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Showing posts with label developer. Show all posts
Showing posts with label developer. Show all posts

Monday, July 10, 2017

Developer Alien Resident Evil Sekarang Mirip Gears of War!

Developer Alien Resident Evil Sekarang Mirip Gears of War!



aliens isolation
Membagi para penggemarnya ke dalam dua kubu yang bertolak belakang, arah yang diambil Capcom untuk franchise game survival horror andalannya � Resident Evil memang seringkali menimbulkan kontroversi. Para basis fans baru tampaknya cukup puas dengan arah mekanik yang lebih mengarah ke sisi action, sementara mereka yang menikmatinya sejak seri awal cukup kecewa dengan arah pengembangan yang dianggap menyimpang ini. Perasaan ini ternyata tidak hanya dirasakan oleh para basis fans lawas Resident Evil. Salah satu developer game yang saat ini menjadi sorotan berkat proyek baru � Alien: Isolation bahkan secara lantang menyoroti perubahan drastis ini.
Creative Assembly yang menjadi pihak yang bertanggung jawab atas seri game horror Alien � Isolation menyayangkan popularitas survival horror yang menurut mereka, kian menurun. Mengaku banyak terinspirasi dari seri awal Dead Space dan Resident Evil, sang director � Alistair Hope merasa bahwa kedua franchise ini sendiri sudah mulai berubah identitas, dan bahkan lebih terasa seperti sebuah game Gears of War dibandingkan game horror.
resident-evil-6-leon-600x337
Creative Assembly secara khawatir dengan popularitas genre survival horror yang semakin rendah, apalagi dengan dua franchise besar � Dead Space dan Resident Evil yang menurutnya sedikit lagi akan berubah tak ubahnya Gears of War.

Creative Assembly merindukan sebuah game horror yang akan terus meminta Anda bersembunyi dan bukannya dihadiahi dengan segudang senjata. Mereka juga secara terbuka memuji konsistensi yang justru dipertahankan oleh beberapa game indie seperti Amnesia dan Outlast yang mereka sebut sebagai penyelamat.
Dari inspirasi dan daya tarik murni dari genre horror inilah, Creative Assembly berusaha membangun game terbaru mereka � Aliens: Isolation. Game ini sendiri rencananya akan meluncur akhir tahun 2014 ini, untuk Playstation 3, Playstation 4, Xbox 360, Xbox One, dan PC. 
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Monday, June 26, 2017

Developer Live Stream Interview w Archon the Wizard

Developer Live Stream Interview w Archon the Wizard


Blizzard Tracker: May 24, 2013

Developer Live Stream Interview w/ Archon the Wizard
Last Wednesday, game designers Wyatt Cheng and Travis Day joined Archon the Wizard in his anniversary stream on Twitch to chat about the game, address some popular community topics, and answer questions live from viewers.
In case you werent able to tune in on May 15, you can still catch the full discussion below. Theres about 4 hours worth of content, so (in the words of Deckard Cain)...stay awhile and listen.

Note: These videos may not work on mobile devices.


(Warning: videos contain mature language.)
Thank you to Archon the Wizard for hosting this chat, and to everyone who stopped by to watch and ask questions!

Also check out the transcript of the stream
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Tuesday, June 13, 2017

Developer Journal Itemization Update

Developer Journal Itemization Update


Blizzard tracker: March 5, 2013

Developer Journal: Itemization Update
The item hunt is core to the Diablo experience and were determined to make it even better in Diablo III. Weve 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 players 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." Its a problem if players dont 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 items potential stats were largely indicated by its item level. This made it so youd 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 items 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 Leorics Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leorics Signet, lets go farm Inferno and get a level 63 version of the ring!
(Everything were 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."
300%20spear%20thumb.jpgthing%20of%20the%20deep%20thumb.jpg
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, its possible to find a tremendous amount of Rare items during any given play session. But the quality of these Rare items just isnt 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 doesnt mean we want players to earn even fewer good items. It just means we dont feel its 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, youd find fewer items, but more of the items you find would be worth equipping. Thats our goal.
(On the topic of identifying hundreds of Rares, its 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 were 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 dont 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 were 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 Wyatts 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 dont think it is, but we also dont 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? Its 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 dont 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 dont 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 Butchers 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.
  • Weve 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 were 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, wed love to hear what you think about our approach, since much of whats 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. Theyre kind of like the Venture Bros, except without the super violent, super secret agent bodyguard. Go Team Blizzard!
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Monday, June 12, 2017

Diablo III Developer Diaries Part Two

Diablo III Developer Diaries Part Two


Three weeks before preliminary Diablo III internal alpha testing, Jay Wilson, Christian Lichtner, and Jason Regier met again to talk about how employee feedback will help them polish the game in this second video installment of Developer Diaries.


