RMAH Commodities are Live, Blizzard on Follow Up Points, Number of Public Games, Action Bar Locking, Blue Posts, Fan Made Music

RMAH Commodities are Live
As we reported when we first gave word of 1.0.3b, RMAH commodities are now live with patch 1.0.3b. For a full list of what can now be sold for real money, check the official post by Blizzard.

Note: Gold can not be bought or sold for real money at this time.





Blizzard on Follow Up Points
Lylirra hits the forums giving some follow up information on topics that are brought up a lot. Below you can find information on: Stat stacking, not nerfing crit, monster affix restrictions, and more!

Originally Posted by Blizzard (Blue Tracker / Official Forums)

In threads that I've responded to in the past, there were several follow-up questions and suggestions which I kept seeing over and over again. Rather than go back to those older posts and respond individually, I thought I would round them all up and provide answers here.

Since these types of posts can draw a lot of attention, please try to keep your responses as civil as possible. In the end, I'm hoping this helps provide some developer insight into a few of the recurring questions from this forum.

Questions:

1) You said you're inherently okay with players stacking certain stats over others. If this is the case, why did you nerf IAS?
One of the biggest issues we discovered with IAS was that it actively limited build diversity. While IAS was pretty strong on its own, when coupled with certain gear and skill combinations, it simply became too alluring for a lot of players to ignore. So, instead of seeing an increase in gear and skill diversity over time, what we actually saw was more and more players shifting to IAS-focused builds almost exclusively. On a scale large, it was crippling experimentation and skill diversity.

A lot of players think we reduced the value of IAS because it made characters too powerful. While that's not a totally unreasonable conclusion to jump to, it's definitely not true. We don't think "doing a lot of damage" or "doing too much damage" is enough reason for us to nerf something outright. IAS was an outlier -- it's not that it made characters too powerful, but rather that it caused a few builds to become vastly superior to others. On top of that, it introduced a ton of bugs just due to how fast characters were attacking when stacked to its upper limits.

The initial iteration of IAS was flawed in many ways. So, in effort to promote skill diversity and remove several game-impacting bugs from the environment, we reduced the value overall. We're fairly happy with where IAS is right now, as well as skill diversity in general (though we're going to need to do some additional skill balancing to bring it up to where we want).

2) So, when are you going to nerf Critical Hit Chance and Critical Hit Damage affixes?
We've no plans to nerf +Crit Chance or +Crit Damage. While +Crit Chance and +Crit Damage are very strong right now, there's nothing inherently wrong with something being strong. As mentioned above, players doing too much damage is not enough reason for us to bring out the nerf bat. Neither affix is having a negative impact on build diversity (we're seeing a pretty good balance overall), and there aren't any technical issues with them being stacked to higher values. It's something we're keeping an eye on of course.

3) Why aren't monster affix combinations restricted in some way?
Monster affixes are actually grouped into categories and then restricted based on those categories (to a degree). Our restrictions aren't as tight as some players have suggested, but in the end we found that adding extra limitations often made Elite pack encounters very predictable and repetitive, which kind of went against our design goal for these types of monsters.

We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we're happy with where affix combos are right now, we're open to feedback and especially constructive discussion. :)

Here are the categories:

Strong CC (Limit 1):
  • Knockback
  • Nightmarish
  • Vortex
Defensive (Limit 1):
  • Avenger
  • Extra Health
  • Health Link
  • Horde
  • Illusionist
  • Missile Dampening
  • Invulnerable Minions
  • Shielding
  • Vampiric
Aggressive (No Limit):
  • ArcaneEnchanted
  • Desecrator
  • Electrified
  • Fast
  • Fire Chains
  • Frozen
  • Jailer
  • Molten
  • Mortar
  • Plagued
  • Reflects Damage
  • Teleporter
  • Waller
4) Is Whimsyshire considered an Act I or Act IV zone?
It's considered an Act III/Act IV zone, depending on difficulty. The monsters in Hell are considered Hell - Act IV monsters, and the monsters in Inferno are considered Inferno - Act III/Act IV monsters. The drop rates buffs from June 28 affect the zone accordingly.

