Designing a Diablo III Ladder

Blizzard Blues on expanding Paragon Levels, adding commas in the AH and trading window, and more

Paragon Levels
The Diablo III community team is discussing how a ladder in Diablo III could work, and asking for input from the players on the topic. As the price of gold plummets on the Real Money Auction House because of Tuesday's hotfix, a number of other topics are being addressed. The recent Blizzard Blues posts provide thoughts about expanding Paragon Levels, and when we might finally see some commas added into the Auction House and trading windows!

Ladder Design for Diablo III
The Diablo III developers have often talked about the idea of adding ladders to Diablo III. Now the community managers are presenting some of the questions that will have to be answered, before such a feature could be added to the game.
We're investigating the possibility of adding a ladder-like system to Diablo III. Nothing is concrete yet, but we'd love to hear from you about what you'd like to see in this kind of feature.

- Would you like access to a separate auction house?

- Would you like to include player trading via the trade window?

- How long would you like the resets to be?

- How many character slots should we enable?

- Should the characters take up existing slots you currently have?


Expanding the Paragon system
A few blue posts discussed the possibility of expanding the Paragon Level system, and possibly changing it to apply to all characters on an account. That is one area that may be developed further in the game, along with other big changes.
Generally in an MMO a good opening line is, "So what kind of ___ are planing on making?"
This leads into discussion of itemization, character stat allotment, point planning, and other diversities.

Well, to keep it brief, I could completely assume his/her itemization and build without even feeling obligated or even compelled to ask.

I think some changes and opinions on this part of the game could really help with the social aspect blizz is trying to implement and encourage in the game.


Once in a while you'll find a player with an interesting build choice that will start a conversation, but I agree with your sentiment for the most part. In general, there is no need to ask someone about their skill or gear choices, and there isn't a lot of incentive for variety. That lack of diversity touches a lot more than just the social aspect, but certainly it includes it as well. The changes we have in mind for the future are going to help. The combination of improved itemization, skill adjustments, adding the Mystic, and changing the Paragon system should yield a greater selection of viable choices.
Hey blue :)

Just wanted to ask;
If you are going to bring back some form of permanence and character building in D3, are you then only refering to post paragon?

I get the impression that the devs are looking at the progress system (nice :D), but they only mention it when paragon is involved...

Since this will bring back the need for more than one Baba, we have to go through lvl 1-60 a lot more (hopefully), and I just think that we should start building the character at lvl 1, not lvl 60...

In other words, will the preset progression system still be in effect until lvl 60?

Imo, go all the way :) Otherwise the drive to lvl 60 will just be on autopilot

Edit; Don't know how to make the quote blue.... Hope you see it and give some feedback :)


None of these adjustments are finalized, so I don't have any concrete answers for you at this time. However, we know this is really important stuff, so we'll share any details we can as soon as we're able to. I think you'll find this quote from Travis Day insightful and relevant to your question, though.

Travis Day: Yeah, the Paragon system was spectacular for what it was trying to accomplish. Sometimes random can be a cruel mistress and the paragon system’s primary intent was to allow you to feel like you’re acquiring progression and even if you’re not getting too lucky with your item drops. We want to take that and expand upon it even more. We've definitely talked about things like taking Paragon and decoupling it from your character specifically and making it something that is more account-over working. So that any time you invest in the game is rewarded and you don’t feel like we’re taking anything away from you if you want to try new characters or try out different play styles within the game. That’s something we've looked into a lot.


I'd also like to point out that "looked into" and "talked about" sometimes means we actually built a working version, and internally tested it on a variety of levels.

We are always interested in hearing ideas from the community, so this thread can potentially be a very interesting one to follow. Please keep posting your thoughts and ideas people :-)

Expanding on the Paragon system is definitely something we are looking into, although nothing have been set in stone yet. Some of the things the developers are exploring are to make Paragon levels account-wide, and then incorporate some sort of stat allocation system alongside existing level bonuses. Eventually we might even allow for an increased Paragon level cap, although that is not a certainty at this point.

The good thing to mention is that if any of these changes are to be implemented, they would apply retroactively to your existing characters as well.

In case you are interested; game designer Travis Day recently talked about the Paragon system in an interview over on Diablofans.com:

DF: A thing that Travis mentioned once – adding efficiency to the Paragon system. Have there been any talks on what those additions can be?

