{"id":99430,"date":"2023-04-15T11:48:11","date_gmt":"2023-04-15T09:48:11","guid":{"rendered":"https:\/\/stevinho.justnetwork.eu\/?p=99430"},"modified":"2023-04-15T11:48:11","modified_gmt":"2023-04-15T09:48:11","slug":"diablo-4-die-entwickler-reagieren-auf-das-feedback-aus-der-beta","status":"publish","type":"post","link":"https:\/\/stevinho.justnetwork.eu\/2023\/04\/15\/diablo-4-die-entwickler-reagieren-auf-das-feedback-aus-der-beta\/","title":{"rendered":"Diablo 4: Die Entwickler reagieren auf das Feedback aus der Beta"},"content":{"rendered":"
After the Early Access and Open Beta weekends concluded, the development team read through all your feedback and reviewed gameplay data. Using this information, we have made a variety of fixes and updates to various systems in Diablo IV, all of which will be present in the version of the game that launches on June 6.<\/span> (via<\/a>)<\/p><\/blockquote>\n
Im vergangenen M\u00e4rz haben die Entwickler von Diablo<\/span> 4 zwei Beta-Testphasen f\u00fcr das Spiel veranstaltet, die jeweils an zwei verschiedenen Wochenenden durchgef\u00fchrt wurden. W\u00e4hrend dieser Tests durften die auf Diablo<\/span> 4 wartenden Spieler endlich einen Blick auf den Titel werfen und dieses kommende Action-RPG selbst ausprobieren. Auf diese Weise konnten Spieler sich ein Bild davon machen, wie sich Diablo<\/span> 4 spielt und ob sich der Kauf lohnen w\u00fcrde.<\/p>\n
F\u00fcr die Entwickler hatten diese zwei Testphasen nat\u00fcrlich ebenfalls einige Vorteile. Die Tester haben n\u00e4mlich nicht nur Diablo<\/span> 4 gespielt, sondern auch Feedback zu der aktuellen Spielversion an Blizzard weitergeleitet. Dieses Feedback informierte das Team dar\u00fcber, welche Inhalte des Spiels gut funktionieren, was f\u00fcr Probleme aufgetreten sind und womit die Tester noch immer unzufrieden sind.<\/p>\n
Feedback dieser Art ist vor einem Release wichtig, um noch einmal den letzten Feinschliff vorzunehmen und gewisse Anpassungen durchzuf\u00fchren. Das Team m\u00f6chte schlie\u00dflich auf das Feedback der Tester h\u00f6ren und die Stimmen der Community weiterhin in die Entwicklung des Spiels einflie\u00dfen lassen. Was f\u00fcr Auswirkungen diese zwei Beta-Phasen auf Diablo<\/span> 4 hatten, wurde von den Entwicklern gestern Abend in einem Beitrag festgehalten. Dieser Blogeintrag listet interessanterweise auf, welche \u00c4nderungen an Diablo<\/span> 4 aufgrund des in der Beta gesammelten Feedback durchgef\u00fchrt wurden.<\/p>\n
Solch ein Beitrag d\u00fcrfte f\u00fcr viele Fans von Diablo<\/span> 4 durchaus interessant sein. Schlie\u00dflich zeigt das Ganze, dass die Entwickler tats\u00e4chlich auf das Feedback der Spieler h\u00f6ren und ihre Kritik zumindest nicht komplett ignoriert wird. Nat\u00fcrlich kann man als Entwickler nie alle W\u00fcnsche von Spielern erf\u00fcllen. Allerdings reicht es oft schon aus, wenn man den allgemeinen W\u00fcnschen folgt und problematische Inhalte im Spiel m\u00f6glichst schnell \u00e4ndert.<\/p>\n
Folgend findet ihr eine Zusammenfassung der \u00c4nderungen, die durch die Beta beeinflusst wurden:<\/p>\n
Dungeons:<\/strong><\/p>\n
\n
- Das Layout der Dungeons wird in allen Zonen optimiert. Das Backtracking soll dadurch reduziert werden.<\/li>\n
- Kleine Gruppen von Monstern sollen in Zukunft auf die Spieler zulaufen. Dadurch wird es einfacher das Ziel „T\u00f6te alle Feinde“ zu erf\u00fcllen.<\/li>\n<\/ul>\n
Klassen:<\/strong><\/p>\n
\n
- Barbaren erleiden nun 10% weniger Schaden aus allen Quellen.<\/li>\n
- Der Wirbelwind von Barbaren verursacht mehr Schaden und er verbraucht mehr Wut.<\/li>\n
- Die Begleiter-Skills des Druiden verursachen deutlich mehr Schaden.<\/li>\n
- Die ultimativen Angriffe des Druiden haben eine reduzierte Abklingzeit.<\/li>\n
