Blizzcon DIII Gameplay & Auction House Panel

Gameplay

With the game drawing tantalizingly close to completion, there wasn't any ground braking announcements in this particular panel, but one could say none were expected. Most, if not all of the game features have been announced prior, even if they have not been detailed yet. So in that light, while nothing completely new was founded, we received a great deal of detail on already existent features.

Achievements & Banner
As the panel opened they jumped right into it, beginning with DiabloWiki.com - Achievements Achievements. We've heard very little on this front in the past, so any news on them was welcomed. There are three main ways to progress through your achievements.

  • Game Progression:
This is rather self explanatory, there will be achievements for progressing through the game such as completing a difficulty, or defeating a boss.
  • Obscure Gameplay:
So you've defeated the normal difficulty, neat. How about weaponless, or even gear-less? Such feats of insanity will be rewarded via achievements.
  • Longterm Goals:
These goals include things such as completing the Bestiary, a feature while tracks what creatures you've encountered. Or finding every lore book in the game.

Your achievements progress reflects onto your DiabloWiki.com - Banner Banner, slowly but surely adding new ribbons, facets, or other features. New ways to personalize your banner may become available through these achievements also. These small additions to your banner themselves expand as you complete more and more achievements. For example, as you progress in a certain category of achievements more gems may start appearing on a ribbon dangling from your banner. Or as you play through more Hardcore content the mound of skulls and bones under your banner will grow.



Crafting

Crafting is getting an overhaul in Diablo III, becoming more viable for any stage of the game. In this topic we got a good amount of confirmation on the abilities that each of our three DiabloWiki.com - Artisans Artisans will provide.

This Artisan offers item enchantments. This may ring a bell, as a similar system was in place in Diablo II. With the new system you'll not only be able to enchant your items, but continuously do so, each time rolling better and better stats. This enables a player with enough focus and funds to eventually achieve very high stats on his or her item. Through these enchantments, you can also take advantage of very off-class type items on your character. An example the developers gave was a Demon Hunter using a one handed axe and a shield, both of which being enchanted with Hatred regeneration, something that wouldn't natural spawn on such weapons. As the Mystic levels up, she will have access to more powerful enchantments, which are dropped as recipes in the game.

This old man has very simple, yet essential talents. He can combine DiabloWiki.com - Gems Gems, add sockets to items, and remove gems from items. Exactly what scales as he levels isn't entirely clear yet, but one could imagine a few scalable aspects, such as what level gems he can combine, or what level item he can add sockets to.
We know more of this Artisan than the other two, both through more exposure via Blizzard, and presents in the beta. The Blacksmith can forge a huge variety of items, some are unlocked as he levels up, others only through recipes you find as drops. He even has the ability to forge legendary items, some with set values. This is a beautiful thing, since through the randomness of Diablos' drop system, by the time you find every item in a set for a mid-level character, you've likely already out leveled the set, making it useless. Now through the Blacksmith you'll be able to craft your way to a full set if you're willing to front the needed materials and gold, making those low-mid range set items a viable choice. Besides crafting he can also repair your items, something that will likely need to be done regularly come Inferno, seeing as you loose 10% of your item durability with each death in the game.


PvP: DiabloWiki.com - PvP PvP hasn't undergone very much change, which at this stage of the game shows how solid it is at heart. As was discovered a while back, the Arena will now have a team death match style of scoring. Meaning that your lives are infinite, you respawn shortly after each death, and the team with the most kills at the end of the game wins. Exactly how long each round will be isn't clear, though one full game will likely be around ten minute. The system of health globes that spawn at certain points on the map wasn't spoken of, so where they are with that is unknown.

Something that has changed is the amount of players in each match, moving from 3v3 to 4v4. Another useful tidbit of knowledge is that you will not be able to swap skills in between matches. This makes it so a team can adapt their play style to counter an opposing team, without worrying about them having an entirely different skill-set from round to round, making it so comebacks are very possible if a team can adapt efficiently. This forces players to think strategically, instead of just swapping skills to deal with a problem.

