Diablo III

Systems Changes — Jay Wilson

Systems Changes — Jay Wilson

While working on Diablo III we've been called out for messing around with systems too much, that the game is good as-is and we should just release it. I think that's a fair argument to make, but I also think it's incorrect. Our job isn't just to put out a game, it's to release the next Diablo game. No one will remember if the game is late, only if it's great. We trust in our ability to put out a great game, but we're not quite there yet. In addition to finishing and polishing the content of the game we're continuing to iterate on some of the core game systems. So all that said, I'd like to provide everyone an update on some of the systems we're currently working on.

We’re changing some of the systems we’ve gotten the most feedback on both internally and from the beta test, including crafting, items, core attributes, and inventory. We’ll go over those changes and the reasons for them. In addition we’re working on major changes to the skill and rune systems that we’re not ready to talk about, but I promise you we can’t possibly ship without a finished skill and rune system. :)

Let’s start off small: Scrolls of Identification are no longer in the game. Unidentified items and the act of identifying them is still very much part of the game, but now when obtaining an unidentified item you'll simply right click it, a short cast timer will occur as your character examines the item, and it will become identified. We love the double-discovery of finding a present and then unwrapping it, but we don't think it requires a physical item you have to find and keep in your bags to get the same effect. From now on you'll just be able to inherently identify all your items, no need to carry scrolls. Your character in Diablo III is just that badass now.

We’re also moving the fifth quick slot button, which is becoming a dedicated potion button. A dedicated potion button is something we went back and forth on throughout development. Recently it became apparent that players need to be aware of their potions for emergency situations. Our combat model doesn’t promote or even allow chugging potions in rapid succession, but they’re certainly useful when you run into a string of bad luck with health globes, or if you just get in over your head. This is one of our newest changes, so the button and mechanics don’t actually function in beta Patch 10, but that’s our intent and you’ll be seeing it supported in future beta updates.

The design team is currently looking at systems and cleaning them up, removing any superfluous system objectives and those that are beyond fixing. Thus, we're removing the Mystic artisan. As we look at the big picture, the Mystic simply wasn’t adding anything to our customization system. Enhancement was really just the socket and gem system with a different name, and it would prolong the release of the game even further to go back to the drawing board and differentiate it, so we’ll revisit the Mystic and enhancements at a later time. Removing her from the game took some time, but it’s nowhere near the efforts that would be required to flesh out a better customization system. We hope she’ll be able to join your caravan in the future, but for now we’re going to focus on the extensive customization options the game already offers.

We're also looking at systems we’ve created and making sure that the rationale that brought us to these designs still makes sense. The Stone of Recall, for instance, has a short cast time and allows you to return to town. Early on we said we wouldn't have town portals, as they introduced too many combat exploits, but we were able to resolve them. Because we have the Stone of Recall, though, we began to evaluate systems that were originally implemented to deal with the exclusion of town portals.

So we've decided to remove the Cauldron of Jordan and Nephalem Cube. They were implemented to allow for salvaging and selling items when there was no quick and easy way to return to town. Now that the Stone of Recall exists, we found that keeping the Cauldron and Cube in the game detracted from the benefits of returning to town to sell items, salvage, craft, and interact with the townsfolk. It’s a good idea to break up combat so that players have a moment to evaluate their gear and crafting options before venturing back out. In addition, we've decided to just call it what it is and the Stone of Recall is now Town Portal, and is integrated directly onto the skill bar UI.

 

The Blacksmith artisan will now salvage items. With removal of the Cube we needed some mechanic in town that allowed you to salvage your items, and it just makes sense for the Blacksmith to offer it.

Blacksmithing - Salvage Interface

One other important change is that common (white) items will no longer be salvageable. We found that it caused a few itemization issues, but mostly this is due to a general philosophy shift on the importance of items. Previously, our thinking was that when an item dropped it should always be useful to you in some way, either the stats could be an improvement for you, or in the case of white items you could break it down and craft something better. Through a lot of play testing we have come full circle to the Diablo II methodology -- a lot of stuff that drops just isn’t worth picking up. Diablo II captured the loot piñata feel by dropping a lot of crap, mostly arrows and bolts, and we of course still very much want that feeling of item-explosions. To do that we need to be able to balance the value of items to how many we’re throwing at you.

