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Skill Runes== |+|
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|-|* See the [[ Video: Blizzcon 2010 Rune Effects]] article for a fan video, tightly focused on the screen during this portion of the panel. |+|
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|-|We haven't talked about [[Runes]] for quite a while, in fact we gave them the year off last year to let them percolate a little bit but they are back and they are in the game and you can play them here at the show. They are fully implemented in the Witch Doctor, the Wizard and Barbarian and I urge you to play the game and give Skill Runes a try.<br><br> |+|
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|-|Just a quick update to get you up to speed to where we are with Runes. If you remember Runes are a system for modifying your skills, they drop in the world like gems do but instead of putting them into your items to modify what your items do you put these in your skills and modify what your skills do. Skill Runes are a huge feature for your characters. Usually when we think about customisation people think about things like skin colour or hair style or maybe gear but the skills that you pick for your character are a huge part of your character customisation.<br><br> |+|
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|-|[[Image:Build numbers.png|right|thumb|250px|Possible # of builds]]I'll give you an example of what I'm talking about. Take an Amazon, we didn't just make Sorceresses or Barbarians, we made Spearzons, Frenzy Barbs, Nova Sorceresses, things like that. We are really going to blow the lid off this idea with Skill Runes by providing a whole lot more builds. How many more builds are we going to provide? I kind of got curious about this so I enlisted the help of some programmers to give me some help because I blow things up for a living and they came back with this outrageous number. 96,886,969,344 builds per class.<br><br> |+|
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|-|That's a really big number and hard to wrap your head around so let me try to clarify what we are talking about. This is the number of skill combinations with runes that you can have per class, this does not include things like traits, gear, dyes, charms, this is purely active skills. You are really going to be able to come up with a tonne of different kinds of class combinations. It's not just about numbers skill runes are going to be able to provide a whole lot more and one of the key things to keep in mind here is that skill runes don't just change what a skill does they have the potential to change the way it looks.<br><br> |+|
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Skill_rune_effects. jpg|right|thumb|250px| Skill Rune effects]] Originally we weren't thinking about having different graphics for every skill rune choice because it's a tonne of work so we thought we'd just do the ones that sound interesting. What we found along the way was that if we didn't have a graphical change the skill rune just felt weak or even broken and we found that everyone at the office would gravitate toward the skill runes that had graphic changes. This really comes down to a fundamental question which is that we could just change all the numbers underneath, give you a numerical change or we could have the screen filled with zombie bears and which would you rather have? Zombie Bears of course.<br><br> |+|
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Image:Rune types.png| right|thumb|250px|Skill Rune Types]] We still have five times the skill Runes only they have now changed their names. They are now called [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]], [[Alabaster]]. We had a system before where we named the runes according to the concept attached to them like Multistrike or Energy and Multistrike Runes did Multistrike things and Energy Runes did stuff with your resources. What we found was that we kept coming up with ideas that didn't fit with those concepts very well. At first we would have some concepts that would fit really well, we'd get some things that did a multishot and they would fit but when you started coming up with wacky ideas it became harder to shoehorn them into that system.<br><br> |+|
|-|To give you an example here. The Witch Doctor's new skill called [[Poison Dart]] and that kind of fit with the Power Rune before but then we changed the skill so we had another version that would make it a rapid-fire skill and then it worked really well with Multistrike but then we had this wacky idea of the Witch Doctor being able to shoot a live snake that would attach itself to monster's faces and stun them. Where does that fit? It doesn't fit anywhere so we just changed the names of the runes then we can come up with as many kinds of wacky ideas as we want. <br><br> |+|
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==Specific Skill Rune Examples==
==Specific Skill Rune Examples==
在2012年4月7日 (六) 10:46所做的修订版本
This is a transcript of the Gameplay Panel held at Blizzcon 2010 discussing the newly revealed Demon Hunter and changes made to the other four classes during the year.
杰•威尔逊 - 游戏开发总监
克里斯汀•莱特纳 - 艺术总监
保罗•大卫 - 首席角色美工师
She's a stalker of demons, she uses traps and gadgets and lies in wait for demons, she really wants to strike terror into their hearts. She wants demons to feel what they usually cause in human beings, she wants them to know the terror of being stalked. Finally, she realises the true stakes of what's going on. All the other classes have their own reasons for doing what they are doing. The Witch Doctor and the Monk are in it for their religious ideals, the Wizard is in it for personal gain, the Barbarian is in it for his people but the Demon Hunter is in it for one thing only and that is killing demons. She understands the true stakes of the eternal conflict between the high heavens and the burning hells and she's going to do whatever she can to ensure hell doesn't get a foothold in Sanctuary.
