| [Game Quality] Armor Customization, Transmutation(1) | Category: GeneralApril-20-2013 5:45 AM PDT (10 years ago) ![]() | |
| Hi! It was a some time since I visited D3 and its forums, I see that some progress have been made but there is still work left(in my opinion). I’m going to bring up something that I would find a huge leap in increased enjoyment when it comes to playing D3: The ability to customize your armors "appearance". D3 have 15 armor tier sets per class, ranging from tier 2-16, these are sets with a lot of detail and work/love put into them, work that is pretty much in vain at writing moment. Let these “masterpieces†see the light of dawn again, allow players choice, allow transmutation: Players would be able to change the current appearance of their gear into another tiers appearance of the same class. It would vastly increase the feeling that you are playing your own uniqe character, it would create a stronger bond and other people would be able to distinguish you from the hoard of other clones they see daily. This would need some work, but all the textures are already done and transmutation of gears appearance is not a new phenomenon. A reminder of all the armor skins/sets that are forgotten and left in the dark: http://www.youtube.com/watch?v=_z783Ttu2BU(I apologize for grammar/spelling, I haven’t used proper English in ages). | ||
| [Game Quality] Armor Customization, Transmutation(7) | April-29-2013 6:12 PM PDT (10 years ago) ![]() | |
| We’ve seen a number of post letting us know that there are a lot of players who want to be able to customize how a piece of armor appears, and the good news is that we agree. Being able to distinguish yourself from other players can be compelling, and it goes a long way to enrich Diablo III's experience. We don't have an estimate on when this feature will make it into the game, but it's something we're working on. Travis Day is one of the game designers on Diablo III, and this is what he had to say on the subject. Posted by: Travis Day I agree, visual customization has a lot of value, people like to differentiate themselves from each other or sometimes just get bored of looking at the same thing all day every day. In fact we agree SO much that we have plans to add this feature in the future. Back in March we posted a developer journal focused on itemization, and Travis made a brief reference to customizing the appearance of armor then, too. Here is a link to the entire blog, but the section I quoted below is towards the bottom of the Gold Sinks Should be Exciting section. "Other avenues we want to explore include providing players with vanity options or potential ways to differentiate themselves from their friends or other characters (i.e. character customization options in terms of gear)." We’re also exploring ways to customize gear that isn’t just aesthetic, like giving players the ability to augment stats and sockets: Don: Giving players more control and customization of their item stats is something we talk about a lot in our office. There have been a lot of ideas thrown around here and some great suggestions from the community, but we have not finalized any systems yet. To give you an idea of what direction we're heading toward, though, here are just a few ideas that we're considering right now: The ability to change a portion of a particular stat on an item to another stat of your choice The ability to augment an existing item with a stat bonus of your choice The ability to create an item with one or several fixed affixes—similar to the Rare recipes introduced in 1.0.7 We've also discussed adding other types of "socketables" with a wide variety of possible affixes that you can put in your socketed items instead of gems All of these systems have their positives and negatives, so we want to make sure we make the right choice and consider all other changes we plan on making before deciding which systems we want to implement. As far as the Mystic goes, she's a cunning lady. I’m sure we haven't seen the last of her. Wyatt: When the game was in development, the Blacksmith had the ability to add a socket to an item. Adding a socket makes the item better, so you pretty much always wanted to do it, and we found adding the socket felt like a small chore that didn’t actually increase the gameplay depth. You already need to insert gems to a socketed item, and felt having to add a socket as well would be a step too many. With that in mind, there are still some gameplay benefits to adding a socket that we’d still like to capture. Although having to add a socket every time can feel like a chore, if there was a mechanic that made it a legitimate decision, that is something we could explore. Additionally, there’s something to be said for feeling more invested in an item—taking steps to improve an item increases your emotional bond with it, which is something we could definitely do better at. So, to answer your question, it’s something that’s definitely on the table for the future, but it likely won’t be identical to the system that was in Diablo II or the early iterations of Diablo III. [Post edited one time, last edit by Lylirra at April-29-2013 6:43 PM PDT (10 years ago)] | ||
| [Game Quality] Armor Customization, Transmutation(78) | April-30-2013 4:11 PM PDT (10 years ago) ![]() | |
| I know there is a lot of criticism about sentences like "something we talk about in the office" or "it's something were working on", and the solution everyone wants are faster updates. I think we'd all love for the patching process to be quicker (that’s kind of like saying “who doesn’t want free stuff?â€), but the fact is: patches aren’t created in a vacuum, and it’s really not as simple as you might think. Seemingly simple changes usually have a lot of work associated with them, and it’s easy to underestimate the complicated nature of the work involved. New content has to be coded, implemented, assigned art assets (sometimes), have a test environment built for it, tested until its right, and then we rinse and repeat that process each time we iterate. After that, we need to coordinate a release on a global level, make sure everything is localized, and then deploy to the live game (which is not just a flick of a switch). That isn’t to say we can’t do better, and we’re always working on ways to improve, but my point is this shouldn’t be trivialized. It’s a disservice to your feedback and this discussion to do that. We also tend to use flexible language when talking about changes that aren’t ironed out yet or have a timeline for when they’ll be implemented. That way, we can talk about what we’re working on and acknowledge ideas/issues even if we don’t have a lot of details to discuss (i.e. we may not always know when a particular change is going to make it into the game or how it will manifest, but that doesn’t mean we can’t talk about it). While that may not be your ideal scenario, we prefer it over staying quiet since it keeps the community more involved. Just some food for thought. | ||
| [Game Quality] Armor Customization, Transmutation(84) | April-30-2013 5:03 PM PDT (10 years ago) ![]() | |
Posted by: Griever Otherwise, how much of D3s development is taken by the console ports, is it sensible to believe it slows down the updates or both are completly independent entities? We know there is a concern among some players that working on the console version of Diablo III takes away from PC development, but thankfully that's not the case. They are entirely separate teams with individual content cycles. Lylirra made some comments about this issue in this thread, and this one. I'll quote a few of her comments below. Posted by: Lylirra Our plan is to continue using staggered development, which means the PC version and the console version will have their own separate development teams and cycles. Posted by: Lylirra Beyond that, we actually have an independent team of designers, engineers, artists, and producers that are dedicated to adapting Diablo III to the PlayStation and creating an epic console experience. It's their job to take the PC game and translate it to the PS3, and in a way deal with all the considerations you're talking about. While our console team and PC team do collaborate (and have collaborated in the past), it's always to ensure that we’re staying true to D3 on the PlayStation platform. | ||
