I wonder why they're changing the game director again. Does this change mean that Travis Day didn't get to actually release any content for D3 during his time as a Director? Or are the changes still moving towards that same direction?
I just hope Josh whips the crap out of the development team so we get patches/content a bit faster than we've been getting
Hm. Travis Day sounded to me like someone who knew how to make D3 a better game. Sure, he's wasn't solo-ing the project, but he made a lot of sense. I don't know whether this guy will be the same. The fact that he started working on the console version of D3 doesn't really bode well, but we'll see. This post isn't a lot more than 'Hi, my name is Josh. Here is some PR-bullshit', so we don't have a lot to go by.
Exactly, Elendiro. Travis was never game director (unless he was, unofficially, maybe forum admin Zero knows more than we do? ;-))
And yeah, my first thought as well was "shit. all my fears of D3 becoming console-centered might become true."
It's also strange that he does not mention his predecessor, which is usual (just good manners), but well... anyways. There's no short-term effect we'll be able to see; but a couple of months after the release of the expansion we will know what direction he wants to push the franchise to.
What if, instead of +3/2/1/1 and 3% MF/GF per paragon level we got 1 point to spend on a "talent tree."
The talent tree would have bonuses like +10% MF & GF, +5% movement speed, +20 to primary stat, +15 to vitality, etc. Reaching max paragon level would allow you to unlock all the talents so the choices you make are in what order you take them.
Max paragon level would still give you max MF & GF, so that you wouldn't want those stats on gear, would still give you some stats, but you could mix in a few other benefits. There could be trees down which you could work - adventuring (MF/GF, movement speed), the beefy character tree (statistics)... or it could be a FFX/PoE style "map" through which you navigate. At the bottom of each tree, or in the corners of the map, you'd have bonuses like "you retain your follower in multiplayer games" and "allows you to select a 4th passive ability."
Aside from developing the map or trees, making sure the numbers work out, all they'd have to do is remove 3/2/1/1 and 3 MF & GF from each toon for each pLvl they have and refund that character some "points" to spend. That would be able to be done easily via a patch as it's not a whole new system, it's just a rework of an existing one.
The idea would not to be to present the player with an infinite number of choices, but to allow the system to be self-contained (all pLvl 100 toons would have the same bonuses) but to allow the player the choice as to in which order they acquire those bonuses. Some might go for the MF nodes first. Some might pick up some movement speed. Some might grab a lot of primary stat and vitality. Some might take a balanced approach. None would be the "wrong" choice either since you will, eventually, get them all.
Glad to hear that we've finally got an official game director, but I'm going to echo the sentiment expressed above that Travis Day was/is doing an excellent job, and it really seemed like he was getting things on track. Can't tell much about Josh based on the post, but time will tell. It's a safe bet that the itemization patch has been in the works for a good while now, and most of what I think is broken with the game will (hopefully) be fixed with that patch. So, my view on Josh at the moment is, "what could he possibly mess up?"
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i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
Exactly, Elendiro. Travis was never game director (unless he was, unofficially, maybe forum admin Zero knows more than we do? ;-))
Nope, not really my bad there.
Actually I've not paid much attention to D3 for a while now. I was really waiting for some big changes for the 1 year celebration, and definitely hoping we'd see some sort of PvP (just for the lulz), but they never came.
It was a major letdown for me. And that's probably why my memory fails me at small things like these. Still recovering from the disappointment.
Actually I've not paid much attention to D3 for a while now. I was really waiting for some big changes for the 1 year celebration, and definitely hoping we'd see some sort of PvP (just for the lulz), but they never came.
It was a major letdown for me. And that's probably why my memory fails me at small things like these. Still recovering from the disappointment.
Aw Zero, that sucks... even the improvements in 1.0.8 didn't getcher motor running? I have to agree that lack of PvP is glaring at this point; I don't even play PvP myself, but still missing (most of) that feature over a year after release is pretty absurd.
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i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
I'm willing to wait it out; I certainly got way more out of this game in terms of entertainment than those I've played in recent memory (Starcraft II is a distant second). If my left kidney was in jeopardy and only improvements to D3 can salvage it, then yeah, I'd be more pressing.
Let's see what Josh has up his sleeves. And bear in mind, he's a game director, not the omnipotent. As far as I can tell, the devs all have their say in what could/would work in-game. Designing a game is a collaborative effort. It doesn't all depend on one man's vision.
Well josh looks promising.But travis looked moaaaaarr promising.
Only time will tell.