怀亚特•陈 - 技术设计师/职业技能设计师
流星索 -- 这一招融入了远程攻势和小道具，恶魔猎手可以发射出一条连接着锁链的流星锤，将其缠绕在敌人身上并爆炸。但爆炸会有少许的时间延迟，因此玩家可以通过恰当的战术策略来使用这一招。
影轮翻 -- 这是一个移动类型的技能。就像野蛮人有跳跃攻击，法师有传送技能一样，我们要确保所有职业都至少拥有一个可以瞬间远离危险区域的技能。我们想在这招上展现暗影能力，起初我们打算叫这招为暗影翻滚，但又来考虑到根本不需要把每个招式的类型通过名字来表现，只要做到一个完美的动作演示就足够了，因此我们就称其为影轮翻。这一招式的动作有点类似于杂技，同时能够表现出一个残影的形象，也正好突出了暗影的概念。其实这只是将模型进行一个机械式的旋转，同时制造出残影的样子，让其富有美感罢了。但我们相信玩家会对这个技能感兴趣的。
尖刺陷阱 -- 对于猎手来说，另一个需要体现的特点就是陷阱和道具。但这些特点并不同于大家原来玩的暗黑2里面的刺客。我们仍然决定对这一招采用暗影和道具的设计理念，我们只是使用了一个简单的陷阱并在上面加入了暗影的效果，用动画的渲染来突出她与其他职业的不同。对我来说，我很喜欢这个尖刺陷阱，因为它让你感到有个提前设下陷阱的意识。我们想让玩家们了解这么一个情况；恶魔猎手就算在睡觉的时候都会梦到如何猎杀恶魔，当她在午夜惊醒时突然想到个猎捕恶魔的点子，“噢，我应该提前设下些陷阱才对，就让那些恶魔们自投罗网好了。”然后她就可以回去继续睡觉，当醒来时会发现那些设下的陷阱已经杀死了大批的恶魔。
手雷 -- 这招主要是表现出远程攻击的概念。我很喜欢这招，因为游戏是采用3D引擎来制作各种效果的，所以你可以看到当手雷抛到地上或墙上时会有几个弹跳的效果。我相信聪明的玩家一定会将这招玩出花样，没准他们会将手雷丢向墙角，让它们弹回来造成更多更绚丽的攻击。事实上这个弹跳的动作也能展现出恶魔猎手的远程攻击，道具的使用，战术策略和准备工作。这一切都是提前预谋好的猎杀恶魔的方式。
多重射击 -- 最后呢，我要给你们大家介绍一下多重射击，对于玩过暗黑2的玩家来说这招也许很熟悉，它确实是非常讨喜的招式，因此我们决定让它在暗黑3中继续延续，而且比之前有着更显著的效果。其实比起招式的伤害，大家更爱它那华丽的攻击效果吧。
Skill System Overhaul
Kevin Martens - Lead Content Designer
On the second part of the show we have a lot of new and improved skills and skill systems and other character things to show you. On the new side we are going to show you a complete overhaul of the skill system itself, new class skills for each of the classes, a new trade system and an introduction of the ever elusive Talisman.
So when you have a bunch of skills like Wyatt was showing you the next thing we need to work on is to make them deep and replayable and to make them accessible and on that end let's break down the skill UI from last year and talk about some of the problems we had with it.
This is the one we had last year (left)and it was just big. All the choices were there at once, you could see the whole tree, which was a good thing but it covered your character, it encouraged people to spend their skill points too widely and experienced Diablo players know fewer skills and spend more deeply into them. It had these three different class lines which were a little arbitrary and we learned that a little bit later. So we took this and wondered how we could make this more accessible without losing any of the depth. So we went to a tab system that was improvement in a major way, it made everything bigger, you could see it all. It compartmentalized into the tabs but with all these skill lines, fitting them all in there to be equal across all the tabs and some of the skills were a little arbitrary, you still couldn't see all your options at once and you had to skip back and forth between the tabs. People often, when they were leveling up, forgot to check on the other tabs and ended up spending more points in whichever tab they first chose to spend points in.
So we went to a list approach. With this we were getting a little bit closer. On the left hand side we had all seven of your skills in one place. This was a major improvement for us, you could see your entire character build all in one place and on the right, when you were choosing new skills, it was getting better you could see everything bigger, you could see what you could choose next and you could start thinking ahead by scrolling down the list but it wasn't quite good enough.