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Sunday, June 11, 2017

Diablo 3 Developer Diary III

Diablo 3 Developer Diary III


source:http://www.youtube.com/watch?feature=player_embedded&v=GBerhTSJ76E

On May 3, 2011, Jay Wilson, Christian Lichtner, and Jason Regier reconvened to discuss some of their biggest challenges going into the Diablo III testing and localization pases in this third video installment of Developer Diaries.

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Thursday, June 8, 2017

Developer Arma Ditangkap Atas Tuduhan “Mata Mata”

Developer Arma Ditangkap Atas Tuduhan “Mata Mata”


 Tasikmalaya- Hallo sahabat blog walking terimakasih sudah mengunjungi blog saya, kalau pengen kunbal tinggal isi komentar atau buku tamu thanks :D 

 

Membangun sebuah game yang membawa nama �simulator� di dalamnya memang bukan sebuah pekerjaan yang mudah untuk dilakukan. Berbeda dengan game yang lain yang dapat dibangun berdasarkan imajinasi dan fiksi, simulator dibangun untuk menghadirkan pengalaman gaming senyata mungkin. Oleh karena itu, penelitian memegang peranan yang paling penting untuk membangun sebuah game simulator dengan tepat. Developer akan seringkali menemukan kesulitan di dalam proses ini, bahkan untuk sesuatu yang belum pernah mereka prediksikan sebelumnya. Hal inilah yang mungkin terjadi pada Bohemia Interactive, developer dari game simulator militer � Arma.
Sebagian besar dari kita tentu mengetahui bahwa Bohemia Interactive kini memang sedang mengembangkan seri terbaru Arma � Arma III. Tidak hanya sekedar menghadirkan visualisasi yang jauh lebih sempurna, Arma III juga didesain dengan setting pertempuran yang jauh lebih luas dan nyata. Namun proses untuk mendapatkan landscape senyata mungkin ini ternyata mengalami hambatan yang tidak dapat dianggap remeh. Dua pekerja Bohemia Interactive berkebangsaan Ceko ditanggap oleh militer Yunani karena dianggap memata-matai aktivitas militer di pulau Lemnos. Mereka tertangkap mengambil foto dan video instalasi militer tersebut. Besar kemungkinan, mereka sedang mengambil materi yang akan digunakan untuk Arma III, seperti yang juga dikonfirmasikan oleh boss Bohemia � Marek Spanel.
Apa itu? Apa itu?
Bagaimana nasib kedua pekerja Bohemia ini? Apakah mereka dapat dibebaskan atau harus menanggung hukuman atas tuduhan mata-mata? Bohemia Interactive sendiri belum memberikan keterangan resmi dan mengungkapkan langkah apa yang akan mereka tempuh untuk kedua pekerja ini. Namun satu yang pasti, jika Bohemia berani mengambil resiko seperti ini  untuk mengembangkan Arma III mereka, it�s gonna be one hell of a game!

Source : Jagatplay
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Tuesday, June 6, 2017

Developer Inside Playdead Berikan Sinyal Game Terbaru Mereka

Developer Inside Playdead Berikan Sinyal Game Terbaru Mereka


Hari ini Playdead, developer dibalik Limbo dan Inside memberikan sinyal proyek game mereka selanjutnya. Melalui Twitter resminya, mereka menyatakan bahwa mereka sedang mengerjakan �petualangan selanjutnya� lengkap dengan sebuah screenshot.

advertisement Gaming Guide: PC Awet Low Budget untuk eSports
Playdead tidak memberikan detil lebih lanjut tentang game baru yang sedang mereka kerjakan. Namun jika dilihat dari screenshot yang mereka berikan kami yakin mereka tidak akan membuat game sejenis Limbodan sepertinya studio ini akan membuat game dengan gaya yang baru dibanding game yang pernah mereka buat sebelumnya.
Source: Playdead Twitter, Dualshockers
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Thursday, June 1, 2017

Developer Preview of Android O

Developer Preview of Android O


Google share a first developer preview of the next version of Android OS: Android O. Android O introduces a number of new features and APIs to use in your apps.

read more: Android Developers Blog - O-MG, the Developer Preview of Android O is here!