- Die Diener von Totenbeschw\u00f6rern sollten jetzt h\u00e4ufiger sterben.<\/li>\n
- Der Schaden der Leichenexplosion des Totenbeschw\u00f6rers wurde reduziert.<\/li>\n
- Die T\u00e4uschungs-Skills des J\u00e4gers gew\u00e4hren st\u00e4rkere Boni.<\/li>\n
- Die Infusionsfertigkeiten des J\u00e4gers besitzen eine l\u00e4ngere Abklingzeit.<\/li>\n
- Der Comboblitz des Zauberers verursacht mehr Schaden und er verbraucht weniger Mana.<\/li>\n
- Der Kettenblitz des Zauberers ist weniger effektiv gegen Bosse.<\/li>\n<\/ul>\n
Interface:<\/strong><\/p>\n
\n
- T\u00e4tigkeiten k\u00f6nnen auf das Mausrad gelegt werden.<\/li>\n
- Der Chat liegt jetzt links, wenn die Aktionsleisten in der Mitte vorhanden sind.<\/li>\n
- Die Stats von Charakteren werden nun automatisch angezeigt, wenn Spieler auf die Schaltfl\u00e4che f\u00fcr Materialien & Werte klicken.<\/li>\n
- Die Eingaben f\u00fcr Bewegen und Interagieren k\u00f6nnen jetzt einer Taste zugewiesen werden, w\u00e4hrend die Eingabe f\u00fcr den Prim\u00e4rangriff einer sekund\u00e4ren Taste zugewiesen ist.<\/li>\n
- Die Schriftart ohne Serife wurde durch eine neue Schriftart mit Serifen ersetzt.<\/li>\n<\/ul>\n
<\/p>\n
Diablo IV Open Beta Retrospective: Transforming Feedback into Change<\/h1>\n
Dungeons<\/span><\/h2>\n
Dungeon Layouts<\/span><\/h4>\n
One of the most common pieces of feedback we received is that players felt they were doing a lot of backtracking within certain dungeons. We have optimized multiple dungeons across all zones to minimize the need for backtracking. Here is a list of dungeons specifically in the Fractured Peaks zone which received layout updates:<\/span><\/p>\n
\n
- Caldera Gate<\/span><\/li>\n
- Defiled Catacombs<\/span><\/li>\n
- Derelict Lodge<\/span><\/li>\n
- Forbidden City<\/span><\/li>\n
- Hoarfrost Demise<\/span><\/li>\n
- Immortal Emanation<\/span><\/li>\n
- Kor Dragan Barracks<\/span><\/li>\n
- Maulwood<\/span><\/li>\n
- Rimescar Caverns<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>Our primary goal with the Layout changes was to reduce certain kinds of backtracking which detract from a player\u2019s experience. An example of this change is that players previously needed to enter side rooms to interact with Structure Objectives, causing them to retread the same path. Now, many of our Structure Objectives have been repositioned along main dungeon pathways, making them easier for players to reach and allowing them to readily explore the dungeon after defeating the Structure.<\/em><\/span><\/p><\/blockquote>\n
Dungeon Events<\/span><\/h4>\n
\n
- The chance for an Event to spawn inside of a dungeon has increased from 10% to 60%.<\/span><\/li>\n<\/ul>\n
Dungeon Gameplay<\/span><\/h4>\n
\n
- To reduce the need to backtrack, small numbers of straggling monsters will seek out the player to help complete the Kill All Monsters objective.<\/span><\/li>\n
- When Animus is gathered, the player and nearby allies will:<\/span>\n
\n
- Gain 10 Resource.<\/span><\/li>\n
- Reduce all active Cooldowns by 1 second.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Depositing Animus channel time was reduced from 3 to 0 seconds.<\/span><\/li>\n
- The time to Rescue was reduced from 3 to 1.5 seconds.<\/span><\/li>\n
- All Rescue objectives now drop a Health Potion upon completion.<\/span><\/li>\n
- While carrying the Ancient’s Statue, Bloodstone, Mechanical Box, or Stone Carving, you will receive a Momentum bonus granting a 25% move speed increase to you and nearby allies.<\/span><\/li>\n
- Pedestals have had their channel time reduced from 2 to 0 seconds.<\/span><\/li>\n
- Returning a Portable Object to its Pedestal now fully restores Health, Resource, Potions, and resets cooldowns for all nearby players.<\/span><\/li>\n
