded to the developers. But we tend not to post there so often because the primary purpose of the class forums is to be a place where players come together to discuss their class and ask each other for advice and such.

In general it causes a lot of disruption when we post in the class forums, and the topics being discussed then tends to get derailed with accusations of favouritism and comparisons of how many posts we did in any given class forum. This then results in players from the class forum with the least blue posts invading other class forums with more blue posts, where they then disrupt those other class forums with all kinds of off-topic posts about where we ought to be posting, and if we don’t, then how that is just “proof” that we do not care, etc.

As you can maybe imagine, we get better and more useful feedback from the class forums when we do not post there.

Obviously I’m not asking you to answer all this I just wanted to explain some of the issues we are having and what we are discussing / have discussed.
I totally understand that

Please rest assured that the feedback you guys have posted in the class forums as well as general forums have been seen, and that even though we do not post much all the time, we do read the things you post… we spend time every day on the forums reading and forwarding feedback.

We will of course reply to those threads whenever we have some information we can share with you, but in many cases the developers like to share their thoughts and their feedback on things posted on the forums via our blog updates, and now also the “Ask the Devs” sessions, because they are generally seen by more people and not just those who visit the forums.

The interest in the first Ask the Devs session was enormous after we announced it, and the expectations were super high as well, and this resulted in a ton of questions… many on topic, and many off-topic. Naturally we were not able to get answers to all those questions that were submitted, so some will therefore have to be answered at a later time. We of course understand that this sucks when the question you personally wanted to see answered the most didn’t get answered.

The plan is to have these Ask the Devs sessions on a regular basis, so if you guys were disappointed with the first one, then hopefully you will be more satisfied with the future ones.

These Ask the Devs sessions are intended to be an extra source of developer feedback, and as such they are of course not meant to replace or diminish forum interaction and blog updates, so please don’t stop posting your feedback and concerns on the forums.

Official Forums
Give away legendary ideas!

I’d be keen to hear more Legendary ideas from you guys, as well as opinions on the suggestions that other players have already made.

Let’s get creative all up in here!

Official Forums
Small Chance for Monster Density Delay
No no no, thank you guys for posting your feedback

Keep in mind though that although we are trying to have the monster density improvements ready for the next patch, there is still a small chance that it may have to be pushed for a later patch. We will of course update you guys as soon as we have more information on this. Official Forums

Quests Giving XP Past Level 60
We’re fairly satisfied where the with the overall mob density in Act 3, and we’re currently working on some mob density changes for Acts 1, 2, and 4 of Inferno difficulty that should make them more appealing. So in the future, you should have the opportunity to try your hand at the other Acts and hopefully you can find even more farming routes you groove with.

That said, one of the additional improvements we’re hoping to make is to make it so that XP from quests would be granted to players that are at level cap. Every little bit helps, after all.

Official Forums

More on Co-op Improvements

Official Forums
Lots of good comments here! Just a few quick points
1. As a point of clarification, “dropping less loot on the ground” is not slated for 1.0.8. It’s part of our general philosophy for beyond the 1.0.8 timeframe.

2. I really like the suggestions that don’t make multiplayer feel mandatory. Suggestions along the lines of “I don’t want to feel penalized for playing with my friends” or “provide a small bonus to overcome the logistical overhead” are in the scope of what we’re thinking.

3. We totally see the appeal of having more than 4 players in a game, but it has its downsides, and the big one is that the screen becomes so crowded you can’t tell what’s going on. It’s important that a player can discern important information from the game world and make tactical decisions based on this information. We know some of you may disagree and you’ll always want 8 players, and I can respect that. This is something we’ve debated heavily though, and feel strongly about.

4. We’ve discussed the “leecher” problem. Nothing to share yet but it’s definitely rough when it happens.

Thanks for all the great discussion thus far!

Mob Density Changes for Inferno Only
Official Forums
We’re fairly satisfied where the with the overall mob density in Act 3, and the mob density changes we’re currently working on will apply to Acts 1, 2, and 4 of Inferno difficulty only.
Some people actually like leveling characters that aren’t end game, how about some love for them?
That’s one of the reasons we added the Monster Power system: it allows players to further tune how challenging enemies are in each difficulty setting, regardless of level. Also when Travis Day spoke about allowing Legendary items to scale up in our recent Developer Journal: Itemization Update, that means they will be able to drop at lower levels too. We’ll be looking not only at letting low-level Legendaries drop at higher levels, but we’ll also be allowing higher level Legendaries to drop at lower levels. In addition, the targeted drops we mentioned in the Itemization Update are intended to improve the level up game as well.

Below are some specific examples we’re considering which we feel will benefit all players, regardless of level:

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 Carver.
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.
Will there be more concrete information on what is included in the patch anytime soon. All the things mentioned are really cool but when will we know everything in the patch so we don’t get our hopes up.
We’re currently working on patch 1.0.8, and as part of that process, we’re still busy determining what will make it into the final patch. Once we get closer, however, we’ll be posting more discrete details.


Темата беше редактирана от EarthFace на 12/03/2013 - 08:12ч.
speedy

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От speedy преди 14 години
Кога се очаква да пуснат пача ?? :D
EarthFace

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От EarthFace преди 14 години
Все още не се знае!
vaskobgn

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От vaskobgn преди 14 години
Най-много ми хареса където бях чел, че искат low level legendar-ните да ги правят с инферно афикси и фактически ще имаме двойно повече легендарни. :)
Odalist

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От Odalist преди 14 години
Това е много хубаво, ама няма да стане в близките 3-4 месеца. За средата на лятото може.
vaskobgn

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От vaskobgn преди 14 години
Odalist написа на 12/03/2013-01:19:12PM:
Това е много хубаво, ама няма да стане в близките 3-4 месеца. За средата на лятото може.

Небъди чак такъв песимист братле.Според мен 2-3 месеца си е един напълно нормален период.Ако правят и промени по monster denisty нищо чудно да видим и някой ПТР. :)
unleashed

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От unleashed преди 14 години
Кой беше казал, че играта е "деад гейм" :D
EarthFace

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От EarthFace преди 14 години
стой.Не бързай :) нека да усетим ПТР-а а после ще мислим дали е деад ;)
vaskobgn

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От vaskobgn преди 14 години
unleashed написа на 12/03/2013-03:15:28PM:
Кой беше казал, че играта е "деад гейм" :D

Някой болен мозък....
rzabg

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От rzabg преди 14 години
http://www.youtube.com/watch?v=mlYNTzEYObU
EarthFace

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От EarthFace преди 14 години
a?

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