This leads us to the last change I'll be detailing today:

We're changing core character attributes to Strength, Dexterity, Intellect, and Vitality, and the benefits each stat provides is being broken down as:

Strength
+Barbarian damage
+Armor

Dexterity
+Demon Hunter damage
+Monk damage
+Dodge

Intellect
+Wizard damage
+Witch Doctor damage
+Health from globes

Vitality
+Health

We're dropping Defense, Attack, and Precision as attributes, Armor is taking over for what Defense used to provide, +Physical Resist will take over for Armor, and +Chance to Crit will fill in for Precision. Obviously these stat changes are one of the bigger systems changes we're currently working on as they have far reaching requirements to re-itemize and balance the game.

This change makes the stats more intuitive and fixes some of the itemization issues we were running into. We want to make it clear that junk items aren’t worth picking up, and make it easy to identify other items as not for your character. We want to drop a ton of items, but to really pull off a sense of excitement when finding a great item, there needs to be non-optimal items, both for your class, and in general. By specifically targeting stats at classes, we can reduce the amount of item overlap, diversify our item pool, and create a cleaner, more exciting itemization system.

By and large these changes have little impact on which items you’re going to want. The item hunt has always been based on secondary stats and affixes, and we’re working hard to ensure build diversity is as large as possible by getting as many affixes into the game as possible (adding more item affixes is also something we’ve been working on). Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities.

Moving on, with the removal of the Cauldron of Jordan, Nephalem Cube, and by moving Town Portal to the skill panel, we're now displaying character stats directly on the inventory UI. Now you can see your stats go up and down as you try on different items. All the same info is available; we’re just streamlining the UI, making it more useful. It might seem insignificant but we're pleased with the results.

Updated Inventory UI

All of these are changes that will in one way or another be seen in the latest beta patch, and so we hope that those of you with access please try them out and let us know what you think in the Beta Feedback forum.

There’s a lot of work left to be done, though. We’re constantly tuning and making balance changes; it’s a massive task. Some of these changes can be seen in the beta, like changes to item rarity, the levels at which we introduce affixes, and how many affixes enemies can roll up. Some you can’t see in the beta, like balancing the difficulty of the entire game for four different difficulty levels, adding tons of new affixes, creating legendary items, filling out crafting recipes and itemization, working on achievements, and implementing Battle.net features. We’re also working on a number of other large systems changes -- specifically with the skill and rune systems. We're not quite ready to share what those are just yet, but we look forward to being able to do so in the near future.

We want Diablo III to be the best game it can be when it launches. To get there, we're going to be iterating on designs we've had in place for a long time, making changes to systems you've spent a lot of time theorycrafting, and removing features you may have come to associate with the core of the experience. Our hope is that by embracing our iterative design process in which we question ourselves and our decisions, Diablo III won't just live up to our expectations, but will continue to do so a decade after it's released.

Jay Wilson is game director for Diablo III and the Inventor of Meat. He believes that Kate Beckinsale is the greatest actress that’s ever lived.

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Comments (598)

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Simon #625
Simon
14/02/2012
Keep up the good work blizzard and just ignore the haters because they don't know what they are talking about. But plz hurry ;) we simply can't wait
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DeathRider #548
DeathRider
16/02/2012
@Simon: dont worry i somwere in may
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Petalpusher
Chamber of Aspects
Petalpusher
07/02/2012
Great stuff! No complaints here on the changes!
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Rixo #830
Rixo
07/02/2012
So basically they realized that they screwed up on a lot of stuff and decided to revert back to the Blizzard North team style of thinking. This game seems like it will now be very much like Diablo 2 mechanics but with updated computer graphics and minor changes. Having said that, good things come to those who wait.
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Séamus
Neptulon
Séamus
05/02/2012
I liked the occasional mini-game of having to choose on looks alone what item I spend my last identifaction scroll. Why not convert the scroll item into a small counter, having each scroll drop add 1 to the counter, and use of a scroll subtract 1.
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Kurzada
Frostwhisper
Kurzada
03/02/2012
This bodes well.
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Zwerver #723
Zwerver
02/02/2012
Why the !@#$ do i like blizzard and apple products, you never ever know when you can expect somthing :(
Atleast it's worth the wait...
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TheMessiah #240
TheMessiah
01/02/2012
Thanks for the update ;) Kate Beckinsale huh? Underworld Pew PEW PEW! Black leather u know it!
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Bencze #161
Bencze
01/02/2012
It's not that I want an exact diablo 2 replica but I like its system so I'm happy with seeing similar names on stats, or the town portal thingie. There's a whole lot of things fine with that game, and a few that aren't. I hope the skill system will allow for a great variety of builds similar to d2, including some major !@# kicking ones like javazon for cows that I play now - even if of limited use (eg. only lightning) there's nothing I like more than killing hoards quick, even if it means sticking to some places, or going in party with others. :)
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GalZohar #429
GalZohar
01/02/2012
Other than making more/most items class-specific, I really don't see how the changes to the stat system do anything to solve the very significant problems the old stat system had.
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Morbidus #536
Morbidus
31/01/2012
I like the changes but Stone of Recall sound way cooler than than Town Portal ! ! For me at least :)
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Nerobyrne
Die Nachtwache
Nerobyrne
30/01/2012
This is what we love about Blizzard, something that has been lost for most developers:

"We want Diablo III to be the best game it can be when it launches."

I'd rather wait a few more months, because as they also said,

"No one will remember if the game is late, only if it's great."

I don't really care if I have to wait a bit longer, but what would really frustrate me is a game that was released early and was so flawed that it was no fun or kept crashing. And also, it has to live up to the legacies of diablo I and II. Take your time guys, because we all know true art can't be rushed ^.^
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Tiberius #624
Tiberius
30/01/2012
Nice work guys, keep up th e good work :)
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Crysis#1131
RobRoy
Crysis
30/01/2012
great more changes maybe for the better ,

i miss the +5 stat points if you level up,
now you cant possibly fckup your char
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Gimpy#2453
Gimpy
Gimpy
30/01/2012
I've been playing the beta for a while now and thought the cube was a really cool idea, I didn’t have to worry about managing my inventory as much and could break down everything I wasn’t using! I agreed with your first thoughts as to putting the main focus on the hack and slash factor and when you are ready you could go back to town instead of having it on the back of your mind, why not make the cube or the player able to break down white items only… it kind of gives you the best of both worlds. Just a thought.

The other changes are great though, I love the idea of identifying items on your own, being able to change your skills at will and the permanent town portal idea. They’re awesome! Great work!
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Hunterxxn
Twilight's Hammer
Hunterxxn
30/01/2012
he
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bazso #235
bazso
29/01/2012
Jay Wilson wrote:
...we found that keeping the Cauldron and Cube in the game detracted from the benefits of returning to town to sell items, salvage, craft, and interact with the townsfolk...

I dont know how you people feel about it, but in D2 I found my purpose of life in interacting with the townsfolk.
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Feignar
Thunderhorn
Feignar
29/01/2012
Jag gillar detta.
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Magicolliep
Nordrassil
Magicolliep
10/02/2012
@Feignar: Jag gillar detta?

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Enin #303
Enin
29/01/2012
I certainly hope treasure chests become special again... not like some games out there that build you up to a chest hidden away for millenia and guarded by vicious monsters... only to spout out useless crap.
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Fusian #976
Fusian
31/01/2012
@Enin: To find a rusty copper dagger xD
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runiak #402
runiak
29/01/2012
Blizzard got Soft. It seems like they don't want to make their users happy at all. Release the D3 this spring or I will be angry.
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deadwrong #941
deadwrong
03/02/2012
@runiak: Hulk, is that you? ^^
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Worgot
Chants éternels
Worgot
28/01/2012
I think that what makes Diablo a real good game is both storyline and major beast bashing.

I trust you guys to stay in the spirit of the first 2, specially the story of the first. So take your time and make it unbelievable.

Thanks
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Elitéslayer
Kul Tiras
Elitéslayer
27/01/2012
Sounds to me that you guys might need to be careful of second guessing yourself too much.
Of course there is an element of refinement needed for ideas but your gut instincts are usually right.