- All doors will now generate a minimap ping when they are opened.<\/span><\/li>\n
- All Structure Objectives in dungeons now have additional combat mechanics players must overcome.<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>While our dungeons offer a variety of Objectives to complete, player feedback stated that the action of completing each Objective felt tedious. We hope that providing bonuses, such as the increase to mobility while carrying certain Objective items, will streamline and vary the experience of completing Objectives. This adjustment is merely a starting point, and we intend to extend this philosophy to keys in a future update.<\/em><\/span><\/p><\/blockquote>\n
Classes<\/span><\/h2>\n
General<\/span><\/h4>\n
\n
- Effects like Stun and Freeze can be applied to Elite Monsters twice as long before they become Unstoppable.<\/span><\/li>\n
- Reviewed class skills to confirm that all classes have access to sufficient skills that remove control impairing effects.<\/span><\/li>\n
- Many Legendary Powers have had updates to their effectiveness.<\/span><\/li>\n<\/ul>\n
Barbarian<\/span><\/h4>\n
\n
- A flat 10% passive damage reduction has been added for the Barbarian Class. Some Skill Tree passives had their damage reduction effects reduced to compensate.<\/span><\/li>\n
- The Whirlwind Skill now deals more damage and consumes more Fury.<\/span><\/li>\n
- The Double Swing Skill Enhancement refunds its full Fury cost when used on Stunned or Knocked Down enemies.<\/span><\/li>\n<\/ul>\n
Druid<\/span><\/h4>\n
\n
- Companion Skills will now deal heavily increased damage.<\/span><\/li>\n
- All Ultimate Skills have had their cooldowns reduced.<\/span><\/li>\n
- Usability improvements have been made to Maul and Pulverize.<\/span><\/li>\n
- Using a non-Shapeshifting Skill will transform a Druid back into their human form.<\/span><\/li>\n<\/ul>\n
Necromancer<\/span><\/h4>\n
\n
- Summoned Minions will die more often, requiring players to utilize Corpses more often.<\/span><\/li>\n
- Many bonuses in the Book of the Dead have had their stats increased.<\/span><\/li>\n
- The damage dealt by the Corpse Explosion skill has been reduced.<\/span><\/li>\n
- The brightness of the Skeletal Warriors and Mages has been reduced.<\/span><\/li>\n<\/ul>\n
Rogue<\/span><\/h4>\n
\n
- Upgrades for Subterfuge Skills have had their bonuses increased.<\/span><\/li>\n
- Multiple passive Skills have had their bonuses increased.<\/span><\/li>\n
- All Imbuement Skills have had their cooldowns increased.<\/span><\/li>\n<\/ul>\n
Sorcerer<\/span><\/h4>\n
\n
- Charged Bolt\u2019s damage was increased and the Mana cost to cast has decreased.<\/span><\/li>\n
- Decreased the damage of Chain Lightning and reduced its effectiveness against Bosses.<\/span><\/li>\n
- Decreased the cooldown for the Incinerate Skill\u2019s Enchantment bonus.<\/span><\/li>\n
- Firewalls will now spawn underneath enemies more frequently when using its Enchantment bonus.<\/span><\/li>\n
- Increased the Lucky Hit chance for the Meteor Skill\u2019s Enchantment bonus.<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>Whenever we introduce changes to our Classes, it is with the goal of making both them and their Skills feel impactful and powerful\u2014your feedback has helped us uphold this ideal. Some players have adeptly noticed that certain Skills were too powerful. One of our goals for Skills is to have them be interesting to wield and interactive in terms of itemization and combat feel. We’ve made some changes to help in this regard, with one example being the Necromancer\u2019s Minions. We’ve made a change that makes them more vulnerable in combat, which will make raising the dead a more active component of the Necromancer’s gameplay.