Auction House: As known, you'll be able to trade nearly anything you find in-game through the DiabloWiki.com - Auction House Auction House, be it gold, gems, crafting materials, tombs, etc. Whole character selling will not be available at launch, but will likely be added later on. Search features will be extensive, including a "smart search" which detects common stats across your character and searches for items with similar stats. For the more picky person there will be an advanced search feature where you'll be able to pin point exactly the item you're looking for.


Life Cycle Of Items

With the introduction of the auction house, comes a new level of item recycling that had never been seen in a Diablo game. Whereas in Diablo II items more or less drifted around form player to player endlessly rotating, in Diablo III these items can be transformed into many forms, and then like a Phoenix reborn, take shape into new amazing forms.

In Diablo II the ideal life cycle of an item was as follows: Drop > Wear > Trade > Eventually Sold. That's about as far as it went in the best case scenario. This wouldn't be so terrible if gold had any true value in the game, a purpose.

In Diablo III this is the ideal life cycle of an item: Drop > Wear> Trade > Eventually Salvaged > Crafted into new item > Eventually Sold. Not only are there many more things you can do with an item, but when it is eventually sold for gold, that gold can be used to continue feeding the economy, or even better, sunk into one of the many gold sinks, removing it from the game and delaying the build up of gold in the economy.


Final Game Tuning

Those words have a great ring to them, or maybe just the word "final" being used at all. Tuning, or polishing if you will, comes as the last stage of development. It's where numbers are tweaked, and features are perfected for release. This polishing happens across the entire game, so we'll touch on the interesting topics which were presented.
  • Monster Improvements:
The creatures of Sanctuary are a formidable bunch, each with a role to play in the heat of battle. Fulfilling these roles is an important job, and sometimes new roles need to be created to address balancing issues. One of these issues that's very clear for any Diablo player is how casters can often avoid affixes of creatures, such as lightning, thorns, or other short distance AoE effects. To adress this, the new affix called Mortar was introduced, where a creature will lob fireballs across the screen, endangering casters while flying right over melee characters' heads.

  • Passive Skills & Synergies:
True to their claims of nothing being final, there have been small tweaks all cross the passive skills. In some cases is may just be a number change, though as they displayed there are a couple of new passive skills to support different builds.
  • Synergies:
Another way Blizzard is supporting build diversity is by cutting down on synergies. While synergies may look appealing, they actually drastically decrease the amount of viable builds. This is due to the very nature of them, where if you have one skill you're most likely best off following it up with skills that all have corresponding synergies. This forces the player down a certain path in order to maximize the effects. While they're not removing synergies all together, they will be down-tuning their effects, or removing certain corresponding effects completely.


Class Tuning

With the idea of class specific resources surely came a huge amount of development to get to this point. As with any complex feature, constant polishing is the only way to achieve balance. While each class is fairing well with no major setbacks, small tweaks are being made to adjust how each class handles.

The trend Blizzard has noticed in the beta is players will skip the small Fury generators such as DiabloWiki.com - Bash Bash or DiabloWiki.com - Frenzy Frenzy in favor for the larger ones like DiabloWiki.com - Leap Attack Leap Attack, or DiabloWiki.com - Ground Stomp Ground Stomp. To account for this the amount of Fury the smaller generators will create is getting bumped up. They also found that come late game the Barb is having a tough time surviving due to the classes' need to be within melee range of creatures. This is a little more complex polish, and will involve a few defensive changes. As we've known, a certain section of skills will slowly become less costly as you level, eventually becoming completely free. This system is undergoing small changes which weren't clearly detailed. All spells are also moving to % weapon damage, making weapon more important to casters than before. A common concern with this change is - well if casters depend on weapon damage, shouldn't I just run around with a two handed axe? - This is being addressed by also having the casting speed rely on weapon speed, so while your attack may do more damage with a two handed axe, your DPS may be less than if you were to use a wand with a lower attack, but faster attack speed. There are also class specific buffs on many casting oriented weapons that could sway a players choice from say a sword, or axe.

Mana seems to be unlimited in the beta, and at this early stage of the game it essentially is. Though as the game progresses you'll have to make crucial choices that will effect how your Mana will behave. It was stated that if one were so inclined, they could form a build where you do indeed have infinite Mana, though they'd be sacrificing other aspects of the class, such as damage, or defense. Mantras are now going to have a three second period when first cast where they'll grant double the buff they normally would. This makes them feel like less like a maintenance skill, and more like an active skill that needs to be paid attention to. Combo skills are also undergoing some small changes in their basic functionality, both in how they are combined, and how powerful each level of attack is. For example they plan to increase the range in Deadly Reach to make it more viable. As touched on not too long again, the DH will have a completely new Hatred system than as the class does now. At this very moment in the beta Hatred constantly regenerates, though as many have found, you end up constantly low,if not drained of it. To remedy this there will be Hatred generating skills and spending skills, much like Fury. Snares will also see some buffs to better keep enemies at range, or help better preform their role. While each class have some very specific changes coming, one change is reaching across every class - awesomeness. Through feedback from the community, and internal testing, a lot of players have found skills as a whole don't make them feel as awesome as they'd prefer. Blizzard has heard the cries, and plan to increase the visual effects of many skills, helping enforce the fact that you're a badass demon-slaying demigod.


Difficulties

Many fans have speculated on exactly how difficult each act will be. Some even feel the entire game will be relatively easy. This may be due to the easy content we've seen in the beta, which is indeed very casual. This is by design though, normal difficulty is meant to be a kind of
tutorial, which teaches you everything you'll need to know, while not punishing you too hard for making mistakes.

Very casual players will enjoy this first difficulty, while more serious players will find it laughable. This again is by design, because in essence every serious gamer was once a casual gamer. At one point in time we all were n00bs. Blizzard understands this, and wishes to help turn those casual gamers into more dedicated gamers through nice and easy difficulty transitions.

Blizzard also understands that a large portion of their fan base are hardcore gamers looking for a challenge. Thus comes the concern that even in later difficulties the game will not present an adequate challenge, well Jay Willson assured us that this isn't something we should be worried about. Through a display of testimonials from in-house testers who have been put up against the Inferno difficulty, we're given an idea of how difficult endgame content will truly be.


Followers

Followers replacing mercenaries wasn't all too popular among the community. The fact that these new side-kicks were only available in single player was a big change it itself, but the added hit of them only being viable in normal difficulty never settled well with the majority of the fan base. In good fashion Blizzard has listened to these concerns and tweaked followers to be viable through all levels of content, though still only useable while playing solo.


Town Only Skill Swapping

The title speaks for itself, but the reasoning behind why this change is being made is interesting. The dev team found that more and more often players would have their skill UI open while slaying monsters, swapping skills out multiple times as they played through small areas. This would make for some problems if left unattended. Not only does it take up a large amount of screen real-estate, but it takes away from the feeling of identity with your character when you're changing such a core aspect so often.

So right now they're testing town only skill swapping where you'll walk over to this area or NPC to swap out your skills. Jay didn't seem very happy about this, and stated how this isn't the final solution. If this doesn't work they will also be testing an out of combat swap system. This second option could make for some heavy development, since it have been stated that Diablo has no in, or out of combat tracker that these type of systems can communicate with.

Comments

  • #1 Glowyrm
    Quote from Winged

    ...Another useful tidbit of knowledge is that you will not be able to swap skills in between matches. This makes it so a team can adapt their play style to counter an opposing team, making it so comebacks are very possible if a team can adapt efficiently.


    This confused me. You mean that we will be able to swap skills in between matches, right?

