My Diablo 4_Beta Suggestion - By Player Orz of Taiwan!

Dear,
Translate with GOOGLE, please understand!

1.可以開啟全區域地圖用來趕路,此時地圖可調整透明度,此時地圖尺寸有大和中可選!
2.介面UI的美術需要再大改,沒有與時進步,創意也匱乏!
3.建議人物招式的美術特效要大改,大部分招式顯示,都不夠華麗與獨特,相較於同類型遊戲遜色頗多!
4.一般地城的BOSS和怪物類型重複性頻繁,種類也太少了吧?
5.一般地城的環境沒有隨著天氣變化的設計?
6.過地圖時,依然還是會有明顯頓的感受?
7.新增的倉庫欄位,售價過於高,建議務必降低!
8.萃取傳奇精華和拔取寶石,初期設定的手續費都過於昂貴,建議務必降低!
9.氏族設計的理念,純粹只是用來聚集一群人聊天而已,沒有其他功效?
10.在地圖上,每處一般地城提供的力量的盛典,圖示上是屬於哪個職業可用,顯示的方式可以更直視感,而不需要靠滑鼠點擊後,才能得知!

  1. You can open the map of the whole area for traveling. At this time, the transparency of the map can be adjusted. At this time, the map size can be selected from large and medium!
  2. The art of the interface UI needs to be greatly improved, it has not improved with the times, and the creativity is also lacking!
  3. It is suggested that the artistic special effects of the characters’ moves should be greatly changed. Most of the moves are not gorgeous and unique enough. Compared with the same type of games, they are much inferior!
  4. Bosses and monster types in general dungeons are frequently repeated, and there are too few types, right?
  5. The environment of the general dungeon is not designed to change with the weather?
  6. When crossing the map, there will still be an obvious feeling of pause?
  7. The price of the newly added warehouse slot is too high, it is recommended to lower it!
  8. The initial handling fees for extracting legendary essence and picking gems are too expensive, so it is recommended to lower them!
  9. The concept of clan design is purely for gathering a group of people to chat, and has no other effect?
  10. On the map, the power ceremony provided by each general dungeon, which occupation is available on the icon, can be displayed in a more direct-looking way, and you don’t need to click on the mouse to know!

11.人物、裝備、坐騎的外型細節都設計的很不錯,角色外觀雖然可以微調,但是都偏醜較多,極度缺少視覺美觀和可愛,建議可以新增台灣/日本/韓國的審美觀!
像莉莉絲就是恐怖形象中較為漂亮的!
為何不在玩家人物的建模中也設計成如此?
大多數臉孔醜以外,連女性身材也都很扁蹋,醜與恐怖是兩回事啊!
這讓不少沒接觸過D系列的玩家會無法理解怎麼都這麼醜?也沒有可愛的外型,就讓他們毫無興趣了!
12.寶石太佔倉庫和背包空間了,建議新增一個特殊介面統計,用來將大量寶石移入此介面,當然也可以從該介面提取至背包,方便交易!
13.萃取出的精華,隨著時間也會越來越佔倉庫的空間不是嗎?建議也新增一個特殊介面存放精華用!
14.讓禎數和網路延遲這兩者的數據顯示,可以同時顯示在畫面中,而不是只能二選一!
15.目前世界王的傳奇掉落率,值得稱讚,請不要再暗改了,也不要只侷限在僅是掉落固定那幾件而已!
16.世界王的玩家被分流的過於嚴重,導致一個畫面平均才只有8~12位玩家?玩家過少時根本打不贏!
17.建議世界王區域,可以提高更多玩家位於同境像時,可允許高於20~30人以上!
18.目前開放世界的環境,沒有日夜天氣變化的設計?

  1. The exterior details of the characters, equipment, and mounts are well designed. Although the appearance of the characters can be fine-tuned, they are more ugly and lack visual beauty and cuteness. It is recommended to add the aesthetics of Taiwan/Japan/Korea!
    Lilith is the prettiest of horror images!
    Why not design the same in the modeling of the player character?
    In addition to the ugly faces of most people, even women’s figures are flat. Ugliness and horror are two different things!
    This makes many players who have never been in contact with the D series unable to understand why they are so ugly? There is no cute appearance, so they have no interest!
  2. Gems take up too much space in the warehouse and backpack. It is recommended to add a special interface statistics to move a large number of gems into this interface. Of course, you can also extract them from this interface to your backpack, which is convenient for trading!
  3. The extracted essence will take up more and more space in the warehouse over time, won’t it? It is also recommended to add a special interface to store the essence!
  4. Let the data display of the frame rate and network delay be displayed on the screen at the same time, instead of only choosing one of the two!
  5. The current legendary drop rate of the world king is commendable. Please don’t change it secretly, and don’t just limit it to just a few pieces that are fixed!
  6. The players of the world king are divided too seriously, resulting in an average of only 8-12 players in one screen? You can’t win when there are too few players!
  7. It is suggested that the area of ​​the world king can increase the number of players in the same plane, allowing more than 20~30 people!
  8. In the current open world environment, there is no design for day and night weather changes?