Here is the current UI. We kept everything with the seven skills on the left and on the right hand side we made that window a whole lot bigger so you could still plan ahead but you could see all your choices available at one time making the entire skill UI a lot more accessible. At a glance you could see what you could spend.
This became very straight forward, this UI idea that at a glance you know what to do. You look on your left and you can choose a new skill or spend points in your old skills. This was good. If you can see a blinking plus sign that means you can spend points in it, if there's no plus sign that means you've maxed it out. Now a little extra insight into the seven skills. At the beginning of the game every skill that you choose has five skill points that you can put into it but throughout the course of the game you have ways to deepen that and augment the skills so that you can spend more points into them, So, initially, it's much easier to make builds, it's easier to thinking ahead, to respec when you want to do that as well and you can try a lot of things very rapidly. But there's a lot more to the skill system than just this.
怀亚特•陈 - 技术设计师/职业技能设计师
I alluded to it earlier, that we want some movement options for every class and Spirit Walk is the movement skill for the Witch Doctor. We wanted something that stays thematically consistent for every class and in the Witch Doctor's case, he's about spirits and voodoo so in the Spirit Walk ability where he turns incorporeal, he can walk around, through enemies, walk round corners and when Spirit Walk ends he comes back in his physical form that becomes teleported to wherever his Spirit form is when Spirit Walk ended.
Wave of Light. He summons a mystical bell that he shoots out at range. It's kind of a combination of a melee and ranged attack. One of the things that I really like about this skill is that we need to differentiate the Barbarian from the Monk, they are both melee classes and in his case he's abbot combining mystic arts with martial arts and I like the evocative imagery that happens here. The concept of a mystical bell that he fires off, it's very vivid.
Jay Wilson - Game Director
I'm going to tell you about a new system that we've introduced into Diablo 3 in the last year. It's called Traits.
Essentially they are passive skills. They are a way you can customise and modify and essentially role play with your character and diversify your character builds. You can them as you level up, every other level, you don't get a point in every level but it's every odd numbered level you get a Trait Point. The goal of these is to alter your core attributes and aspects of your character. If you have a Barbarian and you want to be stronger there is a Trait for that. If you have a Wizard and you want to focus a lot more on elemental skills you have a Trait for that. A lot of it is also to take the opportunity to add flavour to the game world so every Trait has, in addition to just instructions on what it does it has a little excerpt of some flavour text that tells you about the world and it also was designed as a skill that tells you something about your character and your class.
Here's a Trait example for the Barbarian called Inner Rage
. This highlights something really important about Traits, they are not universal to all classes. Every class gets Traits that are unique to them, there are some that carry over that make sense but for the most part they are very unique to the each class.
Here's a Trait example for the Barbarian called Inner Rage. This highlights something really important about Traits, they are not universal to all classes. Every class gets Traits that are unique to them, there are some that carry over that make sense but for the most part they are very unique to the each class. We want to sell the idea that the Barbarian, is not only an angry dude, you probably have figured that out already but he actually gets power through his rage.
For the Wizard, a lot of the Traits take on a more mystical bent, we want to make sure we sell the idea that even when the Wizard's not casting magic missiles or summoning up tornados that there's something just inherently magic about her. Here we have a Trait called Prismatic Cloak
that essentially makes all of her armour spells more powerful and it's the idea that she's just focused on this one ability such that's she's amped them up and, again, we put some player text that sells the idea of if you choose to be this kind of Wizard this is who you are.
Well, why did we decide to do this system. There's a bunch of reasons. The main one is character customisation and those of you who know and love the original Diablo and Diablo 2 know that character customisation is a huge part of the game and if you're new to Diablo that's what it's all about so that was a big focus for us. We used to have a system in Diablo 2 where you could spend attribute points on all your core attributes and this system was much loved as a customisation tool but in actuality when we looked at it most of the builds took the exact same points in the exact same areas even across the classes and so we didn't feel like it was a good customisation system. Traits is really to specifically address the removal of attribute point spending.
As I mentioned before, you want a really strong Barbarian, somebody who hits really hard and is really tough. There's Traits for that. You can take Legendary Might which increases your strength, you can take Iron Skin which gives you more actual armour but let's say you want a Berserker Barbarian, you care more about attack rate, hitting the enemy before they can hit you back well there are Traits that can increase your attack rate, increase the power of debuffs on enemies. More variety equals more builds. Every class has now roughly 30 Traits and those Traits you can spend 1 to 5 points in them, that adds up to roughly right now 90 points per character. When you consider you can only get about 29 or 30 Trait Points it's a lot of customisation. Even if we look at this and decide it's too many Traits we'll just reduce the point spending in it because we want to keep the customisation really high.
