Diablo III Diablo III es una entrega en la serie Diablo. Después de años de rumores, el juego fue anunciado oficialmente el 28 de junio de 2008 a las 12.18 de la tarde (CEST) en el Blizzard Worldwide Invitational en París (WWI08), Francia. El juego fue lanzado el 15 de mayo de 2012.12: 01 AM PST. Las liberaciones de la consola fueron seguidas el año siguiente. La versión para PC sólo se puede jugar online y no admite mods. No tiene soporte de controlador. 1 El juego recibió un paquete de expansión, Reaper of Souls. En 2014. Contenido Visión general Diablo III es un hack y slash acción juego de rol (ARPG). Conserva la perspectiva isométrica de sus predecesores. Procesador: Intel Pentium D 2.8 GHz o AMD AthlonTM 64 X2 4400 Vídeo: NVIDIA GeForce 7800 GT o ATI Radeon X1950 Pro o mejor Mac OS (Windows XP / Windows Vista / Windows 7) : Mac OS X 10.6.8 o superior Procesador: Intel Core 2 Duo Vídeo: NVIDIA GeForce 8600M GT o ATI Radeon HD 2600 o superior Todas las plataformas HD Espacio: 12 GB de espacio disponible en HD Memoria: 1 GB de RAM (1,5 GB requerido para Windows Vista 1024 768 resolución mínima de la pantalla (Nota: Tenga en cuenta que algunas conexiones inalámbricas no cumplen con los mínimos requeridos para ser una verdadera banda ancha de Internet Los resultados inalámbricos siempre serán terribles.) ESPECIFICACIONES RECOMENDADAS DEL SISTEMA Sistema Operativo: Windows Vista / Windows 7 (Últimos Service Packs) Procesador: Intel Core 2 Duo 2.4 GHz Memoria: 2 GB RAM Vídeo: NVIDIA GeForce 260 o ATI Radeon HD 4870 o Mejor Mac OS: Mac OS X 10.7 o superior Procesador: Intel Core 2 Duo Memoria: 2 GB RAM Vídeo: NVIDIA GeForce GT 330M o ATI Radeon HD 4670 o superior 2 Versión de la consola El juego ha sido portado a Xbox 360 y PlayStation 3 a casa Consolas, y tendrá una versión para PlayStation 4 en una fecha posterior. El puerto se basa en la versión para PC, incluyendo actualizaciones recientes como nivelación Paragon, nuevas armas legendarias y peleas. 3 Las diferencias / adiciones de la consola incluyen: Avatares: Las camisetas con temas de Diablo III están disponibles para los avatares de los jugadores en Xbox Live y PlayStation Network. 4 Buffs: La adición de los globos de poder y el Neffem Valor buff. 5 Nephalem Valor fue removido más tarde. 6 Controles: El juego se juega a través de controladores 7 Combate: Se ha agregado una función de bloqueo de destino y evadir. 8 Co-op: El juego se puede jugar en forma cooperativa a través de Xbox Live / PlayStation Network, a través de LAN / System Link, o en cooperativa de sofá sin conexión 9 Elementos: La versión de PlayStation 3 obtiene cinco artículos exclusivos The Hero's Journey. Amuleto de Drake. Guantes de Leoric s. Alas angelicales carmesíes. Y el anillo de Leah. 10 Conectividad: El juego no requiere una conexión en línea para jugar. Plot Véase también: Diablo III videos El juego se lleva a cabo en el Santuario. El oscuro mundo de fantasía de la serie Diablo. Veinte años después de los acontecimientos de Diablo II. Deckard Cain y su sobrina Leah están en la catedral de Tristram que investiga textos antiguos con respecto a una profecía ominosa. De repente, una estrella misteriosa que cae del cielo golpea la catedral, creando un cráter profundo en el cual Deckard Cain desaparece. El personaje del jugador. Conocido como el Nephalem. Llega a Nueva Tristram para investigar a la estrella caída. El Nephalem rescata a Caín sobre la petición de Leah y descubre que el objeto caído es realmente una persona. El extraño no tiene recuerdos excepto que perdió su espada, que fue destrozada en tres pedazos. Aunque el Nephalem recupera las piezas, la bruja Maghda se apodera de los fragmentos e intenta capturar a Caín para forzarlo a reparar la espada para sus propios fines. Sin embargo, con una exhibición descontrolada de poder, Leah fuerza a Maghda a huir, y secuestra al extraño en su lugar. Caín, muriendo de la tortura de Maghda, usa la última de sus fuerzas para reparar la espada e instruye al Nephalem para devolverlo al extraño. El Nephalem rescata al extraño y devuelve su espada, haciéndolo recuperar sus recuerdos. El extraño entonces se revela como el ángel caído Tyrael. Disgustado con sus compañeros ángeles reticencia a proteger a la humanidad de las fuerzas