Ausgamers UEE Hands-On, Multiboxing and D3, Greater Rift Ideas

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Ausgamers UEE Hands-On

Ausgamers had the opportunity to test the Ultimate Evil Edition of Reaper of Souls for consoles, while talking to Blizzard's Julia Humphreys and Matthew Berger. There is a snippet of some very interesting parts below. But you should check the full article here, for more details into other specific features mentioned (like the Nemesis System).

“One of the first things we added is apprentice mode,” Julia reveals. “So you might be playing with your friends and you start new characters together and your character might be a lower-level to the others. So instead of dying all the time, running behind the other player and picking up loot and not killing… with apprentice mode what we do is take [that] lower-level character and we boost them up for the duration of that play session. So they stay the same level with the same skills, but their stats are boosted so they’ll have more toughness, they’ll do more damage -- they’ll be able to stand toe-to-toe with most monsters and contribute meaningfully to most fights. And of course the loot that they get; the experience they get is still going to be appropriate to their level”


During my time with Julia and Matthew, I was also taking the latest PS4 build of the game for a spin. Obviously for these scenarios the difficulty setting was relatively low, but something felt a little off. No, that’s the wrong word for it… something actually felt a little right. At least as far as being held up against movement on the PC, the console version seemed a little quicker and even perhaps a bit more responsive, but I wasn’t sure if it was just me. 

“Funny you should mention that,” Matthew says with enthusiastic glee. “So in the PC version of the game and the original console version of the game, you know, you could destroy pieces of the environment [and] you get a little bit of experience; if you killed enough monsters you get a Massacre and you get a little bit of experience, and we took these features and we put them under the umbrella of what we’re calling ‘Action-Combat’ and we tweaked them in a way that they sing even more. 

“So for instance, if you destroy a set number of [pieces of] the environment in a short period of time, instead of just giving you experience we’re going to give you a speed boost for a certain amount of time,” he explain. “Sometimes you’ll notice you have the little speed trails behind you -- that’s because you guys destroyed some elements of the environment and you got a speed boost. When you do a Massacre, instead of going “oh, hey you’ve killed 25 monsters here’s a bit of experience”, as soon as you hit the minimum threshold for a Massacre we’re going to show a counter on-screen and you’re going to see it count up and a timer go down if you’re in danger of your Massacre going away. [But] then once it’s over, we’re going to give you a lot of experience.


“The final element of Action-Combat we’ve added is Trap-Kills,” continues Matthew. “So you could always kill people with traps in our game, but we’ve increased the damage so it’s easier, and every time you kill monsters with traps, we’re going to give you increased Resource Regeneration. 

“So you were always playing the game this way, we’re just embracing this and giving you even more reasons to do it and more reasons to change the rhythm of your game a little bit because, you know, as you’re chasing a Massacre result, you might end up getting too many monsters attacking you at once.” 

The console game also flags loot drops that are specific to characters so you’re not sifting through items that aren’t there for you. Moreover, anyone can pick up loot and it’ll go to the character it’s meant to, regardless of who’s collecting. Again, it’s all part of the streamlining process, which again isn’t meant to dull the experience, but rather expedite your shift in and out of monster encounters. Breathers and micro-management are one thing, but when you’re pulled out of the action too long because of lengthy and trivial things like picking up loot, the way the game works now makes much more sense.

Multiboxing and D3

Grimiku made a post explaining Blizzard's current stance regarding multiboxing in Reaper of Souls. Essentially, while it is not supported by the developers directly, it is also not strictly forbidden, as long as the gameplay is not automated by the necessary third party software. It is mentioned that the EULA and TOS do not contain this clarification, but will be updated in the near future.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

For Diablo III, multiboxing walks the strange line of being something we technically allow, but don’t officially support. 

For clarity, players are allowed to have multiple Battle.net accounts, and each of them can have a Diablo III: Reaper of Souls license (one per account). There is no limit to the number of Battle.net accounts a single user can have, so long as no more than three of them have Battle.net Balance*. There is also no restriction to how many of these accounts can be online at once, but the methods to do so may not be supported. We do not support third-party software, and third-party software that automates gameplay is not allowed. Accounts found to be using third-party software that automates gameplay risk being closed, possibly permanently.