----

Suggestions:

1) Allow to gems to stack up to 100.
Totally reasonable request. We're looking into it!

(We originally set the stack size to 30 so it would fit in with the other "3" gem values. Now that it only requires 2 gems to combine into the next tier and the pattern has been broken, we've no issue increasing the base stack size. Good suggestion.)

2) Allow players to create multiple gems and items with just one click, if you have enough materials.
No plans right now to implement this kind of automated queuing for crafting.

3) Allow users to buy multiple health potions with one click.
Also a cool idea! We're looking into it.

4) Allow the Town Healer to heal your active follower too.
Ditto. We'll definitely consider this.

5) Add an option to block follower conversations.
Understandable annoyance, but no plans at this time to add in an option. Still good feedback!

Any updates on more than 3 search affixes on the AH?
No updates to share right now, but we do understand that this is something players would like to see in the future. It's definitely feedback that we have relayed, but we just don't have any new information to share about the auction house UI at this moment.




Number of Public Games
There have been a lot of questions on how public games are counted. Lylirra hits the forums to give us some information on the subject.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

We've recently seen a lot of questions from players regarding the number displayed in the Public Games window -- specifically, what the number represents and why it's changed so drastically since patch 1.0.3 released.

Here's the skinny:

1) What does the number displayed in the Public Games window actually represent?
The number that displays in the Public Games window represents the total number of games currently available, based on your game region and mode (Hardcore heroes qualify for a different set of Public Games). The number does not represent private games or Public Games that already have four players. Players hanging out in the character menus or using the auction house are not considered here either.

2) Why did that number suddenly change so much after patch 1.0.3?
Prior to patch 1.0.3, the in-game matchmaking system would often create new Public Games instead of filling existing games to their maximum capacity of four players. That configuration was to help reduce server load within individual games (fewer players, less load); however, it caused situations where players were rarely being placed into full games, and our goal has always been to promote the four player cooperative experience in Diablo III.

In patch 1.0.3 we made some changes so that the matchmaking system would attempt to fill Public Games instead of creating new ones whenever possible. As a result, we're seeing more filled Public Games than ever before (you may have noticed this yourself while playing), but it also means that the number displayed in the Public Games window generally isn't as high as it was prior to patch 1.0.3. As explained above, this is due to the fact that the value only reflects Public Games which aren't yet full.

We understand that labeling this number as "In Games" in the Public Games window can be confusing, so we're currently looking into ways to make the number and what it represents more clear. In the meantime, we continue to closely monitor both the state of the game service and your questions and comments about Diablo III.




Locking Action Bars Aimed for 1.0.4
A lot of players have issues with losing their NV stacks when miss clicking on their action bar. Though one solution is to disable "Elective Mode" after you have selected your abilities, they still plan to have a lock action bar option soon.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

We agree that it can be frustrating to accidentally swap your skills in combat (especially if it causes you to lose an NV stack), so we're planning to add in an action bar lock for Elective Mode in an upcoming patch. Right now, we're looking at patch 1.0.4.

In the meantime, as other players have suggested, you can enable Elective Mode, select all of your skills according to the build you want, and then disable Elective Mode. This will temporarily lock your action bar. After that, you can still make changes to your skills by opening up the Skill UI, but if you want to drag-and-drop your skills or make combinations that aren't available normally, you'll need to re-enable Elective Mode.




Blue Posts

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Female Diablo
When I first found out years and years ago, I have to agree I was pretty shocked. The concepts were still very much in flux, and the artists took a lot of time to really explore who Diablo is. Being the Lord of Terror, the most terrifying thing to everything, everyone, for all time, maybe it doesn't make a lot of sense that he's always just a big red demon, but could take on any number of forms of "terror". That kind of malleable image then seemed to make a lot of sense to me that it might include traits from its host, that there is no 'pure' form for the prime evils, and much like evil itself, is constantly shifting in appearance. But that's just my take on it.

If you haven't yet I highly recommend watching Christian's talk at the last GDC on "The Art of Diablo III" which spends quite a while going over the evolution of the design of Diablo in the game. (Blue Tracker / Official Forums)

Bashiok on Random Topics
Don't call it a comeback!, What would you like a response to?

