Diablo IV Quarterly Update - Q1 February 2020

Perhaps so, but I was still hoping.

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My main question would be if there was pets and how lazy us summoners can play.

Replace lazy with relaxed or imagine us enjoying watching the monsters fight each other if lazy has too negative of a connotation.

<3

Amazing info, ty! Keep them coming :metal:

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No Gloves/Gauntlets either.

This really bothers me; I am firmly in the more slots the better camp. Considering a certain other arpg that recently released has 14 slots, I feel anything less is a move backwards. In a loot based arpg, it makes no sense to reduce the equipment slots by around 23%.

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I’m loving the work you guys are putting in so far! :heart:
Do you know in turn based games, such as Divinity, when you have NPCs aiding their allies according to their needs ( position, debuffs, buffs, environmental effects, … ) the best they can?
I really believe that adding this personality to the AI in order to counter players would be a great addition. I’m not sure if that’s what you developers are aiming to but that sounds like a great way to break that arpg standard of walking around with your hero just exploding everything and only being stopped because you got 1 hit killed by something unknown within the whole mess. You would have to think and “strategise” even on endgame.
It was not super clear, in the update post, if this idea of families will actually make the mobs think together or will just occasionally work through rng.
Keep on the good work guys! Crush the other arpgs, take your time on developing it! :heart::heart::heart::heart:

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Thanks for the news update. My feelings:

  • Let me start by thanking the development team for not bringing back inventory tetris.

  • It’s great that you are giving PC players the option of using a controller, but it would also be nice if you gave console players the option of using a K+M too. FFXIV does that.

  • It’s good to see the reasoning behind positioning the action-bar at the center for PC players, and in the corner for console players. But why don’t you just let the player reposition UI elements wherever they like? If they want to have it right in the center of the screen, just let them.

  • Concerning the attack animation for the sword-wielding cannibal in the blog. Given that they are human, and likely descendants of Barbarians, could you give them animations that make them look like they’re skilled with weapons? The animation in the blog looks more like it was created for an undead enemy, not a skilled warrior. The cannibal doing the jumping attack with the axe is ok I guess.

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The reasoning behind this is related to meta and balancing.

Balancing is obvious - less choices is easier for balancing.

For the metagame however the optimal number of item slots depends mainly on the itemization (and its balancing) in the game. The more (after certain value X) we increase the number of item slots (X → X + 1 → X + 2 → X + 100 = Y) the bigger the character identity and unique builds. The more we shrink their numbers the more meta builds per meta-tier we’ll witness.

Let’s say tier 1 meta composition for 4s is only one. A potential Y scenario will pretty much render tier 2/3/4 composition again a single one, while a small X would serve for much diversity in tier 2/3/4.

So, the real problem for them is to find that optimal X serving best for what they want to achieve. And this is done through Math depending on the itemization, its balancing and their goals (meta tiers vs character identity).

You know I just watched this video on Maximillian’s armor on display at the Metropolitan Art Museum - Check out the gauntlets at the end of this video! Quite the work of art and perfect inspiration for the item designers at Blizzard…

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Thank you for this update! I know that this game is far from being finished but the fact that you talk to us about it and want to listen to feedback is HUGE! <3

I suppport your decision with inventory and item sizes. This will feel weird with smaller items using the same space as a full armour because in previous games it was different but this would make it easier to manage and all in all will be an improvement. Tetris never were most fun or core element of previous instalments :wink:

Quailty of items graphics is amazing. Someone is doing awesome work! Natural look fits dark and brutal world of Diablo perfectly.

As for UI and controls - more freedom is always better and I would prefer UI in the center of you would give me an option to choose. But as a PC player can’t say if left corner is better for consoles… probably yeah as it is more common I think.

Similarities between consoles and PC doesn’t bother me as long as they doesn’t limit one or the other. You say that you will keep that in mind - I believe You and have my fingers crossed :wink:

As for monsters…

OMG! They look amazing! I want an artbook!