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Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
This sentence interested me: "Our goal is to make the loot experience more enjoyable for ALL players. This includes reducing the amount of loot that drops while improving the overall quality, introducing targeted Legendaries, and giving players ways to directly customize their character's armor"
I knew they were 'talking about it" but this sounds like they are definitly adding this targeted legendaries system.
I still felt that the post was more or less just another Jay Wilsion/ Travis Day carrot post where they write out a big article but in the end it is just fluff and there is no real news to share..
Well josh looks promising.But travis looked moaaaaarr promising.
Before even more people get this wrong, I just want to throw in my $0.02 here: Travis was on the team while Jay was in charge, Travis was on the team in the time of the "interregnum", and Travis will be on the team lead by Josh. Just on a different level - similar to what has been mentioned before.
The fact that Travis sounds like someone who comes across so differently is because he's a game designer, i.e., he's someone a bit further down the food chain with actually more hands-on experience like programming and changing things himself. A game director looks at it from the big picture and is responsible for the overall direction (hence the word director) of a project. He has a strong influence on what other people (including game designers) are doing (because he tells them what to do). He doesn't do most of the stuff himself, but is responsible for what happens. So it's kinda obvious that his words are always a bit more generalized, but he's also a bit more reserved about what he will promise as future implementation - he just has a "vision" and the game designers will flesh this vision out.
This sentence interested me: "Our goal is to make the loot experience more enjoyable for ALL players. This includes reducing the amount of loot that drops while improving the overall quality, introducing targeted Legendaries, and giving players ways to directly customize their character's armor"
I knew they were 'talking about it" but this sounds like they are definitly adding this targeted legendaries system.
I still felt that the post was more or less just another Jay Wilsion/ Travis Day carrot post where they write out a big article but in the end it is just fluff and there is no real news to share..
Yea I'm really curious to see how targeted legendaries play out. I'll admit I'm skeptical, but this might be a way to make farming bosses and mini bosses lucrative; Being able to farm the Butcher for a better chance at the butcher's sickle dropping might actually be cool.
Dude needs to post on forums. Only way to gain favor. Just look what wonders it did for Travis.
I don't care what he has to say, honestly. I don't need to hear from him, not one peep. Just get to work, Josh. History will be the only accurate judge of his abilities and vision.
I'm glad to see the position has been filled at least.
This sentence interested me: "Our goal is to make the loot experience more enjoyable for ALL players. This includes reducing the amount of loot that drops while improving the overall quality, introducing targeted Legendaries, and giving players ways to directly customize their character's armor"
I knew they were 'talking about it" but this sounds like they are definitly adding this targeted legendaries system.
I still felt that the post was more or less just another Jay Wilsion/ Travis Day carrot post where they write out a big article but in the end it is just fluff and there is no real news to share..
Yea I'm really curious to see how targeted legendaries play out. I'll admit I'm skeptical, but this might be a way to make farming bosses and mini bosses lucrative; Being able to farm the Butcher for a better chance at the butcher's sickle dropping might actually be cool.
Well after hearing Travis go on about his vison about to make it so that when players login to the game, he wants them to think "what should I do tonight", the targeted legendaries idea sort of helps achieve that.
I expect that a few things will happen:
New/imporved legendaries which will become BIS but also BOA when picked up.
The Legendaries that you are after can be targeted -bosses/mini bosses
Changes to drop rates/affix stat ranges
Crafting will take another leap forward
New/improved/removed item affixes
What ever else they decide to do would be a bonus. Things like
The changes so far were good, but.. damn, why do they take so much time to implement little things... god damn.
I hope this new GD can speed up the process, or at least, start delivering hot-fixes now and then, instead of waiting an eternity to have... not that much.
I hope this new GD can speed up the process, or at least, start delivering hot-fixes now and then, instead of waiting an eternity to have... not that much.
Hotfixes are for server-side problems that don't require the client to be updated.
Deploying hotfixes simply means there are issues (usually bugs) that they can isolate and update on their end without worrying about our end. It doesn't mean they're speeding up the process. More hotfixes generally means more bugs and that's not a good thing. It certainly doesn't mean they're pushing more content out, though.
Once something has to be pushed to the client it requires a lot more testing which is one of the reasons content patches are slower.
I know what hotfixes are, I meant deploying things like the id-all feature and stuff like that. Instead of waiting months to bundle it all together for no real reason.
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Congrats to Josh
I wonder why they're changing the game director again. Does this change mean that Travis Day didn't get to actually release any content for D3 during his time as a Director? Or are the changes still moving towards that same direction?
I just hope Josh whips the crap out of the development team so we get patches/content a bit faster than we've been getting
And yeah, my first thought as well was "shit. all my fears of D3 becoming console-centered might become true."