\nLaunch is just the first step of our Class balance journey, and you can expect further updates that iterate on this pillar of Diablo IV.<\/em><\/span><\/p><\/blockquote>\nUI<\/span><\/h2>\n
\n
- Fixed an issue where the built-in Screen Reader was not reading key prompts, game options details, and other UI text.<\/span><\/li>\n
- Fixed an issue where actions could not be bound to the mouse wheel.<\/span><\/li>\n
- Fixed an issue where Evade couldn\u2019t be bound to the right Analog Stick on controller.<\/span><\/li>\n
- Chat will now display on the left side of the screen when using the centered action bar configuration.<\/span><\/li>\n
- A character’s stats will be displayed by default when players click the Materials & Stats button within their Inventory.<\/span><\/li>\n
- The Move and Interact inputs can now be mapped to one button while the Primary Attack input is mapped to a secondary button.<\/span><\/li>\n
- The sans serif font used in-game has been replaced with a new serif font.<\/span><\/li>\n<\/ul>\n
Encounters<\/span><\/h2>\n
\n
- Fixed multiple issues that allowed bosses, like the Butcher, to become unresponsive.<\/span><\/li>\n
- The Butcher has been re-evaluated for difficulty and will present a greater challenge in World Tiers III and IV.<\/span><\/li>\n
- Bosses such as T\u2019chort, Malnok, Vhenard, and others were reevaluated for melee character difficulty, resulting in changes to attacks and fight mechanics.<\/span><\/li>\n
- Fixed an issue where Vampire Brutes using the Shadow Enchant affix would chain-cast Impale.<\/span><\/li>\n<\/ul>\n
Cellars<\/span><\/h2>\n
\n
- Increased the chance for a dungeon Event to occur in Cellars.<\/span><\/li>\n
- Cellars will now consistently reward a chest upon completion.<\/span><\/li>\n
- Fixed an issue where Cellars would prematurely be marked as complete.<\/span><\/li>\n
- Fixed an issue where the guaranteed elite monster would be absent from a Cellar.<\/span><\/li>\n<\/ul>\n
General Quality of Life<\/span><\/h2>\n
\n
- Fixed an issue where players could increase attack speed by move-cancelling attacks early.<\/span><\/li>\n
- Fixed an issue where characters weren\u2019t immune and untargetable after loading into an area.<\/span><\/li>\n
- The Reset Dungeon button has been disabled.<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>While Diablo IV’s Sanctuary is home to over one hundred dungeons, the Open Beta only had the subset offered in Act I’s Fractured Peaks for players to explore, and a level cap that isn’t a full representation of the experience at launch. There are many reasons to complete a variety of dungeons, including collecting powerful affixes in the Codex of Power, and players will still be able to repeat dungeons by partying up with others and having them start the dungeon. We also wanted to make sure that resetting the dungeon wasn’t a way for Hardcore players to avoid death when experiencing a challenge in a dungeon. Still, we know it can be fun to repeat a specific dungeon and the team is looking at a more permanent solution to this, like having some reasonable cap on how many times the same dungeon can be completed in a row to better support that style of play. In fact, in the full game, players will acquire Sigils that will unlock Nightmare Dungeons which are specifically designed to be completed repeatedly and are optimized to be highly rewarding and replayable. We’ll have more to share on this in the future.<\/em><\/span><\/p><\/blockquote>\n
\n
- Fixed an issue that caused Gale Valley and Serac Rapture to have less monsters than intended until the campaign quests in those territories were completed.<\/span><\/li>\n<\/ul>\n
\nTune in to the Next Diablo IV Developer Update Livestream<\/span><\/h2>\n
<\/a><\/span><\/p>\n
On April 20, 11 a.m. PDT<\/b>, game director Joe Shely<\/b>, associate game director Joseph Piepiora<\/b>, and associate director of community Adam Fletcher<\/b>\u2014accompanied by special guest host Rhykker<\/b>\u2014will return for the next Diablo IV Developer Update Livestream<\/b>. This time, our group of Diablo IV experts will uncover details about Diablo IV\u2019s endgame offerings and elaborate on the post-Open-Beta changes made to Classes and dungeons.<\/span><\/p>\n
Visit our official Diablo Twitch<\/a> and YouTube<\/a> channels to watch the fun unfold live!<\/span><\/p>\n