del Infierno, Tyrael dejó de lado su divinidad para convertirse en un mortal y advirtió Santuario sobre la llegada de los demonios señores Belial y Azmodan. Para vengar la muerte de Caín, el Nephalem sigue a Maghda a la ciudad de Caldeum. Que es controlada por su amo, Belial. El Nephalem mata a Maghda, y rescata a la madre de Leah, Adria. Adria le dice a Tyrael y al Nephalem que la clave para detener a los demonios es la Piedra de Alma Negra. Que puede atrapar las almas de los siete Señores del Infierno y destruirlos para siempre. Para obtener la Piedra de Alma Negra, el Nephalem resucita al loco Horadrim, Zoltun Kulle. Kulle revela su escondite y completa la piedra de alma inacabada, pero es asesinado por el Nephalem después de que él intenta robarlo para sí mismo. El Nephalem mata a Belial y atrapa su alma dentro de la Piedra de Alma Negra, liberando a Caldeum. A medida que Leah estudia en la biblioteca de Caldeum para encontrar más respuestas sobre la Piedra Negra y Azmodan, recibe una visión de Azmodan, quien le dice que está enviando un ejército de las ruinas del Monte Arreat para tomar la Piedra Negra para sí mismo. Tyrael, Adria, Leah y el viaje de Nephalem a Bastion s Keep. La única línea de defensa entre las fuerzas de Azmodan y el resto del Santuario. Con los otros que se quedan atrás para proteger la Piedra de Alma Negra, el Nephalem empuja hacia fuera de la torre en el Monte Arreat. El Nephalem mata a Azmodan y atrapa su alma en la Piedra de Alma Negra. Sin embargo, Adria traiciona el Nephalem y toma la Black Soulstone con las siete almas de los Demon Lords dentro. Ella revela que ella ha sido agente de Diablo desde el principio, y que el padre de Leah es el Dark Wanderer. Quien la concibió siendo poseída por Diablo, haciéndole el recipiente perfecto para la forma física del demonio. Usando Leah como un sacrificio, Adria resucita a Diablo. Teniendo las almas de todos los Señores del Infierno dentro de él, Diablo se convierte en el Primer Mal, el demonio más poderoso de la existencia, y comienza su asalto a los Altos Cielos. Los ángeles defensores no son iguales para él. Tyrael y el Nephalem siguen a Diablo a los Altos Cielos, donde la ciudad está bajo ataque. Los ángeles defensores advierten a los Nephalem que Diablo está tratando de alcanzar el Arco de Cristal. Que es la fuente de todo el poder de los ángeles. Para evitar que Diablo corrompa el Arco de Cristal y complete su victoria sobre los Altos Cielos, El Nephalem lo enfrenta y lo derrota. Con la manifestación física de Diablo destruida, la Piedra de Alma Negra se muestra cayendo de los Altos Cielos, aparentemente aún intacta. Después de la batalla, Tyrael decide volver a unirse a los Altos Cielos pero permanece como un mortal, dedicado a construir una alianza permanente entre ángeles y humanos. Juego Diablo III incorpora el motor de Havok física y permite a los jugadores utilizar el medio ambiente para ayudar en su búsqueda. Por ejemplo, las paredes enormes se pueden reducir a los escombros para aplastar a monstruos por un golpe directo. Incluso los monstruos usan el ambiente (como Ghouls escalando las paredes para alcanzar al jugador). Muchas más partes de lo que parece ser un entorno de fondo sin fisuras son destructibles. Algunas áreas en ruinas también se derrumban (con o sin dañar al jugador) automáticamente cuando el jugador se acerca demasiado o pasa bajo parte de una estructura. La interfaz de usuario, incluida la pantalla de caracteres y el inventario es funcionalmente similar a su predecesor, además de las actualizaciones gráficas y más detalles en la ampliación de pestañas, y será muy familiar para los jugadores de Diablo II. Algunas estadísticas (y sus barras de interfaz de usuario) se eliminaron, incluyendo resistencia (y, por tanto, a pie). La barra de experiencia se encuentra ahora en la parte inferior de la pantalla que atraviesa el panel de la interfaz de usuario. Algunas otras estadísticas fueron cambiadas o añadidas, pero en general, siguen siendo similares a lo que solían ser. La asignación Stat se cambia al sistema Paragon, permitiendo a los jugadores asignar estadísticas excesivas después de alcanzar el nivel máximo (60 o 70 con expansión), pero antes de eso, las estadísticas centrales se distribuyen automáticamente. Los