translation: Smokin_ace
September 14
respondents: ROB GALLERANI
Interviewer: BENJIAMIN PARAGGUA
Q :( discussed In terms of operation, the difference between PC and host)
A: PC players can better control their characters, because the players mainly use the mouse and keyboard. Because of this, from a design point of view, the use of handles may have "serious consequences", so they must ensure that the game experience is applicable to every player.
developers can help improve the experience on the console in many ways. For example, in D2R, console players will use the left joystick to move their characters, but the developers have also added a dedicated toggle switch to switch and determine their Should the character walk or run? Another change is about positioning. With the help of a mouse, PC players can use the cursor to select a specific target, which is difficult to do in the host. This is why the developers adopted a two-pronged approach. They used a huge cone in front of the host role to locate and match the priority of the target. This means that the enemy closest to the character will be considered first, which is very useful for necromancer who needs some corpses to summon undead or corpses to explode.
September 15th
Interview media: ROB GALLERANI & MICHAEL BUKOWSKI
2span1 strong 2 _span12 Under the same premise,Add some new enemies or items?
A1: Absolutely, we are very interested in this. Many things added to the game will not fundamentally change the experience of the game, but we want to build it first before entering the third or fourth layer of content Build a strong foundation. We definitely have a lot of ideas, but now we are making sure that the core experience of the game is consistent. We have unlocked all the specific content of the ladder, and can experience these content in single player and non-ranked games. We must look at what will happen after the game goes live, and then consider what we need to add in terms of balance and new items.
Q2: Is there anything that I wanted to make adjustments at the time, but gave up in order to stay true to the original experience?
A2: Think about it, "Man, can we get rid of the stamina bar?" No, this is part of the game. If we remove the stamina bar, there will be stamina potions and stamina bonus armor. The problem comes out of it. Everything is intertwined, if you change one thing, it's like taking a small piece from Jenga.
Q3: (Talked about the issue of inventory management under host platform users)
A3: When we said that we want to bring D2R to the host platform, we know that players will use the gamepad . The experience of using handles in the grid mode of backpacks and suitcases is not good, so we studied D3 to see how they designed it. Considering that we are a cross-platform game, it is still different from D3. We can’t make it the same as D3.Designed for host mode changes. To remove some functions or change a lot of functions is actually very careful. For example, gold coins are automatically picked up. Now the number of items on the ground is obviously different from the original because of the gold coins picked up. So when a player is killed, click on things frantically. The way has changed.
Sept. 17th
Interviewed: ROB GALLERANI & DUSTIN KING
Interview media: INVEN _em193span
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Interview: INVEN _em193span Q Make advanced rune language without copying. Is there a plan to adjust the probability of rune acquisition?
A1: There are a lot of discussions about item probability, especially regarding the abuse of item mechanism. We will take some necessary measures. For now, we plan to maintain the balance of the current game, but we will continue to observe and consider the development of balance. We will not make game balance adjustments when the game is released, but we will pay close attention to these and let players know the progress of the situation as soon as possible.
Q2: To summon UBER DIABLO, you need to sell a lot of SOJ to the store. I know this is the way it has been in the past, but it seems too difficult to reach the same number in D2R. I want to know if there are any improvement plans. To change the way UBER DIABLO debuts?
A2: Here we will do 2 things,1 is that we will continue to pay attention to SOJ, if we think there is a need for adjustment, we will take action, 2 is that in offline situations, UBER DIABLO can now be called, and only 1 SOJ is needed.
Q3: D2 does not have post content, will you prepare for the release of post content like D3?
A3: The later stage of D2 is considered to overcome the difficulty of rising to a higher level and the drop in value equipment drop rate under repeated games, so I think that the later stage of the game has a good structure and effective use The gameplay was upgraded and reached the top 99. Of course, as I mentioned earlier, we are also considering new game content, but I think the most important thing at this time is to make the core experience of the game well. In particular, for new players, it is important to master basic knowledge rather than new game content. Besides, it’s not that we don’t consider the language of runes or other balances, but that we are now focusing on the core experience of the game.
Q4: In the previous test, you focused on showing the first and second chapters, and did not reveal any content of the third to fifth chapters. So are there many changes in Chapters 3 to 5, such as the model?
A4: We have high expectations for this part, and we have made a lot of preparations for it. In particular, I think players will be able to get a new game experience in the Necromancer, especially with regard to the animation effect of summoning. Therefore, we also specially adopted a new lighting effect and model, so I look forward to the player's reaction after seeing it.
Q5: I am curious about the update direction of D2R after the release?