I think you need to be careful not to fall into the trap of releasing something the fans think they want and instead focus on providing a unique/epic/interesting game experience.

just my 2pence
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Vellzak #627
Vellzak
26/01/2012
I trust in Blizzard - and good call on cube, and common junk.
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Infinity #115
Infinity
26/01/2012
Keep in mind that Inventory space is not quite as limited as it was in Diablo II, I still think that recycling items should be part of the game however, Diablo, for me, is all about the dungeon crawling, (killing hoardes of monsters!) not so much about teleporting back and pawning my gear every few minutes.
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QckSlvr #245
QckSlvr
26/01/2012
What I find very interesting is the fact, that probably millions of Blizzard devoted fans already pre-ordered Diablo3. And I dare say that a few hundred thousand follow the news on Diablo3 on a more or less regular basis. Yet the number of comments to this posts is only 564.
Are the people arguing, complaining or making suggestions here only a minority? Does the community care so less about the game? Jay Wilson gave all of us the opportunity to give our 2 cents to the direction into which the development is going at this point.
The result are less than 600 people to comment on it?!

Honestly guys...
If I was a developer and only so little people commented on the way things are going, it would lead me to one logical conclusion. Since so many people pre-ordered the game and only a few disagree with the changes going on, I am sure that my way is the right way.
I vote for the Nephalem Cube to stay in the game. Because I remember that I had to take the town portal way too often to get rid of most of the stuff in my inventory in D2.
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Bencze #161
Bencze
01/02/2012
@QckSlvr: dude,, people just don't bother. I know I'm not a game designer and since I'm not even in the beta I can't really comment. Hell I don't even know the classes. Not sure if reading up on them while game is in such an unfinished state will help too much. There's things I heard I don't like (like the skill system - very risky, or the rmah), or others that I might. I'll just wait and see how it turns out. If it's good I'll play it, if not, not so much.
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Reluctant
Bronze Dragonflight
Reluctant
03/02/2012
@QckSlvr: maybe cos us european guys & gells haven't had the chance to play so how can we possibly coment on things we know nothing about :(
thats my 2 pence worth lol
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Koehrail
Draenor
Koehrail
26/01/2012
love all changes except scroll of identification, always gave me a mystical feeling to the items, Use magic to explore........
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CptBucket #885
CptBucket
25/01/2012
love the changes, but making major game changes like these, doesn't that mean Q1 2012 is a window out of reach?
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Nevi
Argent Dawn
Nevi
25/01/2012
Although I understand the attraction of a "loot piñata," I find that sorting through piles of waste is something I don't enjoy doing in my spare time.
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Yourtoasted
Auchindoun
Yourtoasted
25/01/2012
I ordered three copys of diablo 3.. the first one i will give to the dog to gnaw on. I will burn the second one with a blowtorch, i will urinate on the third one to mark that it is mine. true story
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Nexus #300
Nexus
26/01/2012
Trolololol
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Nexus #300
Nexus
25/01/2012
How come D3 Beta is still not available for EU players ? From what i understand you guys could use some more feedback for u`r game finish touch so why not release beta to EU ? Or maybe add it as a perk for ppl how would like to pre-pay or stuff like that on the collection edition , i for one looking forward to the collection edition pack :)
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Angstskrig#2687
Angstskrig
Angstskrig
27/01/2012
@Nexus: What do u mean by not available? We (EU) have access to the US beta and have had since what... august? If u mean EU beta servers, then I would ask u why? US servers work the same way and the latency is fine. :)
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Eldersheep
Bronzebeard
Eldersheep
25/01/2012
YES!!!!!! YES! Love these changes!! :) I'm not in the beta so I have no experience with these mechanics but on paper this makes Diablo III much more "Diablo".

I may not be up to date on the latest on respecs, but anyway:
Please, come up with some tough restrictions on respecs so that the players choices actually mean something and have a consequence for the character, at least on higher difficulties. Something, anything, to force players to think twice (or more) before choosing to respec.
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CitizinZero #458
CitizinZero
25/01/2012
I love these changes. Seems to focus the game a lot more. Although i did like discovering the new mechanics implemented by Bliz, I was also nostalgic for the old diablo feel. Now they have the best of both worlds and they are not diluting the game just to add more superfluous content. Excellent design! For a beta test, probly themost stable and fun one I've ever played. Already ordered my Special Ed. and Regular!
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Urgot
Emerald Dream
Urgot
24/01/2012
The one thing I love most out of all this: Stone of recall (or w/e) Will now be called Townportal .. makes me think back of the previous diablo games .. :)