Duly noted! Another problem we identified was the ratio of effort to rewards. To begin, some of you let us know that the fantasy of Ancestral/Demonic/Angelic Power just isn’t cool enough in the current version of the pitch. But first, a quick update on the things we’ve Shared in our previous development blogs. Today, we‘re going to look at skills and talents-a topic many of you have asked about. Thank you for all your continued feedback and support in this journey as we make the game. I hope you enjoy it, and as always, we’ll be following conversations on our forums as well as other community sites. We are currently playtesting the new systems, and the early feedback is super promising. I couldn’t be more excited to share the details in today’s update! Our Lead Systems Designer, David Kim, will take us on a deep dive into the ins and outs of the new Skills and Talent systems. Some of the progress we’ve made will speak directly to the questions we’ve seen raised in the community, so stay tuned! The team has pored over a lot of constructive feedback regarding the current direction of itemization, and we’re looking to give you an update on items later in the year. We’re also excited by all the positive reactions we’re seeing to the art, cinematics, and the addition of open-world gameplay to the Diablo franchise. It’s very encouraging for us to hear that you appreciate the steady update cadence and the behind-the-scenes looks at our early work. We enjoyed hearing your thoughts on our last blog and have followed many of the discussions it kicked off within the community. Hello, and welcome to a new installment of our quarterly Diablo IV developer updates.
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