Que metan todos los cosmésticos que quieran.
Con que no nos ofrezcan una beta day 1 a precio de juego completo daros con un canto en los dientes, el tema de micropagos mientras sea mierda estetica yavestú.
#239 No pagué ni la expansión del nigromante. Para q veas lo q me importan a mi los cosméticos.
#243 lo del nigromante fue tela.,..
no lo querian sacar y la gente pidiendoselo como locos y luego lo sacan x 15€... pero bueno... ees .. Bli$$ard
Amaba los tiempos que cuando anunciaban un juego salía a los pocos días... El tren del Hype se lo podían meter por el culo.
Lo de los cosméticos es worth, si lo hubieran puesto en el 3 seguro que lo actualizarían más a menudo.
Ahora mismo para estas compañías juego que no tenga ingresos mensuales = juego que dejan en la mierda ( Se la pela las ventas de salida )
Lo de los cosméticos es worth, si lo hubieran puesto en el 3 seguro que lo actualizarían más a menudo.
Lo único que hubieran hecho es meter mini-parches con "ropita para la barbie", como quien dice. Contenido como tal dudo que hubieran añadido.
#248 Qué mas da que salga una prealpha del D4 en noviembre del 2019 y que el juego salga en verano de 2022 a que anuncien el juego en enero de 2022 y el juego salga en verano de 2022?
#249 El mu legend tiene un platino mensual que vale 12 euros y te da acceso a mazmorras extras e historias de esas, se puede implementar perfectamente sin cosméticos, que igualmente no lo veo mal.
#252 A pesar de que aqui me podriais calificar de fanboy del PoE, se que voy a comprar Diablo IV el dia de salida. Creo que hay pocas cosas que podrian evitar que lo compre, y una de ellas es justo lo que has dicho. Me ponen para pagar por poder hacer mazmorras o algo asi del estilo, y no lo toco ni con el pc de otro. Jugué al Mu Legend sin saber lo del platino, subi a lvl maximo y cuando vi que estaba capado fue instadrop.
#254 Realmente te daba accesos extras, todo el mundo podía hacer las mismas actividades, algún cosmético que daba soul y cosas así nada que te haga mil veces mejor.
#256 Es decir, si tu a la mazmorra x tenías una entrada diaria, estaba te daba 2 por cada una de las mazmorras, pero las instancias eran iguales para todos.
#259 Había un tío haciendo una remasterización por su cuenta con el modo arcade del Starcraft 2, Curse of Tristam se llama, creo que estaba ya por la beta...
#259 mira que diga un batel roya en diablo quien escribió eso es para darle con la mano abierta
#261 No había leído eso lol
Imagino que será la zona abierta para los world bosses y eso no? Como sea un BR aylmaoo
#263 Te reporte sin querer.
Como amante de Diablo y PoE, espero un gameplay/inversion como el de diablo con las mecanicas/trasfondo de PoE.
#262 No lo creo , el notas lo dice por que dice que los servers seran para 100 personas.... y un BR en un diablo pues como que no xD
vamos yo almenos no lo veo para nada, aparte que 100 personas lanzando mierdas, para petar el pc es bien
I have learned over years of experience that the player community is an incredibly valuable resource to draw upon when designing and refining a game. By working together, we can achieve great things. The biggest challenge with parsing community feedback is that with so many opinions, the takeaways are rarely unanimous. Diablo IV is still very much in active development, but we plan to keep you in the loop as we continue to design and iterate so that you can be a part of what we’re building. I am so incredibly appreciative for all the feedback we’ve received so far and I’m eager to dive into some of the most talked about topics.
Itemization
We’re still working through all the feedback that came in regarding itemization and we’re actively discussing ways to add more depth and complexity to base items (including Rares), ways to add greater variety to item affixes to make those powers interesting and your choices meaningful, and ways to give players more freedom to choose how to customize items, so you can have fun exploring a wide range of effective gameplay possibilities instead of just looking up “the optimal build” online.
We’ll go into way more depth regarding itemization in a separate post soon, but we don’t want to leave you hanging until then—so we’re going to update you on a few other topics now.
These are some of the topics that we’re seeing come up most often, but if we’re missing something, please let us know and we will try to share our thoughts on those subjects as well in future updates.Elective Mode in Diablo IV
There’s a misconception that Diablo IV will lock skills to specific slots because of the BlizzCon demo user interface. Like many other things in the demo, the UI is not final and we will support Elective Mode-style skill selection. Skill selection and assignment will always be completely open for all players.Ancient Items
We completely agree with the community sentiment—Ancients as they are don’t really serve a clear purpose in Diablo IV. We should have done a better job of explaining the role of Ancient Items in Diablo IV. We had a preliminary direction to share, but you’ve brought up some great points, so we’re revisiting our designs with your feedback in mind. We hope to have more details to share in the follow-up itemization update.Endgame Progression System
We haven’t decided whether the character leveling and experience system should be finite or infinite. We’ve been discussing the pros and cons of both and would love to hear your thoughts. There seems to be some concern around infinite being worse because it will eventually overshadow all the power granted by other sources. However, we can control how much power each system gives, whether it’s infinite or finite.
For example, say we’re talking about thousands of hours of gameplay . . . within those thousands of hours, we could choose to create a finite system that grants 1,000,000 times more power than an infinite system, making it practically impossible for the infinite system to catch up in power.
Also, power increase doesn’t need to be linear throughout the ranks—it can slow down as players reach higher levels. We believe the more important question is what experience feels best for players, and we can playtest various approaches to tuning to find the power curve that makes the most sense.
We have a couple reasons for having a different experience system in addition to a level cap. A level cap gives us the ability to grant players a sense of completion. But for players who want to go deeper into the game, a second experience system allows us to capture the fun of achieving those really difficult endgame goals and ranks. We can also introduce additional depth through this system, because players will be more experienced with the game at this point. Ultimately, our goal is to create a meaningful system that provides clear choices depending on your preferred playstyle in the endgame.Sources of Power
The community has shared many good points on the topic of power sources and we’re reevaluating how much power comes from each source at any given time.
However, we want to clarify that in Diablo IV, power doesn’t come mostly from items. We want to have a good mix of power sources: characters naturally get stronger as they level up, skills have ranks that increase power, talents provide specific playstyle choices and additional character power, and of course items grant power and meaningful choices as well.
Something else to keep in mind is Legendary powers are just one part of an item’s power, and they won’t invalidate all other Affixes due to how powerful they are. For example, two to three normal Affixes are currently equivalent in power to a Legendary power on most items.Keyed Dungeons
A big question that’s come up is exactly how Keyed Dungeons are different from Rifts. Keyed Dungeons introduce greater challenges as their tiers increase through Dungeon Affixes. The majority of dungeons are real places in the world, and players will know some information about them including what types of monsters, events, and layouts to expect. With this information, as well as the specific Dungeon Affixes being displayed on the key, players will be able to strategize their approach before going into the dungeon. We believe this is the biggest change from Diablo III Rifts: the added planning and strategizing that takes place before you decide to run a Keyed Dungeon.