The NetEase team has been pretty quiet since the start of the closed beta for Diablo is immortal. Now the team, led by Game Director Wyatt Cheng, has a full blog post on what they learned from the closed beta ending in January, as well as what we can expect. wait from the game.
When it comes to creating a Diablo The game’s core gameplay of killing demons and walking away with sweet gear for your efforts remains the focus, but it’s the social elements of an MMO that matter. Creating opportunities for social play is very important and one way they have attempted to do this is through bonuses. Bounties are randomly selected, repeatable missions that you can complete and come back for a reward. However, while this leads to a lot of team play, it’s not always balanced. The team will adjust the bounty to a solo feature when it goes live after the beta closes showing that some players assigned the dungeon bounty have been forced to regroup and some teams are losing players don’t want to play through multiple dungeon runs.
When it comes to groups, Diablo Immortal There were also raids and 8-player encounters on Helliquary that proved popular in the beta, but adjustments were required. Regrouping, along with matchmaking, is said to need some fixing, but a level of difficulty is also required. As a result, there will be multiple difficulty levels for each boss to help more players complete the raid. They want to release a new boss every month and give the challenge a sense of progression, so this will allow for difficulty and loot to be adjusted for more players to enjoy.
Group activities also include Warbands for groups of players who want to play together often. They decided to scale up the Warbands to 8 players and add new features to help them feel more connected. The improvements they are looking to make here also incorporate lessons from the Helliquary reactions and the changes there.
When it comes to the game’s Battle Pass and in-game purchases, there are some bugs. Pass received a good response, but will need tweaking to make Boon of Plenty feel more valued. In a related matter, the Legendary Gems system is also getting changes after many felt it locked players into a character and the team wanted you to be able to play your games.
In another big change coming from Senior System Designer Kris Zierhut, Cycle of Strife is getting an overhaul. While the team isn’t ready to reveal all of the upcoming changes, the core structure of the feature won’t revolve around dark houses and an eventual team, it will be based on Clans competing against together. This also goes back to other social traits and this relates to overall cohesion. Player feedback indicates that creating dark houses doesn’t actually promote longer-term social relationships because at the end of each cycle, most have volatility. The new design will allow your clan to become a Dark House and if your clan succeeds in fending off other clans and toppling the Immortals, your clan will be elevated to Family. next Immortal race. The element of cohesion is that your Immortal Clans will stay together and you can invite other Dark Houses to become Immortal Allies.
For more details on the full feedback on the closed beta and upcoming changes, check out the full post at Diablo is immortal.
https://www.mmorpg.com/news/diablo-immortal-closed-beta-feedback-leads-to-changes-to-make-things-more-social-rewarding-and-fun-2000124399 Diablo Immortal Closed Beta Response Leads to Changes to Make Everything More Social, Useful, and Fun