I dont mean this post to be anything but friendly... but why don't you guys post on the threads with like 50 pages? Take that as a question without any sort of condescending or a-hole tone. Just curious. Do you guys just take that back to the devs without responding to the thread, do you take it back to the devs at all?
Some of the time, or maybe even most of the time, we find that our presence can actually derail or introduce external elements to conversations. These forums are really here for you guys to talk about the game, for us to watch, and jump in when we have something to share. We're watching the big threads, we may just not have anything important to add at the time.

I would like you to respond to the suggestion of allowing more search filters for the auction house 3 just isn't enough we need at least 6 or more.
Yeah, we know the auction house needs some UI improvements. I don't have any specifics to share on what they'd be (although we certainly have extensive lists of your feedback) or when.

INVENTORY SIZE! We need more room Bashiok! Can we get a response on getting a few more tab options on our stash please?
Well, storage requirements can fluctuate pretty drastically from person to person. Each storage slot takes up some amount of real world hard drive storage space (or at least a theoretical amount). We're constantly evaluating and reevaluating current storage, versus new features, usage trends, etc. I'm not sure if any reevaluations have been done recently as we generally find the current amount of space is generally sufficient even for the most adamant players.

http://us.battle.net...opic/6036646319 that please
I know everyone wants their posts validated with a blue response, but there's really not much I can say in something that's just a laundry list of potential changes. It's cool, I appreciate the effort, and very likely the suggestions are good ones, but I honestly don't think we can reply to every post just saying "Thank you!"

Some of the stress of the player base comes from the fact that we do not know what is being worked on. I think that is the hardest part when you love a serious like Diablo. Would blizzard be up to a Q & A question chat with the users of Diablo3? It would be great if we could hear from the devs. Diablo was my very first game that got me into liking blizzard games. It is why there is so much passion for the game. The players here just want to feel we matter to the future of Diablo3.
We did the AMA not tooooo long ago: http://us.battle.net...cript-6_15_2012
I'd say we're due for one soon, but we're honestly trying to get a bit further into 1.0.4 so we can share more solid details on what the patch will include.

The community is also aware that a new Community Manager is being hired by blizzard. Does this mean more responses will be given to concerns or is this to just moderator the forum?
The titles are a bit misleading. We previously had a new management position open, but that was instead broken out into four new positions. The title is "Community Manager" which is misleading because most of you know all of us as "Community Managers" although that isn't our actual title. The four new positions are actually leadership roles for each franchise (and one for social marketing) that would each lead their own small team of game-dedicated community peeps, and drive the department's involvement in each game. Right now a lot of us work cross-franchise, but the new organization would instead have dedicated groups. It's kind of going back to basics for us, and I think will have a lot of benefits to streamline how we work, and hopefully you all bear the brunt of the benefits.

I have a very serious question that I can't comprehend. Why are the devs spending so much time on fixing AH and very small bugs, while the bigger issues get pushed to the back-burner? Are you just extensively testing these "fixes" for 1.04?? I think it would help to alleviate a lot of the communities concerns if we knew why the team insists on fixing minor, inconsequential details of the game while major things are still messed up. This hits close to home for me as my main is a WD currently in Act 2 inferno. I guess I just dont understand why so many of my useless skills remain unchanged when all if would take is a quick buff to the numbers (hedge magic for example) to make it a more viable option.
The entire team doesn't work on one patch until it's released. There are many different people in many different teams working on many different pieces. For example, 1.0.3b was delayed by weeks for multiple technical issues, but those don't impact the designers who were busy working on 1.0.4 and beyond.
They're busy working on future changes, and once we're at a place where we can share the details we absolutely will.

Would it be unrealistic to provide us with a list of changes that you PLAN on putting in 1.0.4, or that you're TRYING to get into 1.0.4 (and so on?) Right now, we know that PvP is coming (but not till later, in 1.1). We know some other things are trying to be included in 1.0.4, but we only get what you guys happen to share. Why not share everything you HOPE to fit into 1.0.4, and with the obvious caveat for players that everything won't make it due to testing/balancing/etc. That at least lets the players know that you are addressing some of the problems/concerns we have.
I just don't think the pros outweigh the cons. If I tell you now about a change that is ultimately cut and never implemented, what benefit do you gain? What benefit do we gain? Certainly it gives people something to use against us for week/months/years (*coughplayerhousingcough*) about how we're dumb liars, or whatever. Certainly it might give you something to talk about for a little while. Beyond that I would argue there's usually not a whole lot to be gained. I'm all for transparency, but there's a lot to be said about managing when and where.