One of the last reasons we really wanted to do this was it was always a bad decision to make in the previous skill trees where you knew that a passive skill like "if I take this it gives me more armour", that's a good skill and mathematically it makes sense but maths kind of sucks. If Diablo is the active skill then this guy's passive. I want to spend points in Whirlwind, I don't want to spend points in more armour so by separating the passive skills from the move active active skills which now completely take up the skill system we get a much better decision point.
Making Numbers Awesome
So the last thing is making numbers awesome. How do you make maths cool. We tried to set it on fire and put skulls behind it, that makes it pretty cool but it wasn't really enough. A lot of the design behind the Trait system is if we're going to have you take a passive Trait I don't want it to be like oh if you if you take this Trait you get 0.1% more armour. 0.1% doesn't sound very awesome so for us it's like no, it's a big number, it's 25, 500, a 100% more. Whatever number basically sounds cool when we get it. So we're really working on the system to make sure these don't feel like weird numbers that you're not really sure what they do. Diablo customisation is very straight forward. The idea is very simple to grasp and that's important to us.
We don't consider the system done yet, I love to share our process with you. What's on our 'to do' list? Well the UI's not awesome and it's okay for me to say that because I designed it. It's just a grocery list right now and it's not very fun to use. Gaining them (Trait Points) every other level isn't perfect, it may be fine we may ship with that. Right now it feels a little weird like you almost don't know when you Trait Points are going to show up and that doesn't feel awesome. There's probably too many of them. When I talk about making numbers awesome, if you go and play with the Trait system, because it's fully playable on the floor you're going to say, "Hey, I thought he said the numbers were going to be awesome, this just seems like too much decisions or too low in numbers". The truth is you're probably right. We're looking at that now and saying maybe we didn't quite get it right.
The Talisman and Charms
Kevin Martens - Lead Content Designer
Before we get into the Talisman I want to talk about Charms from Diablo 2. The charm system, if you are not familiar with it, was a very simple cost benefit thing. There were these objects that would sit in your inventory, they would take up some of your inventory space but they would give you a wide variety of bonuses. This was good, we liked the concept behind the system and we liked the charms themselves but what it led to was people keeping as many charms as they could and keeping a tiny bit of inventory space and we didn't think that was a great choice to have to make. You couldn't resist taking the charms because it augmented your build so well. How do we solve this? The Talisman is a dedicated inventory for your charms and not only that it gets bigger over time, it keeps all of the advantages of the Diablo charm system. You have more charms that you can fit in there so you still have to pick and choose which ones you're going to have to augment your build.
So now that we had a better spot to put your charms we wanted to work on the charms themselves. So how have charms evolved? The bonuses for Charms in Diablo 2 were very varied, incredibly varied, there was almost no kind of bonus they didn't have and in Diablo 3 we are going to have them concentrate on your core attributes so this is very much about customising your build, about augmenting what weaknesses you have and making your strengths better etc. The charms are going to be a core part of your build so they are still very important and there are different tiers of them throughout the game so as you go forward you're going to be playing with your charms a lot. As you choose new skills you'll be choosing different charms to try to make up for the options you chose.
Specific Skill Rune Examples
Skills Runes on Witch Doctor Skills
Alabaster - Snakes on a face?
Runes now have ranks. There are seven ranks which increase as you progress through the game. Runes take whatever the rune does to a particular skill and make that attribute extreme. To see how the skill runes affect the skill let's look at the Wizard's Magic Missile. Unruned it shoots one missile when cast, when we put a rank one indigo rune in it and now it shoots missiles per cast and then he's rank seven and you're going to need that in hell.
Here we have a skill for the Barbarian called Weapon Throw, allows him to throw a big weapon and this is the Crimson Rune, it just adds more damage, makes Weapon Throw a kind of one shot skill and then another (Obsidian) that let's you throw a hammer that stuns characters which is great for PvP. Another (Alabaster) that causes confusion which is a good crowd control version and then we have one (Indigo rune) that ricochets which is good for AoE. Then we thought it would be really cool for the Barbarian to have an ability to throw a corpse (Golden Rune).