Travis Day: Yeah, the Paragon system was spectacular for what it was trying to accomplish. Sometimes random can be a cruel mistress and the paragon system’s primary intent was to allow you to feel like you’re acquiring progression and even if you’re not getting too lucky with your item drops. We want to take that and expand upon it even more. We've definitely talked about things like taking Paragon and decoupling it from your character specifically and making it something that is more account-over working. So that any time you invest in the game is rewarded and you don’t feel like we’re taking anything away from you if you want to try new characters or try out different play styles within the game. That’s something we've looked into a lot.

Also, maybe potentially adding some sort of customization within the paragon system. Sort of in the vein of a throwback at a Diablo II start location. We've looked at things like that. We definitely have plans to flesh it our more in time. We don’t need to design it from the ground up. What it does, it does well, and we just need to make it more encompassing.

DF: You've also mentioned that you’re not looking into increasing the cap of Paragon. It’s going to be a hundred for at least a while, right?

Travis Day: For the foreseeable future. I think at some point you can expect the cap to go up. The cap isn't even really there to necessarily make an end point to the player. The intent was for paragon 100 to take a long time to get to. Which it does. But as we improve different aspects of the game (make changes to Monster Power, Monster Density, etc.) the time that it takes players to fill out that cap is shorter than we’d like. And once you do cap out, it definitely removes a very important reward for you – your XP stops going up. So that’s something that we want to address – at some point we’ll definitely look at that cap.

DF: About those customizations to the paragon system – what about the people who are already capped? Will they be receiving any kind of reward on patch day?

Travis Day: Yes, absolutely. If we’re making the sweeping changes to the Paragon, the people who invested time will certainly have the reward that is associated with that investment.


Console D3 Monster Density
Grimiku answers some common questions about the upcoming console versions of Diablo III, and talks about the changes in monster density, compared to the PC version.
Posted by: SilvixXivlis

1. Everyone must move at the same time (remember TMNT on Nintendo and how bad that style of movement sucked?) but they thought of this and added in a teleport feature in case someone gets left behind. I understand a PS3 is not a PC and can't handle a 4-5 screen gap between players so I'm not TOO upset about this, I understand why it is the way it is.


This is only the case for local coop games, so online games aren't restricted like this. The game also has a few subtle features to help reduce this problem like, idle coop characters automatically following the active ones. If you're in a local coop game and someone in your party isn't actively controlling their character, you can "drag" them along by just running where you want.

Posted by: SilvixXivlis

3. Loot is going back to Diablo 2's "first-come-first-serve" concept which is ok, that makes it more challenging and adds more value to items but I've grown accustom to the PC's "everyone gets loots but it's not all the same" concept. However, if you have 2 people playing on the your console, and 2 people on another console, the loot will split like PC version does.


This probably goes without saying, but I want to clarify this point for anyone who may be curious. If you're playing on a console network (but just yourself on your machine) then all the loot on the screen is yours, just like the PC version.

Posted by: SilvixXivlis

4. Town portal use will take EVERYONE in your party back to town, not just you.


This is also restricted to the local machine player(s). If you're playing in an online multiplayer game, but alone on the local console, then you just teleport yourself back to town.

Posted by: SilvixXivlis

5. MP system is slightly different due to PS3 graphical limitations not allowing as much monster density but it will still be the same MP1-10 (though they have different names.)


The monster density was adjusted specifically for the console, but the pace of the game is different too. I've talked to a lot of players who were concerned about this same issue, but after playing, they all said the density was just fine. Personally, I think it's because the fights are generally more engaging.


Commas in the AH and Trading Windows
The lack of commas in the currency sections of the Auction House or trading windows, has long been a problem for players. It is difficult to see the exact cost of an item in a number with a lot of zeros, without any breaks in the number. Thankfully, it sounds like the Loot 2.0 patch may end up bringing a fix to this issue.
Posted by: whoopadeedoo

Make commas have a 50% drop rate chance from elite packs. Players then can use them in either the trade window or AH. Of course commas must be bound on account to encourage play time.
Ah, the rare and elusive comma!

We agree that the lack of commas in both player trade windows and the Auction House is not ideal and that is can lead to some very bad experiences for players, and it's definitely on our radar as something we would like to change. We have concrete plans to do this (seriously), but we don't have an ETA on when we'll be implementing this change just yet. As it stands, it's something that is likely to coincide with other changes relating to the Auction House and itemization, so hang in there!

Remember that you can always view the latest Blizzard blue posts as soon as they're posted, in our Blue Post Tracker or RSS feeds!
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