19.以往的賽季制和秘境設計,我是感覺頗無趣就是了,那是在遊戲內容匱乏時,消極的應對產物,建議廢除,後期內容需要更極具創意的,去設計出有趣的內容才是,賽季當然可以當作競技活動項目,但是卻造成大量玩家分離在不同遊戲模式,最終非賽制玩家礙於獎勵和其他因素,被迫也只能無奈選擇它!
20.玩家目前很難識別,相似的裝備數值,怎麼選擇才會更強點,建議在面板上可以設計的更直視,例如:裝備的護甲和攻擊力,相對於主要屬性、招式+1、抗性,是前者數,還是後者數據為優先?(在不考慮傳奇特效前提下)
21.對於臨時尋求組隊機制,感受很薄弱,建議可以再強化尋求組隊,讓組隊時更容易找尋,以及方便玩家臨時找人攻略城寨中的最終BOSS!
22.建議第一個角色體驗完主線,也完成特定任務與支線後,可以讓同一個帳號的其他角色,可選擇全地圖都不再有迷霧機制!
23.建議PVE、GVE為設計的主要重點,PVP、GVG 則為次要,後期可以往PVP/GVG裝備皆由系統主動提供選擇部分傳說詞綴品項!

  1. In the past, the season system and secret realm design, I think it is quite boring. It is the product of negative response when the game content is scarce. It is recommended to abolish it. The later content needs to be more creative and interesting. Yes, the season can of course be used as a competitive event, but it causes a large number of players to be separated in different game modes. In the end, non-competition players are forced to choose it because of rewards and other factors!
  2. It is difficult for players to identify at present. Similar equipment values, how to choose will be stronger. It is recommended to design a more direct view on the panel, for example: the armor and attack power of the equipment, compared with the main attributes, moves +1, Resistance, is the former number or the latter data the priority? (Under the premise of not considering the legendary special effects)
  3. As for the temporary team-seeking mechanism, I feel very weak. It is recommended to strengthen the team-searching mechanism to make it easier to find when forming a team, and it is convenient for players to temporarily find someone to attack the final boss in the city!
  4. It is recommended that after the first character has experienced the main line and completed specific tasks and side lines, other characters of the same account can choose to no longer have the fog mechanism on the whole map!
  5. It is recommended that PVE and GVE be the main focus of the design, and PVP and GVG are secondary. In the later stage, PVP/GVG equipment can be actively provided by the system to select some legendary affix items!

24.建議角色加入氏族後,則有特定氏族獎勵系統去點綴,人數限制上限至少可以突破500人以上,僅允許同帳號底下的一位人物在同一個氏族!
25.建議未來主線難度不須增加太多,只要到折磨難度即足夠了,應該是用持續資料片更新,去增加遊戲性和耐完度,難度新增太多卻都相同內容,大家對都重來的賽季制也並不感到有趣,可以有新手衝等的賽季排名活動,讓賽季只是升等競賽活動即可,有興趣者自行報名參加!
26.官方已有對策防止中國玩家長期透過VPN跳板,防止大量工作室登入與機器人腳本?
27.建議讓台灣玩家不用再透過韓國的CDN登入,直接連線到荷蘭,可以避免當玩家人數過多時,韓國被迫採取不平等待遇的對待,導致台灣玩家連線的困擾!
28.台灣玩家用中華電信連線,延遲數據大概介於4X~13Xms之間跳動,未來可以再更優化嗎?
29.建議當BOSS或菁英級怪物以上,在掉落黃色、傳奇、獨特裝備當下,這時若遭遇突然不明原因斷線或程式崩潰,在玩家來不及撿取下,系統可以將已掉落裝備直接判定至倉庫,或者設計其他系統可以去領取!

