With the diablo III launched nearly two weeks, millions of players into the asylum. At the same time, we also are to continue working overtime to ensure that players can enjoy the epic online gaming experience.
With more and more players began to improve up their skills combination, and more difficult challenge the mode, recently players of the highest calls start concentrating on feedback in the game balance and design. We're going to talk about today is this. Each new game launch will meet some problems when inevitable, we will of course see players on the diablo III "in all kinds of balance, not the balance between balance and don't balance or between an intense discussion of the elements. We have recently adjustment (keep white said is weaken) some of the professional skill, we hope the explain these changes behind the design idea, and prompt the future trend of the change.
The game statistical data
In before to get down to business, we first come to see the diablo III has released some of the interesting statistics:
Each player average created three roles
The role was 80% between 1-between at level 30
· 1.9% of the players to unlock the difficulty of purgatory
· 54% of experts is female role model
· experts mode deaths (35%) of the scene in the first episode of normal mode
· the most common level 60 skill combinations of "bump unlined upper garment" rate of only 0.7% (not including passive skill choice difference), for the profession all the base level 60 role
· level 60 role all career is the most commonly used rune for: the barbarian-" avenging wrath "; Hunting the people-" fog diffuse "; Mage-" mirror light spirit "; Monk-" rather god "; The shaman-" paralysis darts ".
The game skills modify the plan
Modify the game in the issue, on the whole, our plan is to use the online repair to quickly eliminate design and balance of the deadly problem, bug, or a serious violation of the game design of the original behavior. But will be more moderate use the client patch, use them to repair some not so pressing problem. Next week we will release a 1.0.2 patch, this patch in the game release began development, mainly used to repair some of the game service problems. And the first real change the balance will patch (except the on-line repairing) will be 1.0.3 patch. In our expectations, the new game just released, through the online repair to solve some serious problem is very necessary. But in general, most of the changes will still with the client patch roll out together.
In the "fog diffuse", "blessing of protection" and "the original LiHu armour" the three skills on the modification, we found that these skills expected too much better than design, greatly affected professional balance, so need as soon as amended. At the same time, we don't want you to let players think their career at any moment, suddenly weaken. If a strong skills will not cause fatal influence of the game, we will still let you continue to enjoy the fun of it. Looking for strong skill combinations itself is the diablo series "big pleasure. We want players happy use their unearthed skill combinations. A good example is the intimidation runes monk, many players feel it is really good. We also admit that this ability is very good, but still far less than the extent of the damage the game balance, so we're not going to the online fixed.
Purgatory difficulty is designed to be very difficult, but in a few specific skills equipment rune, part of the job, but can we design than expected more easily in difficulty in purgatory broken off will cut. This makes several other had normal career but appears weak. This makes players produced a impression: these can easily customs clearance of all the skills of purgatory role in combination should join the few skills rune, and several other professional belong to design has a problem. The actual situation is just on the contrary, any a "necessary skills" will reduce skill combinations of diversity, so these skills will need to be "correct". But we of the three skills of correction might be a little too suddenly, and spent more than a day of the time to notice to players these modifications have this chronicle. In the future, we will be in the direct impact on the skills of the player before the online correction, will first as far as possible in the comprehensive discussion inform you this kind of the coming changes. Ideally, we decided to make correction will notify you post.
At the same time, we also hope that we know we are focusing on the player's purgatory progress. In the expected, the monster difficulty purgatory damage should be continuously extraction of your life, and how to the reduction is one of the difficult points of the game. But the present circumstances, sudden high damage occurrence frequency and high point, this is we are going to adjust 1.0.3 in the main direction. Though there is no any details, our design goal is to further encourage skill combinations of diversity, and make sure that the warriors blame group, rare strange group and princes war is the most efficient in the game for equipment way, and let all professional can make a of purgatory.
From the view of game design, we think purgatory, interesting design appropriate and difficult policy should not see you can reduction is how much damage, but what you can with the high efficiency to solve the challenges before you attractive. All the treasures after goblin vastly and hang up players must have deeply understands--because too greedy or too confident and death is actually very interesting. At present the above several too powerful skills of roughly return to normal level has, we may begin to focus more on balance of trends.
We see a lot of players said purgatory without meaning difficulty rare, said we realized by small blame all blow seconds to kill you designed to improve the difficulty. In fact despite the sudden high damage than we expected more, but we see quite a number of players actually all still doesn't have enough equipment for the accumulation, to try to purgatory difficulty. We suggest you to this first before the tabernacle a few senior equipment to brush strengthening your ability to survive.
Even so, we still want to make some changes, can let players more focus on aggressive tactics, and not simply blindly attention survival ability. Survival ability are very important, but at the same time in order to ensure survival maximize output capacity is more exciting. We are not particularly concerned about certain specific leaders whether "invincible", as long as you in the challenge when they can have certain difficulty and epic feel went, we more consideration is to make sure you in the collection of five full "endure the day courage" and beat the warriors as far as possible more strange and rare strange process can maintain the highest challenging and lucrative items rewards.
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