Wednesday, May 8, 2013

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Famous Stat Ranges:

Lots of factors go into creating an merchandise excellent, and certainly one of those people things is how superior the stats about the product can roll. When the video game initial launched, an item’s potential stats were largely indicated by its product level. This made it so you’d know in advance whether or not an product was worth the trouble of identifying. In 1.0.5, we made it so that the stat ranges for affixes were based about the level of the monster or container that dropped the merchandise rather than the item’s level,buy fast power leveling diablo 3 service from u7buy; share the free diablo 3 leveling guide. which created the possibility of more items rolling competitive values.

We’d like to continue with this line of reasoning and use it to make Legendaries more powerful. While in the future, we plan to allow Famous items to also roll their base stats (weapon DPS and armor value) at the level of the monster that dropped them. So, for example, if you found a () from a level 63 monster, its base armor would be increased to that of Archon Armor and its stat ranges would roll at level 63. This gives us the opportunity to broaden the range of Legendary items, providing players with more diversity. Love , but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leoric’s Signet, let’s go farm Inferno and get a level 63 version of the ring!

(Everything we’re suggesting for Legendaries also applies to Sets, too, by the way.)
Increased Merchandise Diversity:

Item diversity is a topic that comes up a lot. Right now when persons are talking concerning the best items in the game or looking for ways to improve their power they gravitate towards items with , , and . While these stats are excellent for boosting your damage they aren’t necessarily interesting or what we like to call “video game changing.”

We want players to feel like entire new builds can open up if they get their hand within the right items. Glimmers of this idea are already in the game with and . The plan is to embrace the idea and push them to more extremes. Potential future Legendary product ideas include a Voodoo Mask that increases pet damage, a Barbarian set that makes Call of the Ancients last until they die (after we give them full pet survivability), a Wizard Orb that allowed for two Hydras to be active at as soon as, or the “Ethereal” boots idea I . While these specific ideas may not make it into the game, they are good examples of the kinds of match changing effects we want to introduce to items. It will take time, but our goal is to try to provide players with compelling alternatives to items when talking about what items they want to acquire.

Less is More

Between levels, stacks, and all the other assorted buffs and bonuses, it’s possible to find a tremendous amount of Rare items during any given play session. But the quality of these Rare items just isn’t where it needs to be, so even though players see a lot of them, they no longer feel special. When you identify hundreds of Rares and only a small percentage are worth equipping or selling, all those items become a burden rather than something to get excited about. “Fantastic. Now I have to identify them all, read their stats, and I’m probably going to salvage all of them.” I feel your pain.

We want to make it fun and rewarding to hunt down new items through play, and really instill the feeling that your next awesome item could come from anywhere, and is just around the corner. We need to get rid of some of the clutter to start with, so we plan to reduce the frequency at which Rare items drop down the road.

Before anyone panics and posts an angry comment within the forums, this doesn’t mean we want players to earn even fewer great items. It just means we don’t feel it’s necessary to present the player with hundreds of bad Rares for every 1 that they might want. As an example, suppose items currently roll between 1-100 Intelligence. Now, imagine that we dropped 25% as many items, but the Intelligence range was instead somewhere all over 75-100. Inside the end, you’d find fewer items, but more of the items you find would be worth equipping. That’s our goal.

(Around the topic of identifying hundreds of Rares, it’s worth adding that while most of this blog is about overall product philosophy and our goals down the road, one of the short-term changes we’re creating is adding an “Identify All” option, which should be coming in .)

Gold Sinks Should be Exciting

We frequently discuss the Diablo economy, as we want players to feel that gold is a valuable commodity, useful in ways beyond just the auction house. We don’t want out of control inflation, but we also don’t think that taxing players is the proper approach. Ultimately, we want to provide players with issues that they are excited to spend their hard-earned gold on.

The most concrete example of how we’re supporting this philosophy would be the we released in . While they aren’t meant to be the silver bullet for all economic concerns, they provide more avenues for individuals to spend their gold to receive something they can be happy about—in this case,are you still finding the place to buy cheap diablo 3 gold? come to u7buy to have a little try. potential upgrades for their character or alts.

Other avenues we want to explore include providing players with vanity options or potential ways to differentiate themselves from their friends or other characters (i.e. character customization options in terms of gear). We are also exploring ways to make crafting more exciting by adding not just more ways to make appealing items, but also introducing ways to modify existing items.

Farm Monsters, Not the Auction House

The is a new addition on the Diablo franchise. And, while it serves many purposes for our players and helps to keep the economy fluid,the delay of diablo 3 power leveling may are taken up by the server maintenance and system update. some would argue that it has done more harm to the sport than excellent. There is value to be had in providing players a way to freely exchange unwanted items for gold,really cheap d3 gold, or giving Demon Hunters an easy means to sell unwanted rubies in order to purchase emeralds, but the question has to be asked: is what the auction house provides worth what it took away from some players?

If the “right” way for some folks to play the game changes from killing monsters to camping the auction house, is the game better off for it? Ultimately we don’t think it is, but we also don’t want to take something away that has become such an enjoyable part of the game for others. So, the question instead becomes: how can we refocus the end video game away from farming the auction house back to farming monsters? It’s a complicated issue,buy fast power leveling diablo 3 service from u7buy; share the free diablo 3 leveling guide. but 1 we are committed to addressing.

The very first solution always presented when we discuss this problem is “Why don’t you just get rid of the auction house?” and while completely removing the feature would in fact fix the problem it created, it would also create a void that the auction house was originally designed to address. For example, we don’t want players to feel like the only way to trade with other folks is by sitting in chat and spamming “WTS [item link]” and “WTB [awesome item]” all day. This is definitely not ideal.

There are a number of ideas for how to address this long term that don’t include removing the auction house outright,u7buy is the best place to buy diablo 3 gold safe with fast delivery in 5min,D3 Gold Payment Methods. and most of the ideas are centered all around giving players more ways to find items they are excited about:

The list goes on and, as with all design, nothing is ever final. This is just a snapshot of what we’re working on currently with regard to itemization, and we hope to provide more specifics as we get closer to implementing these changes into the live video game. During the meantime, we’d love to hear what you think about our approach, since much of what’s cited above has been inspired by your feedback.

Travis Day is a Match Designer for Diablo III. His brother, Morgan, also works at Blizzard Entertainment. They’re kind of like the Venture Bros, except without the super violent, super secret agent bodyguard. Go Team Blizzard!

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