More on Co-op Improvements, Mob Density Changes for Inferno Only, The Job of a Community Manager

More on Co-op Improvements
Some clarifications were posted concerning the Co-op improvements that we'll see in 1.0.8. Among them is some small mention of the limit of 4 players.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Lots of good comments here! Just a few quick points

1. As a point of clarification, "dropping less loot on the ground" is not slated for 1.0.8. It's part of our general philosophy for beyond the 1.0.8 timeframe.

2. I really like the suggestions that don't make multiplayer feel mandatory. Suggestions along the lines of "I don't want to feel penalized for playing with my friends" or "provide a small bonus to overcome the logistical overhead" are in the scope of what we're thinking.

3. We totally see the appeal of having more than 4 players in a game, but it has its downsides, and the big one is that the screen becomes so crowded you can't tell what's going on. It's important that a player can discern important information from the game world and make tactical decisions based on this information. We know some of you may disagree and you'll always want 8 players, and I can respect that. This is something we've debated heavily though, and feel strongly about.

4. We've discussed the "leecher" problem. Nothing to share yet but it's definitely rough when it happens.

Thanks for all the great discussion thus far!




Mob Density Changes for Inferno Only
It looks like the new density changes are only for Inferno.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

We’re fairly satisfied where the with the overall mob density in Act 3, and the mob density changes we’re currently working on will apply to Acts 1, 2, and 4 of Inferno difficulty only.

Some people actually like leveling characters that aren't end game, how about some love for them?
That’s one of the reasons we added the Monster Power system: it allows players to further tune how challenging enemies are in each difficulty setting, regardless of level. Also when Travis Day spoke about allowing Legendary items to scale up in our recent Developer Journal: Itemization Update, that means they will be able to drop at lower levels too. We’ll be looking not only at letting low-level Legendaries drop at higher levels, but we’ll also be allowing higher level Legendaries to drop at lower levels. In addition, the targeted drops we mentioned in the Itemization Update are intended to improve the level up game as well.

Below are some specific examples we’re considering which we feel will benefit all players, regardless of level:
  • 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 Butcher's 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.
  • We've also discussed allowing bosses the first time you kill them in each difficulty to have a guaranteed chance to drop a Legendary.
Will there be more concrete information on what is included in the patch anytime soon. All the things mentioned are really cool but when will we know everything in the patch so we don't get our hopes up. :)
We're currently working on patch 1.0.8, and as part of that process, we're still busy determining what will make it into the final patch. Once we get closer, however, we'll be posting more discrete details. :)




The Job of a Community Manager
Lylirra gave some information on what Community Managers actually do in Blizzard.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Amount of disrespects taken? Zero. ;)

The role of a CM really comes down to three things: engaging with our players, providing relevant communication, and representing the voice of both the community and the developers. We're sort of like shepards, but instead of managing adorable little sheep, we manage information -- information from developers to players, as well as information from players back to developers. When it comes to getting information to players from developers, though, sometimes it's better or more meaningful if it's coming from the source (i.e. from the developers themselves). We totally, 100% agree.

Things like patch notes, feature previews or announcements, polls, highlighting cool things the community has done, hotfix updates...that's all firmly within the realm of community management. Explaining design philosophies and discussing how those philosophies have contributed to certain decisions or are influencing future changes? Sure, we can do that (and often do), but those are the kinds of details we know players would prefer to hear from the development team directly whenever possible/appropriate.

So, our job as CMs -- or at least part of our job -- is to work with designers like Wyatt and Travis to publish developer journals and patch previews or host Q&As, and it's ultimately why we encouraged them to join us on the forums. I'm super excited they were on board with posting, because they're awesome people (and awesome designers), and I know they can help provide the kind of interaction so many of you appreciate.

That all said, the main focus of our developers is and will always be developing the game, so you're going to see CMs posting far more often. We hope to continue this trend of increased communication, though -- not only because it's something you've asked for, but also because we know it's important.

Hey Lylirra, I am trying to become more active in the community and am trying to help by compiling suggestions for affixes/game changing legendaries idea. I recently made a rather long post and was hoping if you could take a look and give me some feedback b/c I'm sure a blue post would spark some discussion. Thanks.
Already ahead of you, dude! http://us.battle.net...ic/8156835610#3

Lylirra just called us all sheep. Nicely done. :P
Sheep? Nah. This is the internet. If anything, you're like cats.

Or maybe corgis. Or red pandas. Or? Slow lorises.

Bumping a thread and now a meaning less post?
I think more than your Tardis is broken this time.
If you personally don't draw meaning from it, that's cool. We all value different things, and I respect that.

As for the bump? It was a good thread, and I wanted to elicit more player feedback. If I can't use my blue powers to promote positive discussion, then what good are they?

(It's shepherd).
My spelling is bad, and I should feel bad.

And I tried so hard to make the humour obvious.
/sadface
http://cdn.memegener...0x/31441452.jpg :(

I'm guessing that you are a player. I'm also guessing that when you play the game, you think to yourself, "WOW! The community is right! This _______(insert issue) is completely messed up" and you let the devs know about it.
Sure. There are times when I'm playing and I don't totally agree with or understand why a specific mechanic works the way it does, or I think it can be improved, and I'll hit up the developers about it. We talk a lot, about a lot of different things, and it comes up. Sometimes it's about things I've seen other players post on, so the conversation gets framed that way, and sometimes it's just a personal/trivial thing (like why can't I dye my fem barb's hair or how come the UI for comparing a two-handed weapon against two one-handers isn't all that intuitive).

We don't just relay the concerns we agree with personally, though. If the community has feedback that's constructive, well-intentioned, and reflects what appears to be a relevant portion of the players base, we make sure that feedback gets to the right place.

Some of your posts have the "middle man" feel about them. Like you are on the outside trying to bring the players together with the developers. A non-player. *shrug*
I'm both an advocate for the player and one for the developers. So, I'm kind of in the middle, and I'm kind of always working to bring the players and the developers together. You're right. (There's totally a reason I chose Auriel as my avatar.)

In a way, I guess that makes me somewhat neutral? But only because it helps keep things on track. It in no way dampens my energy or love for the game. I mean, I wouldn't be here -- and I don't think you would be, or our developers would be either -- if I wasn't passionate about D3.

Bob #1, the Consultant: So what is it you do around here?
Lylirra: I'M A PEOPLE PERSON
I am good at dealing with people!

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes