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Showing posts with label journal. Show all posts
Showing posts with label journal. Show all posts

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."
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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 5, 2017

Dev Journal Defensive Bonuses and Monster Damage

Dev Journal Defensive Bonuses and Monster Damage


Blizzard Tracker: Sep 14, 2012

Dev Journal: Defensive Bonuses and Monster Damage
Were taking a close look at defensive skills vs. incoming monster damage in 1.0.5. We�re going to be changing a few defensive skills for each class, including some direct nerfs to skills like wizard Energy Armor and barbarian War Cry - Impunity. However, were also reducing incoming damage in Inferno, so players will actually come out ahead. In short the plan is:
  1. Reduce the effectiveness of select defensive skills
  2. Reduce monster damage by more than the mitigation lost by these skills
  3. Putting both changes together, players actually take less damage than before


Why Were Making This Change

Why are we doing this? The reason is not complicated. High incoming monster damage combined with extremely powerful defensive skills make those skills and runes feel mandatory. Our goal is that by simultaneously nerfing defensive skills and reducing incoming damage, players who choose to continue using these defensive skills will take less damage overall, and players who choose to forego these "mandatory" skills will find themselves more survivable than what you would currently experience on live. Overall, these changes result in a huge buff in the player�s favor. Just how mandatory are these skills?

As it is now, Energy Armor is used by 83% of level 60 wizards. Also, take a look at the distribution of the War Cry skill on level 60 barbarians:
In developing Diablo III, defensive skills were made potent because we wanted to ensure they would be attractive. In some regards, we were too successful. Many players feel compelled to grab every defensive skill available to them, which can take away from some flexibility in using different build options.

This also creates problems for a class that may have less defensive skills. When one class has massive defensive buffs, abilities like Mortar, Arcane Enchanted, and Plagued can feel pretty modest, and at the same time feel overly punishing to a class without them. We�re all in favor of people being able to build their character for survivability, but there needs to be a balance.


How Much is Enough?

So the stated goal is to make sure the combination of the defensive skill nerf combined with the reduced damage from monsters still results in an overall buff to players. Lets bust out some math! As previously mentioned, Energy Armor is one of the skills being impacted. The exact change is the base armor provided by Energy Armor is being reduced from 65% to 35%, and the resistance increase provided by Prismatic Armor is being reduced from 40% to 25%.

The benefit of these skills is greater at higher levels of Armor and Resistance, so let�s assume very high numbers of each. Suppose a wizard has 6000 Armor and 800 Resist before Prismatic Armor. Assuming a level 63 enemy:
  • In 1.0.4 this translates to 9900 Armor (75.86% mitigation) and 1120 Resist (78.05% mitigation) with Prismatic Armor, for a total mitigation of 94.70%
  • In 1.0.5 this will be 8100 Armor (72.00% mitigation) and 1000 Resist (76.05% mitigation) with Prismatic Armor, for a total mitigation of 93.29%
  • If a monster hits for 50,000 damage, then the damage taken by the wizard will go from 2650 damage to 3355 damage.
  • This means incoming damage would have to be less than 79% of the current value (2650 /3355) in order for it to feel the same after 1.0.5.
Based on this it�s clear that in order to ensure 1.0.5 is a net buff for all wizards we�d have to reduce incoming monster damage by at least 21%. Prismatic Armor still provides a significant boost to survivability, but it should no longer feel mandatory, opening up other options such as a more offensively minded Storm Armor (which is getting buffed in 1.0.5).

Let�s do another example with the barbarian. War Cry Impunity is being reduced from 50% resistances to 20%.
  • A barbarian with 800 resist before War Cry against a level 63 enemy translates to 1200 Resist (79.21% mitigation) with Impunity in 1.0.4
  • In 1.0.5 this will be 960 Resist (75.29% mitigation) with Impunity
  • If a monster hits for 20,000 damage after Armor, then the damage taken by the Barbarian will go from 4158 damage to 4942 damage
  • This means incoming damage would have to be less than 84% of the current value on live (4158/4942) in order for the game to feel the same.
As it happens, we�re going to reduce all damage in Inferno by at least 25%. Players who want to be the toughest damage mitigators in the game can continue to use defensive skills and get a sizable bonus for doing so. Players who want to use other skills can do so without sacrificing such a massive amount of survivability. Class builds that dont currently use heavy mitigation skills such as Smoke Screen-focused demon hunters or Gargantuan-tanking witch doctors will find their survivability has gone up considerably due to reduced incoming monster damage.


