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Diablo 4 Gamescom Interviews - Solo Self-Found, Enchanting Costs, Diablo 4's Effect on Immortal
Diablo IV
Geposted
31.08.2023 um 15:30
von
Jezartroz
Over the last week, Gamescom took place in Cologne, Germany. This annual gaming convention hosted several events, premiered dozens of new games, and opened the floor to allow journalists to have one-on-one conversations with game developers. During Gamescom, Blizzard announced the second season of Diablo 4 - Season of Blood and afterward, Diablo 4 developers discussed the future of the game. We've previously summarized several of these interviews, and even more have been released since - so we've compiled a third edition of some of the most interesting Diablo 4 questions and answers that were discussed in post-Gamescom interviews!
Gamescom Interview Roundup Gamescom Interview Roundup pt. 2
gram.pl
(Polish)
The biggest concern with launching Diablo 4 was making the game available for everyone at the same time without any server load problems.. "We conducted a weekend with closed beta tests and two weekends with open beta tests so that the servers and their architecture would be prepared to receive millions of players at the same time without load problems."
The five additional bosses coming with Season 2 are a direct result of community feedback. They weren't on Blizzard's original list.
Rod: "We plan a lot internally and what we want to do in the coming years, but we also try to have a lot of leeway for possible additional elements from the Diablo IV community."
Rod: "What we can call a milestone is that we want to serve the players in the best possible way. We realize that with Diablo 3 we didn't meet our fans' expectations, we did end up doing 29 seasons in total, but we felt like we could have done more. That's why that's our main goal with Diablo IV - how to best deliver content across seasons and expansions. We will certainly do as much as we can to meet our ambitions and expectations of players."
Rock Paper Shotgun
Rod: "One of the things that we were kind of nervous about initially was that when Diablo 4 landed it would sort of cannibalise Immortal, and that everyone was just going to be, 'Oh we're just playing Immortal until Diablo 4 comes out'."
With each Diablo 4 Beta, more people started playing Diablo Immortal. The same happened when Diablo 4 launched. Diablo Immortal continues to be successful.
Rod: "In Diablo 4, there is no pay to win, there is an all-cosmetic battle pass, cosmetic shop and those sorts of things. Diablo Immortal's been very successful and we're very proud of that game and it's very fun to play, and so Diablo 4 was just a different type of Diablo experience."
The Guardian
Twenty years ago a game would get shipped and that was it.
Rod: "Now, the industry and players are so consumptive of content that you launch and then they’re looking at you the next day going, what else you got? What else are you bringing?"
Rod: "For a team to keep pace with players, firstly it must be bigger, and secondly you have to build it in a way that’s sustainable. We have an odd-season team and an even-season team, and then we even have a group focused just on what’s going on in the game right now. And we have an expansion team. This notion of leapfrogging teams where we’re always delivering something, we’re always shipping, is an interesting pace. You have to make sure that you’re not burning the candle at both ends."
There are advantages for game studios working on live-service games, namingly more predictability, stability, and work to do for years after a game’s initial launch (if the game is received well). This is in direct contrast to the typical hirings and firings in game production in the past, but it also means that an employee might work on the same project for several years.
Gaming used to be a hobby that was all about variety, playing lots of games. Nowadays, there are more players that are invested in playing a specific game for a long time.
In regards to player feedback Rod says: “Sometimes there’s no filter, or graciousness or politeness, it’s hard to navigate. When you have the sense that Diablo is my game, you have a sense of ownership, you get very invested we’re trying to manage expectations better, have more proactive comms so there are fewer surprises. We want to tell people what’s coming at least a week in advance, make sure they aren’t table-flipping."
Keza MacDonald, writer of the article, adds: "I’m not certain that pleasing both all of the time is possible, so the custodians of forever games have to make a value judgment: do you piss off the most committed 5% of your player base and hope that you gain enough new ones to replace them if they leave? Do you cater to your most engaged players and then discover that they’re not enough, by themselves, to keep your game alive?"
AnnacakeLIVE
Nothing to announce regarding an implementation of SSF (Solo Self-Found) into Diablo 4 at this time.
They are looking into improving the trading system, Blizzard is aware that players are currently resorting to third-party tools to trade.
Malignant Heart powers might make a return in some form in the future, but Malignant Hearts itself will not carry over into the game after Season 1 ends.
There are plans for PvP in the future. Nothing to share at this point.
Blizzard is looking into improving the open world experience in the future.
When asked about additional character slots and stash tabs, Blizzard hinted at the livestream happening in early October that will reveal additional information about Season 2. They mentioned gems being converted into a crafting material to save space as an example.
Blizzard is looking into reducing Enchanting (reroll) costs. They are monitoring feedback from the community.
Defeating the Echo of Lilith by skipping most of the fight was not intended. The developers are looking to address this without ruining entire builds for a lot of people.
When asked about increasing the difficulty of World Bosses, Blizzard revealed that according to their statistics, the average World Boss kill time is 6 minutes.
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