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Saturday, May 20, 2017

Developer Quantum Break Mulai Kerjakan Game Baru

Developer Quantum Break Mulai Kerjakan Game Baru


remedy entertainment
Remedy Entertainment memang pantas menyandang predikat sebagai salah satu developer game shooter terbaik di dunia, apalagi dengan kemampuan mereka untuk membungkusnya dengan cerita solid yang menarik. Tak percaya? Lihat saja karya magis yang mereka racik via Max Payne di masa lalu, atau produk lebih �baru� seperti Alan Wake dan Quantum Break. Satu yang pasti, dengan popularitas yang kian meninggi, kita tak akan berakhir melihat sepak terjang Remedy di masa depan. Dalam wawancaranya dengan situs gaming � GameInformer, salah satu petinggi Remedy mengkonfirmasikan bahwa mereka tengah mengerjakan sebuah game baru.
Remedy saat ini tengah sibuk mengerjakan dua proyek terpisah, ungkap Thomas Puha �  Head of Communications mereka sendiri. Proyek pertama, seperti yang sempat dikonfirmasikan sebelumnya, akan berkaitan dengan game shooter dari Korea � CrossFire 2. Seperti yang kita tahu, Remedy akan bertanggung jawab untuk mode cerita  game tersebut. Satunya lagi? Sebuah game baru yang belum mereka umumkan ke publik. Untuk game kedua ini, mereka akui masih berada di batas konsep. Prototype sudah tersedia dan mereka mulai menawarkan game ini ke beberapa publisher, walaupun tak ada detail lebih lanjut.
Selain tengah mengerjakan mode cerita untuk CrossFire 2, Remedy mengaku sudah memiliki prototype sebuah game baru lain yang mulai mereka tawarkan ke publisher-publisher lain.
Selain tengah mengerjakan mode cerita untuk CrossFire 2, Remedy mengaku sudah memiliki prototype sebuah game baru lain yang mulai mereka tawarkan ke publisher-publisher lain.

Apakah proyek kedua ini akan berakhir menjadi game action shooter yang lain? Ataukah mengakar dari franchise yang sudah dirilis oleh Remedy sebelumnya? Kita tunggu saja.
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Tuesday, April 25, 2017

Developer Retchet and Clank Mengumumkan Dua Game VR Baru

Developer Retchet and Clank Mengumumkan Dua Game VR Baru



Insomniac Games, sang developer dari game Retchet and Clank baru-baru ini mengumumkan dua game ekslusif VR untuk Oculus Rift. Duan game VR tersebut adalah Unspoken dan Feral Rites, dan sang developer juga merilis Screenshot dan Trailer pertama.




Game pertama yaitu Unspoken adalah game VR action, dimana player akan dibawah masuk kedalam dunia fantasi yang akan menemukapan dual mantra dan sihir. dalam game Unspoken, player dapat memanipulasi lingkungan sekitar dengan kekuatan super, memanggil monster dengan tangan kosong dan meraih rank up untuk jajaran urban magic fight club.




Game kedua yaitu Farel Rites, game VR adventures yang bersetting di sebuah pulau mistis, cerita dari game ini ialah kita akan membalaskan kematian dari ayah si karakter utama.

kedua game ini dikabarkan akan rilis tahun ini. Kita tunggu saja.

Source: DSO Gaming
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Wednesday, April 12, 2017

Destiny 2 Resmi Diumumkan Oleh Pihak Developer

Destiny 2 Resmi Diumumkan Oleh Pihak Developer


Setelah kabar simpang siur, akhirnya sang developer Bungie resmi mengumumkan Destiny 2 melalui akun resmi Twitter. Pengumuman ini mereka sampaikan hanya dengan sebuah gambar dengan logo sequel Destiny 2. ...
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Friday, April 7, 2017

Developer Journal Multiplayer Improvements

Developer Journal Multiplayer Improvements


Blizzard tracker: April 2, 2013

Developer Journal: Multiplayer Improvements
In sitting down to plan out features for patch 1.0.8, we decided as a team that we really wanted to improve multiplayer co-op. We have other more long-term improvements planned as well (like the itemization updates Travis discussed earlier), but we knew there would be a lot of immediate benefit if we could just make it easier and more rewarding for people to play with each other.

Making Two Heads Actually Better Than One

From day one, it�s been our goal to make Diablo III a great co-op experience, but right now its not living up to its full potential. Even if you enjoy playing with your friends, it can often feel easier and more efficient to play solo.
Playing solo has a number of advantages. For instance, you can choose your own route. If youre farming for something in particular (like a specific recipe), you can do it as many times as you want. And you can pause the game and attend to things in real life without making anyone wait.
Of course, multiplayer is awesome, too, and comes with its own benefits. For example, leveling up characters with a group of friends can be an amazing experience. Working together with other players to take down bosses or destroy Elite packs super quickly makes for great farming runs. Theres resurrections and the banner system, and dont forget farming for Infernal Machine keys and organs. But, there are also disadvantages, like having to coordinate where youre walking and what youre attacking, losing your followers, and trying to find groups that have similar goals to yours without a defined matchmaking system in place.
The point is that multiplayer can be lot of fun, but given the downsides it can often feel not worth the effort. By making it easier for players to find one another, improving social features, and providing direct buffs to co-op groups, we hope to change that perspective.

