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Vídeo Game / Re:Diablo 3
« Online: Agosto 23, 2012, 11:24:35 am »
Jay Wilson postou um longo "pedido de desculpas" (leia-se: conversa fiada escrita pelo departamento de marketing) no fórum oficial.
Mas a parte mais interessante desse post são os pontos em que ele comenta sobre o estado atual do jogo:
Mas a parte mais interessante desse post são os pontos em que ele comenta sobre o estado atual do jogo:
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But Diablo III has flaws. It is not perfect. Sales mean nothing if the game doesn’t live on in all of our hearts, and standing by our games is what Blizzard does. Patch 1.0.4 is a step in the right direction, but we have no illusions that our work is done.
Playing Diablo III needs to be a rewarding experience. The new legendaries are a big step in the right direction, as are tweaks to item drop rates. But I'm not convinced that we've gone far enough. If you don't have that great feeling of a good drop being right around the corner -- and the burst of excitement when it finally arrives -- then we haven't done our jobs right. Out of our concern to make sure that Diablo III would have longevity, we were overly cautious about how we handled item drops and affixes. If 1.0.4 hasn’t fixed that, you can be sure we'll continue to address it.
Part of the problem, however, is not just item drops, but the variety of things to do within the game. Many of you have stated that there needs to be more to the game than just the item hunt, and we agree completely. The Paragon system is a step in the right direction, giving meta-progress for your time in the game, but it does little to address the variety of activities you can do while playing. I don't think there’s a silver-bullet solution to this problem, but I do think we can make this aspect of the game better, and as such we're planning more than just PvP for the next major patch. Not trying to be coy, but we're still firming things up and will talk about this as soon as we can.
Difficulty has been a constant source of division when discussing the game. Some players believe Diablo has never been about crushing challenges, but more about efficiency and farming. Some players want a game that tests them to their limits. Neither player is wrong. As it stands, Diablo III simply does not provide the tools to allow players to scale the game challenge to something appropriate for them. We set Inferno as the high watermark and took a one-size-fits-all approach to game challenge. Later in the development of Diablo II, the 'players 8' command -- which let people set monster difficulty -- was added to address this issue, and we're considering something similar for the next major Diablo III patch to allow players to make up their own minds about how hard or how easy is right for them.
The Auction House has also proven to be a big challenge. It adds a lot of power for players to trade and acquire items. Getting a great Monk drop that you can trade for better gear for your Wizard is obviously a great benefit, but it does come with a downside. The Auction House can short circuit the natural pace of item drops, making the game feel less rewarding for some players. This is a problem we recognize. At this point we're not sure of the exact way to fix it, but we’re discussing it constantly, and we believe it's a problem we can overcome.