It's also strange that he does not mention his predecessor, which is usual (just good manners), but well... anyways. There's no short-term effect we'll be able to see; but a couple of months after the release of the expansion we will know what direction he wants to push the franchise to.
The talent tree would have bonuses like +10% MF & GF, +5% movement speed, +20 to primary stat, +15 to vitality, etc. Reaching max paragon level would allow you to unlock all the talents so the choices you make are in what order you take them.
Max paragon level would still give you max MF & GF, so that you wouldn't want those stats on gear, would still give you some stats, but you could mix in a few other benefits. There could be trees down which you could work - adventuring (MF/GF, movement speed), the beefy character tree (statistics)... or it could be a FFX/PoE style "map" through which you navigate. At the bottom of each tree, or in the corners of the map, you'd have bonuses like "you retain your follower in multiplayer games" and "allows you to select a 4th passive ability."
Aside from developing the map or trees, making sure the numbers work out, all they'd have to do is remove 3/2/1/1 and 3 MF & GF from each toon for each pLvl they have and refund that character some "points" to spend. That would be able to be done easily via a patch as it's not a whole new system, it's just a rework of an existing one.
The idea would not to be to present the player with an infinite number of choices, but to allow the system to be self-contained (all pLvl 100 toons would have the same bonuses) but to allow the player the choice as to in which order they acquire those bonuses. Some might go for the MF nodes first. Some might pick up some movement speed. Some might grab a lot of primary stat and vitality. Some might take a balanced approach. None would be the "wrong" choice either since you will, eventually, get them all.
Nope, not really my bad there.
Actually I've not paid much attention to D3 for a while now. I was really waiting for some big changes for the 1 year celebration, and definitely hoping we'd see some sort of PvP (just for the lulz), but they never came.
It was a major letdown for me. And that's probably why my memory fails me at small things like these. Still recovering from the disappointment.
I'm willing to wait it out; I certainly got way more out of this game in terms of entertainment than those I've played in recent memory (Starcraft II is a distant second). If my left kidney was in jeopardy and only improvements to D3 can salvage it, then yeah, I'd be more pressing.
Let's see what Josh has up his sleeves. And bear in mind, he's a game director, not the omnipotent. As far as I can tell, the devs all have their say in what could/would work in-game. Designing a game is a collaborative effort. It doesn't all depend on one man's vision.
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Only time will tell.
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
I knew they were 'talking about it" but this sounds like they are definitly adding this targeted legendaries system.
I still felt that the post was more or less just another Jay Wilsion/ Travis Day carrot post where they write out a big article but in the end it is just fluff and there is no real news to share..
Before even more people get this wrong, I just want to throw in my $0.02 here: Travis was on the team while Jay was in charge, Travis was on the team in the time of the "interregnum", and Travis will be on the team lead by Josh. Just on a different level - similar to what has been mentioned before.
The fact that Travis sounds like someone who comes across so differently is because he's a game designer, i.e., he's someone a bit further down the food chain with actually more hands-on experience like programming and changing things himself. A game director looks at it from the big picture and is responsible for the overall direction (hence the word director) of a project. He has a strong influence on what other people (including game designers) are doing (because he tells them what to do). He doesn't do most of the stuff himself, but is responsible for what happens. So it's kinda obvious that his words are always a bit more generalized, but he's also a bit more reserved about what he will promise as future implementation - he just has a "vision" and the game designers will flesh this vision out.
Yea I'm really curious to see how targeted legendaries play out. I'll admit I'm skeptical, but this might be a way to make farming bosses and mini bosses lucrative; Being able to farm the Butcher for a better chance at the butcher's sickle dropping might actually be cool.
I don't care what he has to say, honestly. I don't need to hear from him, not one peep. Just get to work, Josh. History will be the only accurate judge of his abilities and vision.
I'm glad to see the position has been filled at least.
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Well after hearing Travis go on about his vison about to make it so that when players login to the game, he wants them to think "what should I do tonight", the targeted legendaries idea sort of helps achieve that.
I expect that a few things will happen:
I hope this new GD can speed up the process, or at least, start delivering hot-fixes now and then, instead of waiting an eternity to have... not that much.
Hotfixes are for server-side problems that don't require the client to be updated.
Deploying hotfixes simply means there are issues (usually bugs) that they can isolate and update on their end without worrying about our end. It doesn't mean they're speeding up the process. More hotfixes generally means more bugs and that's not a good thing. It certainly doesn't mean they're pushing more content out, though.
Once something has to be pushed to the client it requires a lot more testing which is one of the reasons content patches are slower.