Multiplayer Improvements in 1.0.8

Here are some changes going into 1.0.8 that we feel will help achieve our multiplayer goals:
Matchmaking Tags
Patch 1.0.8 introduces the ability to specify what we call a "matchmaking tag" for Public Games. The way this new system will work is pretty simple: in addition to selecting a difficulty, quest, and MP level, you can also select a tag that will identify what kind of gameplay youre looking for from a Public Game. The tags going onto PTR are Questing, Full Act Clear, Keywarden, and PvP. Selecting one will tell the matchmaking server to place you in a group with other players who have selected the same tag as you.
The goal is make it easier for players to find groups that fit their personal play style or will yield the best experience during any given play session. Well be evaluating these tags during PTR, so if you have suggestions for other tags please don�t hesitate to let us know!
D3_Tag1_LH_thumb2.jpg
Multiplayer Bonuses
Many players have already figured out that if you coordinate well with your party, youre more efficient. Thats definitely true, but wed like this benefit to be more explicit. So, were going to straight up add a bonus for playing in multiplayer. 
Were still working on the details of what that buff is going to be, but at the moment were looking at 10% more XP per extra player in the game for a maximum bonus of 30% more XP in a 4-player game. This bonus will be multiplicative with MP bonuses. For example: suppose you are playing on MP10 with an XP bonus in Inferno of 510%. This means a monster is worth 610% of its normal XP (510% more). If you are playing in a 4-player game the monster will be worth 793% as much XP as normal. On top of this, you will also earn a flat 10% Gold Find and 10% Magic Find for each additional player in the game, and this bonus can exceed the 300% Gold Find and Magic Find caps.
Monster Health
Monsters currently gain 70% extra health per additional player in the game. This is being reduced from 70% to 50%. This means in a two-player game, monsters have 150% as much health as a single-player game. In a three-player game, they have 200% as much health. And in a four-player game, they have 250% as much health (compared to 310% on live). 
This further compensates for some of the inefficiencies that come with playing in a group. Ideally, this will allow you to play with someone who is less geared than you and still be better off than playing solo. It also means if someone strays from the group temporarily in a 4-player game (which inevitably happens from time to time), youll still be at a greater advantage than if you were playing on your own.
Identify All
As previously mentioned, 1.0.8 adds Identify All to the game. In addition to being a huge quality of life improvement, ID All is good for co-op play too!  We found during our playtests that a common time for players to get separated from one another is when somebodys inventory was full and they spent a non-trivial amount of time in town identifying items, so this should help keep players together. 
D3_ID_LH_thumb.jpgD3_ID_Podium_LH_thumb.jpg
Archon Kills
For the Wizards out there, many of you dont play multiplayer because you need those kills to fuel your Archon. In 1.0.8, your Archon duration will also be extended by assists, so as long as you�re around when a monster dies, your Archon duration will be extended. (We have it on our radar to review other mechanics such as Life on Kill bonuses, but thats not something well be addressing this patch.)
Combat Alerts
When youre playing co-op, one common practice is to say "e" in chat when you come across an Elite pack.  So we thought�why doesnt the game just do this for you? 
Starting in 1.0.8, when a player deals damage to or takes damage from an Elite pack or Treasure Goblin for the first time, a notification will be sent out to the entire party to let your teammates know what youve found. This will be accompanied by a "combat" icon on the mini-map so other players in your group can locate those enemies. On top of that, were also going to put a combat icon over your banner in town. This way, players who are in town will know that youre fighting an Elite pack or Treasure Goblin and be able to quickly determine whose banner to take to get right into the action. 
Players Near You
Similar to the feature in StarCraft II, the "Players Near You" window will display all players who are logged into Diablo III from your local network. This feature is great if youre playing while at a university dorm or frequent Internet cafes, and will help you easily connect with other local players. 
CampaignMenuPrivateChat_thumb2.jpgPlayersNearYou1_thumb.jpg
Private Chat
Were also adding private conversations in 1.0.8, which will allow you to chat with up to 99 of your closest friends. Think of private conversations in Diablo III as being similar to multi-user conversations in your favorite IM client. Youre not making a permanent "channel," youre simply inviting multiple people to chat for the duration of that session. 
CampaignMenuPrivateChat2_thumb2.jpg
This is really just the first step in the process of improving the social experience in Diablo III and supporting its vibrant community. We know that players want bigger and more varied group chat functionality (like guilds and chat channels that are more permanent), and we do have concrete plans for additional features in the future. In the meantime, we hope private chat is a useful tool and look forward to delivering more systems that foster player interaction.

Testing, Testing 1 . . . 2 . . . 3

This is just a snapshot of the improvements coming in 1.0.8, and youll be able to test out these changes and more before they go live by hopping onto the PTR. We definitely encourage you to participate, test out whats new, and let us know what you think!
Wyatt Cheng is a senior technical game designer for Diablo III. He is currently toying with molecular gastronomy recipes. For science!
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