In other words, you can have multiple accounts, and you can be online with all of them at one time. We don’t support multiboxing in Diablo III, however, and some software used to facilitate multiboxing may violate our policies, so do so at your own risk.

* Please note that this clarification is not reflected within the EULA and TOU at this time. We will be updating both documents in the near future to correct this.

Greater Rift Ideas

A lot of players have been saying how HP and damage scaling is not the most interesting way of increasing the difficulty of Greater Rifts, and a really good thread has been created on the official forums to gather ideas for the developers to make Greater Rifts more engaging without simply having the enemies' HP and damage scale to insane levels.

It has even been "blue tagged", which means that it is feedback that's probably going straight to the developers. So if you want to contribute, make sure to drop by and leave your thoughts and suggestions!

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Hi, lots of people are annoyed by the rather uninspired "moreHP, more damage" style of scaling the greater rifts have at the harder levels. People are suggesting here and there other ways it would be possible to scale the difficulty of the greater rifts without simply making things live longer and hit harder.

Lets make a compilation of these ideas here, so that after the weekend, Vaneras has a nice easy link to give to the 'higher ups' with any/all of the good alternatives. Nobody wants trillion HP rift guardians. It will also make the repeat grind somewhat tedious when it is literally just "more of the same".

Sooo. Pop your ideas into the thread, I'll try to edit them into the OP.

So far:

1) Increase mobs mitigation
2) Populate the rift more densely and require more mobs to be killed in the same amount of time;
3) Make the rifts larger with the same density but *still* require more mobs killed in the same amount of time;
4) Increased the base movement speed of the mobs, 
5) Increased the base attack speed of mobs;
6) Given extra affixes to elite and champion packs (5 affix horde mobs anyone?), 
7) Given white mobs affixes, 
8) Used a more deadly combinations of mobs (no more act1 zombie dreams or stygian crawlers),
9) Make a more hostile environment to rift in (random arcane sentries just popping up),
10) Increase the duration of mob crowd control effects on the player
11) Player death results in the closing of the rift
12) Give mobs (white, elite or champion) boss abilities, like sandstorm, locusts, summoning adds
13) Increase the ratio of white mobs: elite packs so eventually you're facing an epilepsy inducing sea of pulsing blue and golden demons
14) Super-rares or even act bosses midway through the rift
---------------------------------------------------------------------------------------------------
Thanks everybody for the solid feedback you have given so far. This is an interesting thread for sure, so I hope people will continue to share their thoughts on the difficulty scaling in Greater Rifts.
06/07/2014 15:40Posted by Aeneas
Lets make a compilation of these ideas here, so that after the weekend, Vaneras has a nice easy link
I love nice and easy links indeed... especially if they are full of juicy feedback ;-)

Comments

  • #1 Tybudd
    Awesome console changes, its going to add alot of fun and flavor, and now I don't have to worry about loot issues when Couch Co-op'ing with my boys, always had one kid lacking on the group contribution just to get the jump on the loot, now that is taken out of the equation.
  • #2 Zero(pS)
    Quote from Tybudd »
    Awesome console changes, its going to add alot of fun and flavor, and now I don't have to worry about loot issues when Couch Co-op'ing with my boys, always had one kid lacking on the group contribution just to get the jump on the loot, now that is taken out of the equation.

    One incredible change (that I didn't add to the preview so it wouldn't be too big) is about specific character loot going straight to someone playing that class.

    As I understand, if you have a Barbarian and a Demon Hunter playing together, if a Chest Armor smart-rolls Dexterity, even if the Barbarian picks it up, it will go to the DH's "inventory", which is pretty awesome.

    Having played with friends in parties of 4, I gotta say that item management is one of the least enjoyable aspects of the game in that format, since we were constantly going back and forth to check and (un)equip items, and that doesn't really matter much unless all your friends are dedicated Diablo players and you're at a higher difficulty. So I think that's a very very welcome change..

  • #3 Koksii
    Definitive Version confirmed
  • #4 Alcovitch
    Quote from Koksii
    Definitive Version confirmed

    Hardly
  • #5 scw55
    This is my opinion on Multiboxing:

    I dislike someone being able to control multiple characters via single input controls. e.g. Click somewhere and all characters move as one.