I love the gameplay idea behind monster families and lore you come up with. Different monsters should behave differently and fighting them should feel different. Not every family needs a ranged, or briuser, or idk… summoner/healer/buffer… choices are close to endless and giving each family a ditinct feel is a great idea.

Lore behind cannibals seems to be interesting… and how cool it would be if they would worship The Butcher?! :smiley:

I got to know about this update from YT Rhykker. You got my hopes up, and again - thank you for an update and work you are doing! Won’t probably preorder but will buy on the relase.

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Yeah, 40 is a bit low, 60 is a good number.
D2 had 99 and WoW/D3 originally had 60.

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Why are you developing this for console?

By the time you are Blizzard ready with D4 people will be playing it on PS6, Super Switch and Xbox 1080.

How do you know how many buttons will be in those controllers? Or if those systems will have controllers?! Haptics here we come!

What I am trying to say is design an epic PC game with UI that is optimal for that platform and work out the translation to the consoles closer to launch.

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Also Agree. Love the idea that they are incorporating controller support. Nothing like playing Diablo on a very large TV in a recliner after a long day at work.

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Cacmeister + tc860413:

I remember playing a few games back in the day ON A PC and used a gaming controller. Seems like they are trying to do that for D4. WHEN that is done, it will be easier for them to go into ‘console mode.’ Then again, maybe I read it wrong

I like this quarterly update format.

The cannibal family looks great. I think the dev team has nailed the looks. This game looks like a true successor to Diablo 2.

It would be great if the bad guys would not communicate with the player via letters, or otherwise like they did in Diablo 3. The bosses tend to be a lot more scarier when you don’t see or hear them all the time before the actual encounter.

Time to re-install Diablo 2.

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I like playing Grim Dawn with a controller, because my vision is bad and I regularly lose my mouse cursor

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Honestly, the update was fine. It is nice to see new enemies and some inside info on design philosophies ( and I like we have both options for the UI, I personally prefer the left one ). But it doesn’t feel much like a quartely update. It also felt more cold and less personal, almost like a press release.

I was personally, much more excited for the previous update ( which wasn’t categorized as a “main” update ). Of course, not everyone will like every topic, but it just feel like the main doubts about the game should be adressed first. The UI and the monsters weren’t much of a issue for most people, from what I saw. These types of updates could be saved for in between quarters, I feel like.

Disagree with a previous commenter stating that in-game cutscenes aren’t viable. After playing Wolcen, in-game cutscenes can be an amazing way to vest the player to the in-game environment and characters, whether they’re monsters, bosses, or narrative elements. My best takeaways from that game were the creative use of perspective, which the D4 demo illustrated with a zoomed out camera during the World Boss event and The Lambach crawl and boss fight from Wolcen.

Blizz Cinematics are beautiful but in-game cutscenes are immersive.

I disagree, your video is not reference for the designers. (although it looks fantastic)
Maximilian is not a medieval king, these are advanced armors from the renaissance ~1500. The dark ages end by the year 1000.

Well, it sounds good.

But, - you’re so invested in console and Mac. I wonder when it will be time for some love for Gnu/Linux…
Whether you want it or not it’s marching in on the gamefield.

Items worn and wielded, the graphic shown. I don’t understand why Wizard aren’t able to wear the double amount of rings?
Barbarian have the quick-shift system and druid can shapeshift and… Summon? The extra rings would be fair, yes?

Will any of these monsters have Mana-burn like in D2? I really hated it… but at the same time I really liked it as another challenge.
The… Drowned, perhaps? I think those were the ones working together, right?

Unfortunately stamina won’t be back. Someone was talking about realism, - but I guess not THAT real… and maybe it was too hard for some players…

Well, let’s see what they have for tomorrow lol. I mean, they finish the blog post with:

It definitely feels like a monthly update to me - one can easily push 20-30 of these until the game’s release.

UI is very important (it was a main/major concern) and I am happy to see they went in that direction. But if they don’t plan to release D4 in 2030 they should consider making these updates monthly - everyone is to gain from such decision! :gloves:

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