niveles de Paragon continúan aumentando sin límite después de alcanzar el nivel máximo, y se comparten entre todos los caracteres del mismo tipo en cuenta. Las pociones tienen menor importancia debido a la introducción Globos de la Salud. Caído por los monstruos muertos. Estos reponen pérdida de Vida cuando se recoge, y no se puede almacenar. Sólo se puede equipar una poción (interminable), utilizable cada 30 segundos, pero las pociones pueden conceder efectos especiales además de restaurar la vida. En el juego cooperativo, el botín se pierde para los jugadores individuales (el jugador no puede ver lo que los otros consiguen). Esto se hizo para fomentar el comercio entre los jugadores en un grupo y reducir el robo. El juego cooperativo sigue siendo el núcleo del modo multijugador, con un drop-in, drop-out característica de modo que uno puede compartir sus artículos (sólo disponible 2 horas después de que caen, y sólo a los jugadores que estaban en el mismo partido cuando el tema cayó) . Entre los caracteres del mismo tipo en la misma cuenta, el equipo puede ser transferido en cualquier momento. Antes del parche 2.0, la Casa de Subastas permitía a los jugadores cambiar sus artículos por oro o dinero real. Modo Hardcore aparece en Diablo III, con funcionalidad similar a su encarnación anterior. A partir de RoS. Otra opción durante la creación del personaje es la participación en la temporada, que sustituye a la escalera. Los jugadores ahora solo pueden aprender 6 habilidades activas (3 o 4 pasivas), pero pueden cambiarlas en cualquier momento gratis. Habilidad Los árboles se han ido, sustituidos por la libre elección casi sin límites (algunas habilidades se limitan a uno por categoría). Para compensar, las habilidades pueden ser mejoradas con runas de habilidad para cambiar su funcionalidad, y el equipo ofrece nuevas estadísticas, que mejoran enormemente la funcionalidad de las habilidades (como reducir los tiempos de reutilización y los costos de recursos, aumentar su daño, etc.) en lugar de aumentar claramente los niveles de habilidad. Los juegos también ofrecen bonos únicos en lugar de simplemente aumentar las estadísticas. Los Puntos de Habilidad también se han ido, los jugadores siempre tienen acceso a una serie de habilidades basadas en su nivel de personaje. Hay cuatro ranuras para las habilidades activadas por el teclado, asociadas con las teclas numéricas 1-4, y dos son las habilidades del ratón (LMB y RMB). Los buffs y debuffs ahora se muestran en la interfaz de usuario. A partir del parche 2.4, se agrupan e incorporan en los iconos de habilidad para una mejor visualización. Ahora hay un mini-mapa que aparece en la parte superior del lado derecho de la pantalla, reemplazando el automap. Un mapa detallado se puede ver en cualquier momento con la tecla M. La función Action Combat, originalmente exclusiva de las consolas, se implementó en la PC en 2.4. Actúa como Diablo II, Diablo III tiene una estructura de cuatro actos. Quinto acto se agrega con la expansión. El acto I ocurre en Khanduras. En y alrededor de New Tristram. Se observa el primer acto de Diablo II geográficamente y estéticamente. El acto II ocurre en Kehjistan. Un lugar visitado en Diablo II en su tercer acto. Sin embargo, en Diablo II, los eventos se centran en Caldeum y su desierto circundante, similar a Lut Gholein y Aranoch en el segundo acto del juego anterior. El acto III ocurre en el Dreadlands. Esto tiene semejanza con Harrogath y sus alrededores en el quinto acto de Diablo II. Que se produjo en la misma región geográfica (entonces conocido como las estepas del Norte. La Ley IV se produce en High Heavens. Un lugar nunca visitado en cualquier juego anterior de la serie Diablo, mientras que en el juego anterior, el cuarto acto se produjo en Burning Hells. Los que han ampliado la historia, el diálogo y sus propias misiones, no pueden morir permanentemente, pero el daño fatal los pondrá fuera de combate por un tiempo corto. El Diablo III incluye tres seguidores diferentes: Kormac el Templario, Lyndon el Maldito y Eirena la Encantadora Los seguidores son desbloqueados a medida que el jugador avanza a través de la historia principal. Mientras que sólo un seguidor puede acompañar al jugador a la vez, los seguidores ganan