![]() We want to provide concrete incentives for grouping, but we also want to empower you to choose whether you want to play all-solo or all-group content. We'll be adjusting bounties so that they're exclusively solo, and we're looking into making the Shadows' Contracts more flexible in the future. Groupmates receiving that player often wanted to do multiple dungeon runs, and would be disappointed when a player immediately left the party after completing their bounty. During the Closed Beta, we received feedback that a lot of players who got assigned dungeon bounties felt like they were forced to group in order to complete them. They’re repeatable, randomly-selected quests that you can complete in quick succession, earning bonus rewards for every four you turn in. Our game’s social communities start with parties, and we want to promote party formation between like-minded players to complete shared goals.īounties were one system that led to a lot of group play, but also some challenges in beta. GENERAL UPDATES SOCIAL & GROUP-PLAY IMPROVEMENTSĭiablo Immortal is an MMO (Massively Multiplayer Online game), and an important part of any MMO is the friendships you form and the sense of community you belong in. BATTLEPASS & IN-GAME PURCHASES FEEDBACK. ![]() To kick things off I'll take you through some General Updates we're making, following the Closed Beta. We’re still planning for release in 2022 and today we’d like to share what we learned from Closed Beta, leading to critical changes around the social aspect of the game, raids, in-game purchases, a Cycle of Strife overhaul, and more. Following this playtest, our team continues to make substantial progress towards getting the game into everyone’s hands. Hi everyone, my name is Wyatt Cheng, I'm the Game Director of Diablo Immortal. Let’s join our Game Director, Wyatt Cheng, and Senior System Designer, Kris Zierhut as they explain our learnings, philosophies, and planned improvements! Whether you participated directly in the playtest, sent us valuable feedback, or watched the game from a livestream, your input has been greatly appreciated. Genshin Impact is huge and legitimately fun to play, but its gacha systems are built to exploit the most dedicated players, and Diablo Immortal could be more of the same.From October of last year to early January, the Closed Beta was in full swing! Test participants had the chance to play a breadth of new content and features, including the Necromancer class, Cycle of Strife Updates, Set Items, Helliquary Updates, and Controller Support. It might take some time to recognize how much these microtransactions matter as players make their way to the endgame, but it's a real possibility that they'll feel like they're required once you've sunk enough hours into the game. That's kind of the goal we have on that side."Įven if that's true and continues to be possible in the complete game, the pile of real money systems in Diablo Immortal, which tilt the odds of exciting random drops, at least present the risk of turning predatory, if they aren't already. Anytime we have a purchase, we want to make sure it's a good value. So we're doing things to make sure the game is fun for everyone. And I will say that I was in a top Dark House in the Shadows, I kept up with World Paragon, I was competitive in PvP, I would often get the MVP ranking. There were a few of us on the team that did that because we wanted to see what the experience was like. "Going back, I played the beta without spending a dollar. ![]() Speaking to GameSpot, the game's senior game designer Scott Burgess denied any form of pay-to-win mechanics in the game, claiming that they made it to the beta's highest PvP ranks without spending anything: Reports from players on the subreddit and on YouTube suggest that was definitely the case in the beta. Those concepts are still intact in the new game, but the rate at which you normally receive upgrades and upgrade materials could be skewed toward getting you to pay up. All of Diablo Immortal's microtransactions (expertly explained here) touch on the aspects of the series that used to be all about how you use your time and the risk/reward of attempting higher level dungeons.
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