Skills Runes on Barbarian Skills
Alabaster - Confuses Targets
Next up is the Wizard and we brought back Hydra for the Wizard and it works just like the skill in Diablo 2. Crimson Rune changes them to Frost Hydras with a short range breath attack. Then we brought in a Lightning Hydra, lightning hydras never miss. Next up we have an Arcane Hydra (with Alabaster rune) which shoots miniature arcane orbs for AoE damage. Then we did an Acid Hydra (Obsidian rune) because melting monsters is a lot of fun and finally one big hydra head but with the firewall attribute
Skills Runes on Wizard Skills
Crimson - Chilling breath
Skills Runes on Wizard Skills (Plague of Toads)
Next up let's look at Plague of Toads on the Witch Doctor. The Crimson Rune makes all of your frogs on fire and then something a little more gameplay oriented, you've got mana reduction (Golden rune) so you can have a lot more frogs and then Alabaster rune will blind monsters which gives you some crowd control ability and then we change the skill completely and make a toad blizzard (Indigo rune) then finally we wanted to have a giant toad (Obsidian rune) but what's he going to do? He's going to eat monsters and he digests them but he doesn't digest the loot.
Jay Wilson - Game Director
Battle Arenas are our first approach to PvP and hopefully not our last. The vision for Battle Arenas is a dedicated place for all your dueling needs. Dueling was a massive part of Diablo 2 and a lot of people really loved to duel. We know you like to kill each other and Diablo 2 didn't support it very well, so were really focused from the very beginning to make sure we corrected that mistake. It's focused on team-based play and the reason for this is, as Julian mentioned, we had 97 billion builds and the idea that every build is perfectly balanced versus every other build is not going to happen. We definitely want to get all the class balance a lot better than it was in Diablo 2 but the idea is that some of the builds are supposed to be better than others, that's the point, you're supposed to try and find the best PvP build. So focusing on more team-based play softens that issue a little bit, that issue of balance. Maybe if you go into the Arena and you face a build you are weak to your team mates can help you make up for that. It becomes more than just about your own build but your teams' build.
A lot of the Arenas is about building the perfect PvP character so you will be taking characters that you get in PvE, items, skills, trades, everything you do and taking it over into the Battle Arena. It is definitely a game about building a PvE character into a PvP monster.
Here is the Witch Doctor and Wizard show off a bunch, we got some Zombie Bears in there. That's a crowd favourite. Blizzard which is a great crowd control and attack spell, Teleport which the Wizard uses in just a second, Meteor. There are a lot of awesome skills and a lot of them worth great across both PvE and PvP and some of them are design specifically for PvP. If you've ever looked at any of the skills we've shown at the previous Blizzcons and didn't know how you'd use that in PvE it actually might be PvP skill because several of them we specifically focus for there.
The PvE game has a lot of control in it, there's a lot of freezing enemies and stomping on the ground and stunning everything but we didn't want the PvP game to be all about crowd control where you would basically be sitting around waiting for the opportunity to move so a big part of our PvP design is about counters, counters that break you out of any kind of crowd control.
Here we have the Witch Doctor using Horrify
the Barbarian and the Barbarian is using Ignore Pain
to break out of that. There's also tonnes of cool tricks. For for example we can teleport, freeze, Meteor and "bye bye".
The Arenas is fully playable on the floor so we encourage you to go over, reach out and beat the crap out of your friend.
We set up a round mechanic and essentially the goal of this is, when we played the game one round was never enough we would see what the other team was but we didn't have a chance to react to that so the game is played as the best of 2 out of 3 or, 3 out of 5. We haven't figured out exactly what the great round count is but we are going to be working on that and would appreciate feedback on that.
We are going to do a lot of focus on battle.net with the Arenas and PvP, we will have matchmaking so you will be able to form a team or randomly jump in. It will be skill-based so we'll try and match teams equally against one and other. We are trying to figure out a way to do custom games. We know that while our Arenas are team-based there are a lot of you who are going to want to do a specific team against your friends' specific team and maybe outside of the ranking systems. You're going to want to do one on ones even though the game is not going to be super great balanced for that. We know you're going to want to do it so we're definitely focused on finding a way to make that really easy for you to do.
The last one is more of a progression-based ranking system. If you play Starcraft 2 you know it's very much what we call a skill-based ranking system where, when you play against one and other, you each get a rank and if you're rank is higher you get to make fun of your friend. We want you to be able to make fun of your friends but here's it's more about doing it in the Arenas. If you're playing in the Arenas and you win you're going to get points that will progress your rank, give you titles, vanity rewards, achievements, things that are not focused on power but showing how dedicated you are to PvP. As you continue to play through, even if you lose, you will also get points and progression.