    Why?

    This is playing the game solo. However, since you are playing with other characters (which are your own), you gain the multiplayer buff of bonus loot, exp and gold.

    The purpose of the multiplayer buff is to give an incentive to play multiplayer besides being carried/social experience/carrying others. The mechanic of the buff encourages players in multiplayer to stick together. Multiboxing in this way I don't think is in spirit of this buff.

    It is not my purpose to dictate how people spend their money. However, multiboxing in this way gives an unfair advantage.
  • #6 xICEMANx117
    Really people REALLY.... How about giving us actual pvp like was promised when the game first came out
    Last edited by xICEMANx117: 7/8/2014 11:36:52 PM
  • #7 xICEMANx117
    Quote from scw55
    This is my opinion on Multiboxing:

    I dislike someone being able to control multiple characters via single input controls. e.g. Click somewhere and all characters move as one.

    Why?

    This is playing the game solo. However, since you are playing with other characters (which are your own), you gain the multiplayer buff of bonus loot, exp and gold.

    The purpose of the multiplayer buff is to give an incentive to play multiplayer besides being carried/social experience/carrying others. The mechanic of the buff encourages players in multiplayer to stick together. Multiboxing in this way I don't think is in spirit of this buff.

    It is not my purpose to dictate how people spend their money. However, multiboxing in this way gives an unfair advantage.

    Are you Kidden me really have you played Diablo 3 what advantage are you talking about its a glorified Single player game. Why are so many people against beasting up your Toon people whine and cry cause they cant get right gear drops so Blizzard fixes that well now guess what you cant gear your other toons now cause you have a high level wizard but you want to gear your Crusader and now you people whine about that and you talk about a unfair advantage in a single player game??? WTF are you smoking cause you need to calm down on it and stop whining now if it was player against player like WE WAS PROMISED 3 YEARS AGO then i could see it. But really your going to whine cause people have better ways to get gear then you do and say its a unfair advantage you dont do anything AGAINST each other their loot is their loot your loot is your loot there is ABSOLUTELY no PVP or anything to this game its like playing Goldeneye and saying James Bond has a Unfair advantage cause you can snipe the computer generated Guards Really people REALLY....
  • #8 BlacKcuD
    Quote from xICEMANx117
    Quote from scw55

    This is my opinion on Multiboxing:

    I dislike someone being able to control multiple characters via single input controls. e.g. Click somewhere and all characters move as one.

    Why?

    This is playing the game solo. However, since you are playing with other characters (which are your own), you gain the multiplayer buff of bonus loot, exp and gold.

    The purpose of the multiplayer buff is to give an incentive to play multiplayer besides being carried/social experience/carrying others. The mechanic of the buff encourages players in multiplayer to stick together. Multiboxing in this way I don't think is in spirit of this buff.

    It is not my purpose to dictate how people spend their money. However, multiboxing in this way gives an unfair advantage.

    Are you Kidden me really have you played Diablo 3 what advantage are you talking about its a glorified Single player game. Why are so many people against beasting up your Toon people whine and cry cause they cant get right gear drops so Blizzard fixes that well now guess what you cant gear your other toons now cause you have a high level wizard but you want to gear your Crusader and now you people whine about that and you talk about a unfair advantage in a single player game??? WTF are you smoking cause you need to calm down on it and stop whining now if it was player against player like WE WAS PROMISED 3 YEARS AGO then i could see it. But really your going to whine cause people have better ways to get gear then you do and say its a unfair advantage you dont do anything AGAINST each other their loot is their loot your loot is your loot there is ABSOLUTELY no PVP or anything to this game its like playing Goldeneye and saying James Bond has a Unfair advantage cause you can snipe the computer generated Guards Really people REALLY....

    This. Besides, multiboxing is auch a minority like minority of a minority. Also, it is a singleplayer game and I thought my world cup rants were stupid. I don't mean to say, that your opinion is stupid (that's why it is your opinion), but what we are trying to say is: neither you nor the community has any disadvantage from a few people multi-boxing. There is no interaction with other players whatsoever. It's like flaming people for using a +1000 dmgmod in Skyrim, which you can't use because of some hardware limitation.
    Last edited by BlacKcuD: 7/9/2014 9:55:48 AM
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