    Quote from Winged

    Through a display of testimonials from in-house testers who have been put up against the Inferno difficulty, we're given an idea of how difficult endgame content will truly be.


    Were these testimonials shown? I think it would be amusing to read what they had to say about getting their butts handed to them on Inferno, lol!!

    Awesome write up, thank you very much.
  • #2 Verity
    Yea the testimonial's were shown. And they got their butts handed to them for sure :P.
  • #3 Winged
    Quote from Glowyrm
    <input type='button' class='bbc_spoiler_show' value='Show <br/> <blockquote class="source-quote"><div class="quote-content"><div class="quote-source">Quote from <a class="quote-author" href="/comments/119562" rel="nofollow">Winged</a></div><div class="quote-body"><br/> ...Another useful tidbit of knowledge is that <em>you will <u><strong>not</strong></u> be able</em> to swap skills in between matches. This <em>makes it so a team <u><strong>can</strong></u> adapt their play style</em> to counter an opposing team, making it so comebacks are very possible if a team can adapt efficiently.</div></div></blockquote>' />

    Quote from Winged

    ...Another useful tidbit of knowledge is that you will not be able to swap skills in between matches. This makes it so a team can adapt their play style to counter an opposing team, making it so comebacks are very possible if a team can adapt efficiently.

    This confused me. You mean that we will be able to swap skills in between matches, right?

    <input type='button' class='bbc_spoiler_show' value='Show <blockquote class="source-quote"><div class="quote-content"><div class="quote-source">Quote from <a class="quote-author" href="/comments/119562" rel="nofollow">Winged</a></div><div class="quote-body"><br/> Through a display of testimonials from in-house testers who have been put up against the Inferno difficulty, we're given an idea of how difficult endgame content will truly be.
    ' />
    Quote from Winged

    Through a display of testimonials from in-house testers who have been put up against the Inferno difficulty, we're given an idea of how difficult endgame content will truly be.

    Were these testimonials shown? I think it would be amusing to read what they had to say about getting their butts handed to them on Inferno, lol!!

    Awesome write up, thank you very much.

    Sorry for the confusion, no you will not be able to swap skills in between rounds. I'll see if I can find the testimonials, but as Verity said, they got destroyed.

    Thank you :).
  • #4 pmpch
    The fact that inferno is hard and the best loot drop of random bosses will give Bots a very hard time. I like this alot. The Humans strike back.
  • #5 Noomba
    Awesome write up indeed. Nice job!
  • #6 PunkRoker
    Good job, but you forget to say the only new confirmation in the panel:
    You can use the followers beyond the normal difficulty.
  • #7 pikke
    Being mostly a SP I'm glad to hear followers will be useful beyond normal.

    I can't wait to be able to play with all this stuff.

    I'm a crafter and a collector and also likes long term achievement and strange gameplay.

    Happy me! :D
  • #8 Winged
    Quote from PunkRoker

    Good job, but you forget to say the only new confirmation in the panel:
    You can use the followers beyond the normal difficulty.

    You're absolutely right, I forgot to add that and skill swapping!

    Fixed.
  • #9 Enkeria
    Thank you Winged.
  • #10 Barc
    Thanks Winged. That's an awesome write up done very quickly.
  • #12 lMarcusl
    I REALLY like what they say on the panel about viable versus optimal builds. Since there is little customization as far as attributes and stuff goes, I'm glad that they are not completely shutting down the idea of having a crazy builds like a Tech Demon Hunter, melee Wizard, aggro Witch Doctor or caster Monk and actually support the idea of not going optimal...just expressing yourself with using whatever character you feel like you'd have fun with. The only problem I still have is the low amount of character slots per account :( Of course the fact that followers are now once again viable the whole game is kinda FREAKING AWESOME!!!
  • #13 KilltroX
    This was a very good read Winged, thanks. "Final game tuning" is perhaps the best bit of news for me! So close! AND the fact that the Followers are viable beyond Normal. I'm also a SP kinda guy. But I will eventually play with friends, but at a much later stage.

