Q. Has it been considered the addition of a point tracker mechanic for PvP, as well as perhaps the ability to wager or offer any kind of unique rewards to make PvP more interesting in 1.0.7? Kevin:
-- DarkAlucoc (Americas [Spanish]), Gorchitza#2915 (Europe [Russian]), Berninio#2682 (Europe [Polish]), wccjitou (Asia [Taiwanese]), Oray#2440 (Americas [English])
Considered? Yeah, definitely. Not only did we debate the idea of having point systems and other forms of tracking for brawling during the initial development stage, but we also carefully revisited those points as we saw incoming feedback from the PTR. We know that, for many players, having some way of "showing off" your skills in battle either through a point tracker or reward system is very desirable, and we debated various different ways of doing that within the current design of brawling. We even discussed adding ears for players to collect after they'd slaughtered their opponents, and whether that type of "reward" could exist as items or as an ever-growing counter in the UI.
After all those discussions, though, we always came back to the same principle: brawling is a simple, straightforward way to knock your friends and/or enemies into next week. That's it. No rewards, no objectives, no scores. The goal of the feature is to give players a way to fight each other in a no-holds-barred kind of environment, and we want to keep that environment as simple, straightforward, and "no-holds-barred" as possible. While we will remain open to player feedback on the idea of point trackers and rewards and may consider making adjustments based on that feedback in the future, we really feel that brawling will be at its best when it is just simply a free-for-all fight. We like that this allows players to sort of define what brawling means to them, as well as build their own "mini-games" around the feature (for example, there's this thread
over on Reddit that's pretty cool, same for the rules
streamer Inigo Montoya developed).
I also want to point out that brawling is not a replacement for Team Deathmatch or any other types of more complex PvP modes, and that a lot of the design choices we made with brawling were done to navigate around the issues we experienced with Team Deathmatch. Some players may not have seen this, but Jay wrote a major update of PvP in December and he explained why Team Deathmatch was not coming soon (the bad news), and that mode actually had rewards and points. You can read the blog here
. But let me try to summarize the primary points:
- We are a PVE-focused game. Killing more demons more efficiently is what the skills are and should be balanced against. As such, we have so many skills and rune combos, coupled with an enormous amount of items and affixes, and then major power variance based on those items that the formal and organized direct team competition of the scored Team Deathmatch mode really drew that into stark contrast.
- In addition, while Team Deathmatch was fun for a while, the lasting depth wasn't there. So, and I realize I'm getting a little long-winded here (how does one apply that metaphor to typing, exactly?), rather than potentially repeating those issues with another system that had rewards, and objectives, and scoring, just getting a solid way to bash people was our primary goal and to get it out as fast as possible. Brawling is the result of that.
Q. Did you think about introducing an optional betting system for player duels? Let's say two players are duelling and bet some gold. One player bets 5 million and another bets 5 million. The winner takes 10m*(1 - 0,15). The 15% would be a 'tax' for Blizzard, the master of the duelling grounds ;) Kevin:
-- Czero#2520 (Europe [Polish])
So you thought you could convince me to add betting by offering me a 15% cut, eh? While I like your style, I'm afraid I don't think the concept will work. I do think it's cool! But I also think it suffers from two issues -- one solvable and one not so much.
So first, see my notes above about class balance. Betting on a mode that is not balanced has some inherent perils and fairness issues in it. We can always say "buyer beware" or let you do what you want with your own money, but we've found that the variance is so enormous that we're rather hesitant to offer a formal way to wager on something we well know is not balanced. This can easily be seen as a seal of approval. Now, if none of that applies to you, you can always make a gentleperson's agreement with your opponents to trade a prize (be it items or gold) in chat before you enter the Scorched Chapel.
Second, the solvable problem is the UI issue. Creating a betting UI would add additional time and complexity to get into a very simple mode that's primary goal is to be straightforward. Our UI is rather crowded, too, so any additions to it are tricky to add for any purposes, not just betting. Again, the interface issue could be worked on but the balance issue trumps it.
Q. Can you explain with more detail on the restrictions that make it not viable to have a 2x2 duel system? Why it is not a feasible to add this to the game at the moment? Kevin:
-- Slayer (Americas [Portuguese]), Rowan#2506 (Europe [English]), Crypto137#1400 (Europe [Russian])
2v2 brawling is another form of team-based Deathmatch. The problems we had with depth and balance with 4v4 aren't better at all with 2 people per side. It's not like we don't like this idea, to be clear. Here's where we are right now: we want to get the basic player-vs-player combat to you all as quickly and as simply as we can. Brawling in the Scorched Chapel is that. As Jay said back in December
, we will continue to ponder (picture Rodin's Thinker only with more foam axes, nerf guns, and beer) a way to add lasting depth to a team-based mode but, in the meantime, please enjoy beating the living daylights out of each other in free-for all combat.
Q. So…no plans to add any form of rewards for Dueling? Kevin:
-- 힉스입자 (Asia [Korean])
The rewards are the satisfaction of seeing your enemies (and…well… friends, I guess) driven before you and hearing the lamentations of their followers. What more does one need?
The serious answer is honestly only a little different. Like the answer I provided to DarkAlucoc, brawling is just a fun way to bash each other around and if you like testing your skills and powers against other players, then that will be fun on its own. If not, there are so, so many demons to slay and, really, they have totally been asking for it. Especially Heralds of Pestilence-those guys are jerks.
Q. I am not a fan of the "lobby" in Diablo 3 which makes my dueling experience socially limited, currently the system makes finding players to duel a bit difficult and dull. Do you Developers have plans to improve the dueling system to be more sociable and add it in 1.0.7. PTR? Thanks. - Kevin:
- ELPRESADOR#1983 (Americas [English])
We feel that the social features in Diablo III could be more robust, absolutely. Along with that, we understand that finding other players to brawl with could probably be easier. On a very high level, we've been discussing ways to help players find groups more easily according to their specific play style, be that for questing, Paragon leveling, item farming, key runs, or brawling, etc. One of the ideas we've explored-and this is by no means set in stone, but I did want to bring it up since it is something we're actively considering it-is the possibility of allowing players to identify what kind of experience they're looking for when entering Public Games by using "tags." So, in addition to selecting your MP and Quest, you could also hypothetically select your "Game Type," and "Brawling" could certainly be one of the types we make available. Again, this isn't a feature we're committed to making yet, and it's a pretty big change from both a UI and mechanical standpoint, so we don't have an ETA for when social improvements of that level might be added.
So, to answer your question: while we don't have any additions planned for 1.0.7 (we were paying pretty close attention to how people were finding one another on the PTR and think players were doing just fine), we'll continue monitoring your feedback.