Which doctors, Bash.
Those doctors!

A bunch of us in the Bug Report forums are trying to get our Mark of Valor sigils. We have a thread that is four pages long. Basically, some players didn't get any/all of the sigils and achievements if they changed their BNet email address during the promotion. Personally, I've received 2/5, yet did all five. We've been waiting for a resolution, yet it's been 19 days since the sigils were all supposedly flagged. Any help?
I know we've done some investigation. I know that according to the system that sent them they were all sent correctly to the intended recipients for those that were claimed. If the database doesn't show that someone should have a sigil, there's no way to verify they actually should. Furthermore there's unfortunately no easy way to flag accounts, so simply calling our customer service departments isn't going to result in any quick fixes.

I can follow up on it though as I believe it's still something being discussed.

I hate to have to run after only hitting a smattering of questions, but I have to run home to meet the cable guy so I can hopefully once and for all get them to fix my internet.

Yeah, sucks that you can't play off line, huh.
Not really. I mean each person has their own opinion, but I personally wouldn't spend time leveling offline characters even if it was possible. I didn't play D2 offline either. (Blue Tracker / Official Forums)

Patch 1.0.3b's Delay
Here is the original post: http://us.battle.net...opic/5969147067

In general we tend to not provide release dates or specific timeframes for patches due to the complexity of the updates, and the possibility that we’ll discover an issue that keeps us from releasing it on time. We discovered a few such issues late into the testing of 1.0.3b, which means it won’t hit this week as previously mentioned.

However, we know that a number of changes in 1.0.3b have been highly anticipated, and so we spent the better part of today pulling specific changes that did not run into testing issues out of 1.0.3b, and turning them into hotfixes. These include the Inferno drop increases among a couple others, and will be applied with off-peak rolling restarts tomorrow morning. We’ll also be updating the June hotfix blog with specific changes (including new drop rates) tomorrow morning after we manage to wrangle up a cup of coffee.

The thread itself is still active, but it was removed as a sticky once we announced the release date for 1.0.3b (which occurred here:http://us.battle.net...opic/6036676877). With the patch just around the corner and the patch notes up, we felt it was okay to go ahead and remove the sticky.

The reason 1.0.3b was delayed was because we experienced issues with some of the changes while testing the patch for release. This is not uncommon, and we elected to postpone the patch until those issues could be addressed. Since not all of the changes were causing issues, though, we decided to implement them via hotfix. This is described in the thread above. The changes we pulled from patch 1.0.3b and added as hotfixes are listed here under "June 28": http://us.battle.net...n/blog/6214196/

Keep in mind that when Bashiok said "due to the complexity of the updates," he was referring to the patching process itself, rather than any specific, individual changes. The process itself is pretty complex, and (as evidenced with patch 1.0.3b) there are times when we have to adjust our original development schedules to accommodate emergent issues discovered during testing. (Blue Tracker / Official Forums)

Goodbye
Cool! I'm glad you enjoyed yourself. I do recommend keeping an eye on the front page for updates and such, or follow us on Twitter/Facebook if that's your thing, as we have some cool stuff in the works you may want to come back and check out. (Blue Tracker / Official Forums)




Fan Made Music

Originally Posted by Blizzard (Blue Tracker / Official Forums)

That’s a great cover of the Tristram theme! I’m also really moved by your composition dedicated to our beloved Treasure Goblin. It makes me wonder about his story, what trials and tribulations he’s faced in his enigmatic life, and moreover: where his portal truly leads. What if he’s simply struggling to get home to his family? The poor fella…

…Great… now I’m going to feel guilty pursuing him the next time I see him. :(

In any case, thanks again for sharing your creations with us, and keep up the great work!



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