A5: I think the first thing the game needs to focus on is stability.We will give priority to this point and start the game, after which we will continue to observe the game and strive to get enough feedback such as stability and performance. In addition, we have also prepared the ladder, but we plan to apply the ladder after the game stabilizes, rather than start immediately when it is released.
Q6: You seem to have participated in a lot of player feedback during the test. After the official server is launched, can you see the new content of the game or the improvement in balance through the feedback?
A6: I think player feedback is very important. In Test A and Test B, we try to listen to player feedback. We will always try to listen. I also plan to actively support the community to enable continuous communication . It's hard to say how things will develop in the future, but we will pay close attention to it when the game goes live.
Q7: I would like to know when the ladder season will be launched. Is there any plan to launch a theme every season like D3?
A7: It is difficult to specify when the ladder will be launched, I can only say that it will come soon after the release. I think everyone can take a look at the stability of the game first, and then we will consider the progress of the ladder, so that everyone can enjoy the game in a better environment. We may also make adjustments to the existing ladder time. At present, there have been feedbacks in the past 6 months that the time is too long. We do not rule out that there will be new content in the ladder, but we will notify the players after further discussion.
Q8: Many resources in the original D2 are lost. I don't know how you solved it. Did you create a new resource or find it somewhere?
A8: Before we develop the game,It took a lot of time to find the legacy left by the past. We considered how we made the core part of the game in the past and how to put this part into D2R. We also found a lot of valuable things in the past assets, for example, we found all the movie renderings and concept art.
Q9: In addition to automatic gold picking and shared storage bins for D2R, do you plan to add more convenience systems in the future?
A9: In addition to the two items you just mentioned, we have also added convenience systems in various fields, such as inviting friends, sharing progress, color blindness, adjusting fonts, and so on. At present, we are still discussing the extension of various convenient functions internally, such as stacking gems and potions are under discussion, and we have also received feedback and voices from different angles. If we think that the basic core of the game is well protected, we believe it is possible to start a discussion on this.
Q10: In the recent B test, we found some room for improvement in optimization and server stability. Will these aspects be improved after the official release?
A10: I think you have seen several improvements in latency in the B test. We will continue to pay attention to this aspect and strive to bring players the best gaming experience.
Q11: The lag of the character moving backward or to the other side seems to still exist. Will the full version be fixed?
A11: PING-PONG (data buffering) appears because of the problem caused by the identification of the location of the user's computer and the server.We know how to improve internally, so we will try to improve this part.
Q12: I want to know whether D2R can prevent copy, robot and map hacker attacks from the source?
A12: We have spent a lot of time to prevent this. Although the purpose is to prevent the source, there are also people who keep trying. At present, the data storage under the new battle network system has been improved, which will further help us in anti-cheating. We will continue to monitor and work hard to prevent cheating.
Q13: Are there plans to support cross-platform games in the future instead of just sharing progress across platforms?
A13: We are considering cross-platform games. For now, cross-platform games are possible. We will maintain this possibility and review it.
Q14: I am curious about the overall resolution and frame specifications of the NINTENDO SWITCH version
A14 _span3 should support 30 frames higher than the original A14 _span3 game . In addition, we will try to provide the best resolution by adjusting the font size in portable mode.
Q15: D3 almost made a new game for the console version,And D2R seems to be just transplanted as it is. Compared to the keyboard and mouse controls of the PC version, I think it’s a bit difficult to enjoy the same content. What do you think of these issues?
A15: D2 and D3 are very different. In D2R, we try to maintain the original style and experience. For example, D2 and D3 are completely different in AI working methods, user interfaces and items. In D2R, the core experience of the PC and the console must be the same, because the game supports cross-platform sharing of progress. The biggest difference between the PC and the host is the different control methods. It is hard to say that using the handle will make the game more difficult. There are indeed differences between the two, but each has its own advantages and disadvantages. I think you can enjoy different constructions on different platforms because there are operational trade-offs. But at the same time, players can also use the handle to play games on the PC.
Q16: Since the ladder items are available in single player mode, the burden of the ladder items has almost disappeared. Besides "competition", are there any elements that can only be enjoyed in the ladder game?
A16: There is a system that allows players to keep multiple records when moving to the next ladder. Through this system, players can be proud.
Q17: You suggest that the ladder period is shorter than 6 months, but from the perspective of players who enjoy the game deeply, many people think that such a ladder period is too short. I don’t know if there is more than 6 months of choice. Or do you plan to adjust the ladder time through several experiments like the original period?
A17: I think it’s important to set the correct time from the beginning. Internally, we are considering controlling the ladder time within 6 months, but because the ladder is made for community users,So we can make constant adjustments.
Blizzard official TWITTER DR2 release a new version of the celebration of the original picture package
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