We were happy to oblige, and the Closed Beta introduced a handful of compatible controller devices. Last year, the community pleaded for controller support. We understand that shareable purchased items or switching to alt characters feels underwhelming and we plan to resolve that at launch. We are working on a solution for this concern, and it will be the focus of a future blog post. Reading your feedback, this system felt like it forced many of you to be committed to a single character, rather than splitting your focus across multiple characters. Lastly, we saw much frustration around Legendary Gems and their impact on alt-play in the Closed Beta. We’re evaluating ways to improve the Boon of Plenty so it feels more valuable and worthwhile. However, we saw that the Boon of Plenty was not as well-received. We’re pleased that the Battle Pass is resonating well and many of you are finding the purchase to be a good value. During the Closed Beta, we received a lot of feedback on our Battle Pass and other in-app purchases. Purchases in our game are completely optional and should not detract from your gameplay experience. Our goal has always been to keep Diablo’s core gameplay, killing demons and getting gear, accessible to all regardless of whether players opt to engage with in-game purchases or not. We also heard lots of requests for better grouping, matchmaking, and raid management tools, and we’re happy to oblige! The raid UI in the Closed Beta was a first-pass implementation, and you can expect visual and functionality improvements in the future. During beta, a number of you expressed feedback that the gap in difficulty between the bosses, Lassal and Vitaath, was too large with this change, we think the Helliquary will remain rewarding to all types of players, but also close the difficulty gap for those who may feel too daunted to play this content. Our intention is to release one new Helliquary boss every month, but in order to provide more granularity and a better sense of progression, we are going to also provide multiple difficulty levels for each boss. We’re excited to see many of you enjoying the Helliquary-massive 8-player raid boss encounters that demand extra coordination to overcome. 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.
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