    If the above is the only tuning that needs to be done, I'll guess that only the Demon Hunter's recourse system and the skill swapping situation is the only real changes/tuning that needs to be done [EDIT: And Runestones]. I have a feeling the class (excluding DH) tuning, monster tuning ect can be done in a relatively short time...The only question I really have is: why release the game in Q1 2012. Does it take that long to change the DH's recourse system, since they have already been goin at it for some quite time. Or am I missing something?
  • #14 Graphics_I
    I refuse to admit that I was ever a n00b!
  • #15 Radacci
    well alot of ppl are complaining that the game is to easy and such, and i tend to agree.
    i know it's cause it's small part of act1 and all that.
    but a lot of ppl might just play the game once for story or such, cause they cant and dont feel like repeating the same thing again, again, again. and not get a challenge until hell. i think it's gonna ruin the whole experience for them.
    i know normal is kind of *tutorial* difficulty, but couldnt they just have had an optional tutorial difficulty? where mobs dont react so much, like it is now. and in normal difficulty mobs would be more aggressive and such. so that experienced players can have a challenge even on first run through the game.
    so these tutorial and normal difficulties would be pretty much the same, except normal is more aggressive, and maybe more hp.
    in terms of damage, i think it's fine as it is. you do take alot of damage early on, until you get good gear.

    would it be to late to change these things at this point? i dont think it's a big deal. just changing mob behaviors in act1 mostly.
    regardless if you pick tut or norm, you end up with same lv and progress to NM.
    it feels crappy to penalize all players, so that some casual ppl can ease into it.
    Or perhaps choosing mob behavior when you start normal diff. and you can choose if you want them to be aggressive or not.
    i mean, they already made non-hostile scripts, and hostile scripts, it would just be a matter of choosing which you prefer.

    what ya think?

    Edit: maybe make it optional if you want to see quest markers etc too on minimap or not. but maybe there's already option for that in-game? or planned?
  • #16 Fpsen
    No major PvP changes.. sigh..
  • #17 youwillneverknow
    Damit if only i could post on real forums: too easy solution for skill swapping: Have user take double/triple damage while having their skill pane open and for 5 seconds after they close it. This solves all of those switching while in-combat problems since most people would rather not get slayed by some measly zombie while switching skills. AND it doesn't require you to go back to town
  • #18 Maka
    Ha! Suck on that, Follower haters!
  • #19 CherubDown
    Quote from Winged

    Quote from PunkRoker

    Good job, but you forget to say the only new confirmation in the panel:
    You can use the followers beyond the normal difficulty.

    You're absolutely right, I forgot to add that and skill swapping!

    Fixed.

    Also, you can't swap out items/gear in the arena.

    Quote from maka

    Ha! Suck on that, Follower haters!

    Jay said "the fans wanted it, and from that feedback, we had to change our mind." I am SO glad about that.
  • #20 Glowyrm
    Quote from Radacci

    well alot of ppl are complaining that the game is to easy and such, and i tend to agree.
    i know it's cause it's small part of act1 and all that.
    but a lot of ppl might just play the game once for story or such, cause they cant and dont feel like repeating the same thing again, again, again. and not get a challenge until hell. i think it's gonna ruin the whole experience for them.
    i know normal is kind of *tutorial* difficulty, but couldnt they just have had an optional tutorial difficulty?


    The game is meant to be replayed. If people are playing it once for the story then the difficulty shouldn't bother them too much (Also, Normal WILL get harder in the later acts). If someone is playing for a challenge then that person will be replaying the game often. We're talking about 2 different people here. If a person happens to be playing for the story AND the challenge, he also won't mind replaying the game a bunch and plans to.

    No one will be "expert" players on their first run, no matter how many hours of Diablo II you have under your belt. I welcome the Normal difficulty as a place to learn as much as possible since this is a new game, regardless of my skill in previous games.
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