  1. It is recommended that after the character joins the clan, there will be a specific clan reward system to embellish, the upper limit of the number of people can exceed at least 500 people, and only one character under the same account is allowed to be in the same clan!
  2. It is suggested that the difficulty of the main line does not need to be increased too much in the future, as long as it reaches the difficulty of torture, it should be enough. It should be updated with continuous expansion packs to increase the gameplay and endurance. There are too many new additions to the difficulty but the same content. Everyone agrees The new season system is not very interesting, there can be a season ranking event for beginners, so that the season is just a promotion competition, and those who are interested can sign up to participate!
  3. Has the official countermeasures been taken to prevent Chinese players from using the VPN springboard for a long time to prevent a large number of studio logins and robot scripts?
  4. It is suggested that Taiwanese players no longer need to log in through the Korean CDN, but directly connect to the Netherlands, so as to avoid that when the number of players is too large, South Korea is forced to take unequal treatment, causing troubles for Taiwanese players to connect!
  5. Taiwanese players use Chunghwa Telecom to connect, and the delay data fluctuates between 4X~13Xms. Can it be further optimized in the future?
  6. It is recommended that when a BOSS or an elite monster or above drops yellow, legendary, or unique equipment, if there is a sudden unexplained disconnection or program crash, and the player has no time to pick it up, the system can directly save the dropped equipment Judgment to the warehouse, or design other systems to receive!

30.建議可以聯名其他品牌的動畫、遊戲、電影等等,舉辦活動週至遊戲中!
31.建議可以長期聯合twitch,玩家只要觀看直播,累計有2~4小時,即贈送遊戲虛擬禮物活動!
32.建議在經過1~2部資料片後,都會持續大幅升級遊戲引擎!
33.建議未來終局,不要再是變成一款只有數據浮誇的遊戲,僅是在追求屬性數值爆升,以及礙於PVP的平衡去造成技能的弱化,玩家需要的是讓技能有更多創意與多變的,戰鬥上質的變化,更多美麗和恐怖的事物,怪物和地城整體架構模式的多變,以及大量有樂趣性,非工作性質,門檻適宜,也不至於太過複雜又艱深的新鮮感,盡力減少太多重覆性質,最終甚至又延伸出令人意想不到卻更好玩的新穎遊戲模式!

  1. It is suggested that animations, games, movies, etc. of other brands can be co-branded, and activities can be held in the game!
  2. It is recommended to cooperate with twitch for a long time. Players only need to watch the live broadcast for a total of 2~4 hours, and they will be given virtual game gifts!
  3. It is recommended that after 1~2 expansion packs, the game engine will continue to be greatly upgraded!
  4. It is suggested that the future ending should not become a game with only exaggerated data, but only pursue the explosion of attribute values, and weaken the skills due to the balance of PVP. What players need is to make skills more creative and Changeable, qualitative changes in combat, more beautiful and terrifying things, changes in the overall structure of monsters and dungeons, and a large number of fun, non-working, appropriate thresholds, and not too complicated and difficult Freshness, try to reduce too much repetition, and finally even extend the unexpected but more fun new game mode!

thanks!

1 Like

Good post, although there’s 10% that I don’t agree with, I won’t get into that.
I noticed you asked for larger games. I think the max number of players is 16 and I think they are planning to increase it to 32.

thanks!

I can understand!
I have written so much, it is impossible to agree with all of them. After all, everyone is an individual, and it is not surprising that people with different opinions will object!

Just like designing an open world type, some people will hate it, but I am happy to see this change!
It’s just that MMO’s creative thinking has not surpassed WOW、FF14、Lost Ark or other games of the same type in development, so I’m disappointed!

補充第19點和25點:
沒有賽季制情況下,官方想要設計有通行證活動並不是辦不到啊?可見兩者並不需要綁定!
賽季制是被應用在遊戲內容匱乏、裝備被複製氾濫時,官方卻只能消極去應對的產物!

新裝備和新詞綴都可以放在更新或者資料片內,根本也無需與賽季綁定,可以有新手衝等的賽季排名活動,讓賽季只是升等競賽活動和等級已滿後塑形獎勵取得即可,有興趣者自行報名參加!

我更喜好的設計是,官方於每年都固定DLC,新的大地圖新怪物新特色新裝備!
資料片之後的難度也固定都是折磨,也不用再增加世界地圖的難度等級,舊的區域繼續添加新的項目,但是難度都不再改變,只要隨著人物等級動態變化!
新的區域則是提升怪物數值與攻擊模式即可,再設計好新手追趕機制!
明明可以不用消極地採用賽季模式也能更好玩,還是將大部分心力用在創造更遠大的目標,例如:更有趣新穎的遊戲模式,2~3部資料片後突然升級遊戲引擎,也同時帶來能選擇越肩視角的驚喜!