Class by Class

Heres a quick rundown of whats changing in terms of defensive skills in 1.0.5.
Barbarian:
  • War Cry - Impunity: Bonus resistance reduced from 50% to 20%.
  • Leap - Iron Impact: We�re adjusting the design of this skill. Rather than providing 300% armor for 4 seconds, it�s going to provide 100% armor per target hit for 3 seconds. So if you dont hit any targets, you wont get any armor. If you hit 5 targets, youll actually get 500% armor. We are making this change because the intended fantasy of Iron Impact is a barbarian who leaps into the thick of battle and is super tough. The way the skill plays out on live it is essentially an Ignore Pain that can also move you. For the most part it is better than Ignore Pain, making not only Ignore Pain unattractive, but also the other Leap Attack runes. In 1.0.5, if you want a defensive cooldown - grab Ignore Pain. If you want to leap into the thick of battle and be super tough, take Iron Impact.
Demon Hunter:
  • In the case of the demon hunter, the class is a bit too binary. If youre playing a glass cannon Smoke Screen build, then youre invulnerable most of the time, and when you make a mistake, you die instantly. If youre using Shadow Power - Gloom with a legacy Natalyas set, then you have near constant uptime of 65% damage reduction, but if youre not using the legacy Natalyas set, Shadow Power - Gloom is a luxury.
  • Independent of the general defensive skill nerf, we had already decided to buff Shadow Power to last longer. The primary purpose of Shadow Power is to give you a short window of time during which you can unload some damage to recoup some Life. Unfortunately the 3-second duration makes this awkward to use. We are changing Shadow Power from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds. This should be a modest buff to the skill as well as making it a lot more pleasant to use. All of the runes are scheduled to see similar changes, such as Blood Moon going from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds. Each rune effect is slightly smaller, but for 5 seconds instead of 3 seconds, resulting in an overall buff over the duration of the effect.
  • Taking into account the across-the-board nerf to defensive skills, Gloom will become 35% damage reduction for 5 seconds.
  • This developer journal is focused primarily on defensive skill changes, but because the change to Gloom is significant, I want to mention that we are looking at concrete mechanics changes to the demon hunter to introduce new play styles. Many players have mentioned that outside of Gloom, demon hunters seem to lack defensive options. More importantly, demon hunters would like some different play styles, and we agree! Here are a few changes we are adding for demon hunters in 1.0.5 to open up new ways to play:
  • We are adjusting some runes and passives to provide ways to increase survivability that scales with your Life, Armor, and resistances.
  • We are changing the Spider, Boar, and Wolf companion pets to be actual pets that can tank for you like a Gargantuan or Zombie Dog.
  • We are putting a short cooldown on Sentry, but you can have two out simultaneously. On top of that, the Custom Engineering passive will let you have a third Sentry turret! This opens up a whole new play style for the Demon Hunter of establishing a "nest" that you can draw enemies into.
Monk:
  • The strongest monk defensive skill is One With Everything. Weve mentioned it before and it bears repeating - this is something we would like to fix someday, but were going to take our time. Changes to One With Everything heavily impact existing monk gear. We still plan on addressing this in the future but will do so in a way that does not invalidate the gear monks have invested in.
  • Resolve: Damage reduction reduced from 25% to 20%.
  • Seize the Initiative: Changed to grant 50% of your Dexterity as Armor. This will result in anywhere from 750 to 1250 armor for most monks (depending on your Dex) which is comparable to the mitigation lost by other classes. The reduction to Resolve and Seize the Initiative should mean if you want to be a �super-tanky monk� you can still take all three defensive skills, but it should be a lot easier to pick some other passives without feeling like you�re going to blow up at the first Elite pack you encounter.
Witch Doctor:
  • Jungle Fortitude is being reduced from 20% to 15% damage reduction.
Wizard:
  • Energy Armor: Armor increase reduced from 65% to 35%.
  • Energy Armor - Prismatic Armor: Resistance increase reduced from 40% to 25%.
  • It�s worth noting that we�re going to provide additional alternative defensive options for the wizard such as adding flat melee damage reduction to Ice Armor and creating a Familiar variant that provides passive Life regeneration.

Why You Nerf Inferno?

Alright, so lets recap. Defensive skills are taking a hit in 1.0.5, but incoming damage from monsters is also being reduced. Taken together, the changes mean Inferno is going to be easier. For some of you this is totally cool; you welcome an easier Inferno because it�s about efficiency and not difficulty. For others, you may be skeptical but youre at least intrigued at the possibility that youll be able to drop some defensive skills and discover some new builds. However, for others, Inferno is currently already too easy. Maybe you dont use any defensive skills; maybe your gear is so good you dropped War Cry - Impunity weeks ago. For this last group you may be wondering "Another Inferno nerf? But I crave more of a challenge, not less!"
For people in this last group, 1.0.5 is bringing the "Monster Power" system. The details of this system will be outlined as we get closer to 1.0.5, but in short this is a callback to the Diablo II �players X� option, allowing you to increase the level of challenge for increased rewards. Our hope is that we can make Inferno easier while simultaneously providing new ways for top-end players to gauge their increasing power in tangible ways.

We�re going to lock comments here, and ask that you instead head to this forum thread to let us know what you think.

Wyatt Cheng is a Senior Technical Game Designer for Diablo III, and he�s annoyingly excited about Netrunner being re-released as a Living Card Game. It�s really starting to get on everyone�s nerves.
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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!
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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. 
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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. 
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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. 
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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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