Diablo 4 Closed beta news

I know, but I am way behind and had a ton to address. I feel like that is better than spamming individual new post replies to each person. Sort of a no win thing.

:woman_shrugging:

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You’re my MVP for sure after that efficiency lol

In the industry overall? Yes.
At Blizzard? No.

Not just for casuals (I dont “believe” in the whole casual/hardcore dichotomy in the first place).
Overworld content is just as, if not more, important than dungeon content imo. Should be a main focus of D4s endgame. But D3 bounties sure isn’t that.

Overworld content should offer the same difficulty, and similar rewards, as you can find in dungeons.
And imo, the focus should be on what devs might call emergent content.
Not just “pick up a bounty in town and follow the arrow” (D3), or look at the map and pick which quest to go to (WoW). The world content should be stuff we stumble upon when traversing the world.
D3 has some of that, with the goblins as probably the prime example, others could be the events, chests etc. They all have too low reward and difficulty to work as endgame, but merely talking about the systems, of stuff you can randomly run into in the game world.

I would prefer if you ran around an area, and might stumble upon a soldier bleeding on the ground among his fallen comrades. Or maybe you clear a camp of demons, and find an imprisoned civilian who was captured for dinner. Both leading to a small quest series in the area.
Something that encourages and rewards exploring and interacting with the game world.
And not just following the arrows everywhere, where the whole overworld might as well not exist, and it could all just be instances (nothing at all would change for D3 bounties, if they instead happened inside a Rift portal).

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They have this in Immortal, funny enough. There are the bounties (way better than D3), but along the way you might enter an area and a quest pops up to kill an elite that spawns just for you. Or you find a family trying to rescue a loved one. Those are actually interesting and usually pretty quick.

Now, with regard to navigation. I LOVE having nav help.

  • I get lost easily in games. It gets really frustrating and also makes me anxious, esp if in group content.
  • I have arthritis and don’t see so well anymore. That plays into it all.

I ADORE the accessibility aspects of Immortal where you can unlock auto nav. It will actually move my char to where I want to go without constant finger holding. I may have to explore to find quests, chests, and goblins, but once I find a quest, it shows me where I need to be. Win win. So much less hand pain.

Yeah, that is the part I am talking about. The quest/event/rare monster should itself be the reward gained from exploring.
I dont think there should be a literal arrow after you started the quest, but fine if it is marked on the map.
Just dont start the quest/event in town or any other static place.

A mix of both is ideal to me. I actually like having the set of quests I know about. Some direction with known and achievable goals is always good. Gives people a sense that they completed something. I work through them but as I am in an area, I spend a bit of extra time, check it for goblins, chests/chest events, and random quests or rares that might pop.

At the end of the play session, I likely completed my known quests, and maybe got some other fun things too with their own rewards.

Immortal handles it well, in my opinion. The game is actually great for casual players and explorers except the whole “need a party to do dungeons past Normal” thing. It means you can’t get Set gear as a solo player and I dislike that. Of course, the end game PvP is P2W but I don’t do that part anyway.

I am hoping some of the good things from Immortal for overworld play make it into other Blizzard games. I also hope the keep solo players in mind.

[ Stage Direction ] - Meteorblade crosses fingers and looks hopeful.

I sincerely hope so. One of my turnoffs about D:I (predatory monetization aside) was doing bounties and someone else in the world killing the monsters that I was about to attack, prolonging how long it took to complete the bounty.

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Definitely.
Just give me a solo world toggle, so we can switch between solo and shared world based on what experience we are looking for at any given moment.

As long as the spawn rate is good and you get credit for mobs you tag (even if someone else kills them), it works out ok. They had some balance issues on it to start with where there were not enough spawns and they went down faster than people could tag. I have no issues with it lately although I have not played in a few weeks.

From what you have said your Immortal end game participation and ranking is pretty darn high. I would hope you are in the pool they select.

Yeah, if anyone in this forum should get the beta invitation, it should be you. Unlike many here that only know how to spam forum to get 20k+ posts and doesn’t even play D3 anymore or DI, you have a high D3 paragon account and actually a top 10 pvper in DI.

Your input will be extremely valuable whether it is for D4 pvp or pve contents. :+1:

I just clocked how much time I need to complete 8 bounties (some zones were populated with players) and it took me around 20+ minutes on average. Wasn’t as bad as people described it…unless people think 20+ minutes on average is too much.

I think there should be more stuff to do in overworld. I think everyone has their idea of the ratio, but I think 65:35 overworld/ dungeon would be a sweet spot.

Also agree overworld should be challenging as well, at least can be, like hell tide areas.

The hard part is the balance , where people exclusively do one content while avoid others .

The way to do it, is make them dependence or far higher drop rate ( say keys to dungeons is found only in overworld) and make some rewards uniques/higher_odds to certain content. While…not feel force ( like people have with bounties in D3)

Some ideas for obsrworld

  1. monster hunt
  2. special quest like socket quest. Say collect 5 items from different area, that requires monster slaying
  3. farming hot spot ( server wide) density of some farmable consumable/ crafting items is dynamic so you have to go various place to farm optimally.
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Imagine if, like DI, the closed beta allows Blizzard to remove the activities in which players do well and adjust the game play to encourage more ingame “purchases.”

There will be on P2W in D4.

Let it go man, its getting old already,

There is still QoL and “ugly as sin” unless you pay. Nice try.

Ugly as sin is NOT P2W, also QoL, we have no info they wil lbe MTXs.

When they do, you can call them out, But now you are attacking them base on assumptions.

I’m seeing people do this quite a bit in this forum lately. I wonder what the cause of the influx is? :thinking:

For rewards I would go the other way. Expecing people to do everything because each give unique rewards sucks imo.
Instead

  1. Make each activity have a higher droprate for one type of rewards each. Like key dungeons might be the most efficient for crafting materials - but all other activities also drop those. World quests might be most efficient for gems, etc. So if you want to be efficient, doing everything is a good idea. But never required.
    And yeah, make the overworld the most efficient place for getting dungeon keys.
  2. On top of that, have a MF buff system that rewards doing diverse content. Maybe something like; if you have done a dungeon, you get a temporary MF buff for the next thing you do, if it is not a dungeon. And the other way if you did a world quest. So if you do a world quest on your way to a dungeon, you are rewarded for it. While without such a system it tends to be more efficient to just beeline to whatever you were going for, and then repeat that action/activity again and again.

Encourage/nudge, instead of require, imo.

Overall, the goal should be that it is very inefficient to only do one endgame activity (like only run dungeons, only do world quests etc.)
But it also isn’t significantly more efficient to do all activities, vs. doing “All minus 1”. That way, if there is one activity you just really dislike, you can skip that one, and do all others, and be fully efficient. Then for each additional endgame activity you dont do, your efficiency goes further down.

Edit: Also, not talking about cosmetics, only power based rewards. Unique cosmetics for each activity is perfectly fine.

That would be nice.

Fair enough. incentivise instead of force.

What we do not want to end up with is like PoE, wheree players repeated doing same contents. For PoE, only things matters is currency, so you just need to go to places where you gain most Currency/unit time.
Which also highlight one issue with open trade with currency.

Without focus on “currency”, players will need to plan/decide which areas to play inorder to get the stuff they needed most. Thats much more engaging than just farm on spot for currency then go to third party sites to get what you need via trading.

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Do you want some :bread: & :cheese: to go along with that :wine_glass: ?

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