Additions to points 19 and 25:
In the absence of a season system, it is not impossible for the official to design activities with a pass, right? It can be seen that the two do not need to be bound!

The season system is applied when the game content is scarce and the equipment is copied and flooded, but the official can only deal with it passively!

New equipment and new affixes can be placed in updates or expansion packs, and there is no need to be bound to the season at all. There can be season ranking activities such as novice rush, so that the season is only an upgrade competition event and the shaping rewards are obtained immediately after the level is full. Yes, those who are interested can sign up by themselves!

My preferred design is that the official DLC is fixed every year, with new big maps, new monsters, new features and new equipment!
The difficulty after the expansion is also fixed as torture, and there is no need to increase the difficulty level of the world map. The old areas continue to add new items, but the difficulty will not change, as long as it changes dynamically with the character level!
The new area is just to increase the monster value and attack mode, and then design a novice catch-up mechanism!
Obviously, you can enjoy more fun without passively adopting the season mode, but you should spend most of your energy on creating more ambitious goals, such as: more interesting and novel game modes, a sudden upgrade of the game engine after 2~3 expansion packs, and at the same time bringing Come to the surprise of being able to choose an over-the-shoulder perspective!

=== 0325 update===
賽季只是讓某些團體更有動力去努力,每一次重製都是為了提升舊內容的經濟價值。因為有交易!一季又一季!

當然,交易也是樂趣之一,不能因為某些團體的存在就抹殺牠!

嚴格來說,季節性活動就是季節性活動,一個季節就是一個季節,通行證就是通行證!
這三個不需要相互綁定!

只是賽季唯一讓人詬病的是全部重新開始,反覆讓玩家重新玩一樣的舊內容,非常膩,然後新添加的內容和獎勵都要角色成長到後期才能玩到!

至於非賽季玩家則要等待很長一段時間才能接觸到全部新添加的內容和獎勵(等待賽季結束),非賽季玩家間的交易與經濟也因為等待太久就持續變得蕭條!

最糟糕的是,所有人口,會被分布在不同遊戲模式,達成賽季模式需求的玩家就會去玩別款遊戲了,非賽季模式因為人口減少也變成鬼城!

不然遊戲一開始可把賽季模式也當成如同專家級模式一樣經營,一開始就讓玩家決定要用甚麼方式遊玩,賽季模式就別跟非賽季模式放在同一個區塊下,至於每次發佈的新內容和獎勵都會同時發佈在三個模式中,三者在更新內容上都沒有差異化,也不會有優先順序!
一旦賽季和非賽季在內容優先級上再沒有區別,非賽季玩家此時才不會受到各方面的嚴重影響!

讓那些想體驗連滿等級排位賽和喜愛每幾個月就重製角色才覺得有樂趣的玩家,一開始就都選擇賽季模式即可!但前提是要解釋清楚,兩者差異化僅止在角色重製與排名有無而已,其他內容則都一樣,也不會有優先順序!

The season just makes some groups more motivated to work hard, and each remake is meant to improve the economic value of old content. Because there is a deal! Season after season!

Of course, trading is also part of the fun, and it cannot be dismissed just because of the existence of the some groups!

Strictly speaking, a seasonal event is a seasonal event, a season is a season, and a pass is a pass!
These three do not need to be bound to each other!

It’s just that the only criticism of the season is that it starts all over again, repeatedly asking players to play the same old content again, which is very boring, and then the newly added content and rewards can only be played after the character grows up to the later stage!

As for non-season players, they have to wait for a long time to get access to all the newly added content and rewards(waiting for the end of the season), and the transactions and economy among non-season players continue to become depressed because of waiting too long!

The worst thing is that all the population will be distributed in different game modes. Players who meet the requirements of the season mode will play other games. The non-season mode will also become a ghost town due to the decrease in population!

Otherwise, the season mode can be operated as an expert mode at the beginning of the game, allowing players to decide which way to play from the beginning, and the season mode should not be placed in the same block as the non-season mode. As for each release New content and rewards will be released in the three modes at the same time, and there is no difference in the updated content of the three modes, and there will be no priority!
Once there is no difference in content priority between season and non-season, non-season players will not be seriously affected by all aspects at this time!

For those players who want to experience the full-level ranking game and enjoy the fun of remaking characters every few months, just choose the season mode from the beginning! But the premise is to explain clearly that the difference between the two is only in the presence or absence of role remakes and rankings, and the other contents are the same, and there will be no priority!