experiencia, incluso cuando no en la fiesta del jugador. Por multijugador, los seguidores no están disponibles. Estar equipado con un conjunto mínimo de elementos, y ganar las opciones de habilidad en cuatro niveles de nivel periódico. Cada vez que un nuevo par de habilidades se desbloquea, el jugador debe seleccionar uno para que el seguidor de aprender. Estas opciones de habilidades se pueden restablecer y volver a hacer sin penalización. Los seguidores pueden usar artículos especiales que les dan propiedades únicas que no están disponibles para los jugadores. Los seguidores a corto plazo también existen, como en, personajes que siguen el héroe (es) para secciones cortas de la historia. Estos seguidores pueden no ser equipados por el jugador. Heroes Diablo III tiene cinco clases, todas ellas tienen una opción de género, y tenían una fuente única de energía para sus habilidades. Las características ampliadas de personalización de personajes incluyen la elección de género, tintes (para apariencia cosmética), banners y (a partir de la expansión) Transmogrificación. Que permiten a los jugadores construir una forma única de su personaje se ve. Todas las clases tienen 3 tipos de elementos específicos de la clase. Ninguna misión relacionada con la clase está en juego. El Bárbaro regresa de Diablo II como el simple luchador de la fuerza bruta, con algunas nuevas habilidades también. La mecánica del Campeón parece muy similar a la del último juego, con la mayoría de los movimientos muy cerca. Los bárbaros usan Fury para impulsar sus ataques. El Doctor Brujo invoca monstrociudades de Undead para hacer su oferta, junto con poseer varios hechizos, muchos de los cuales se asemejan a Maldiciones. Pueden ser considerados como una mezcla de las clases de Necromancer y Druid de Diablo II. Ellos usan Mana para impulsar sus habilidades. El Mago es la clase de cañones de cristal del juego, con algunas similitudes con la Hechicera. Sus habilidades están enfocadas en el manejo de daños y la evasión. Utilizan Arcane Power como su fuente de energía. El Monje es una clase con rápidos ataques cuerpo a cuerpo, basándose en armas de puño y daibos. Junto con las habilidades y mantras basados en la Luz, similares a las auras de la clase Paladín. Existen similitudes con las clases de Assassin y Monk de los juegos anteriores. Los monjes usan el Espíritu como su fuente de energía. El Cazador de Demonios es una clase a distancia enfocada en el uso de armas a distancia y trampas, similar al Amazonas y el Asesino. Los cazadores de demonios usan el odio y la disciplina como su fuente de energía. La clase Crusader está disponible en el juego a través de su expansión. Muy parecido a Paladín. Blizzard también anunció la clase Archivist como una broma de April Fools, que parecía morir en un solo golpe y usar hechizos basados totalmente en el uso de libros y pergaminos. Los ángeles no serán clases jugables debido a que ellos no son nephalem. 11 NPCs Diablo III cuenta con más NPCs por acción que sus predecesores. Estos NPCs, aunque se encuentran en los centros de la ciudad, también se encuentran fuera, y pueden aparecer al azar. También en contraste, la interacción con NPCs se basa en el diálogo, donde el personaje del jugador interactúa con el NPC, en lugar de los monólogos de los juegos anteriores. El diálogo de la APN también se puede escuchar en el fondo, reflejando los recientes desarrollos en la historia. Dificultades Blizzard no tiene la intención de hacer el juego de Diablo III más fácil que sus predecesores, y quiere que el juego tenga el mismo nivel de dificultad que Diablo II. Aunque es fácil de progresar a través de al principio. Sin embargo, los modos de dificultad más difíciles se pueden desbloquear. Además, el juego se puede jugar completamente como una experiencia en solitario y ninguna sección del juego requiere más de un jugador para completar. 12 El juego actualmente tiene numerosas configuraciones de dificultad Normal. Difícil. Experto. Dominar. Y el Tormento. El tormento es ajustable de I a X si los jugadores desean más reto. Artículos Diablo III Inventario de pantalla a partir de agosto de 2010 Diablo III expande el arsenal del personaje jugador a pasos agigantados. Muchos artículos únicos hacen una vuelta en la forma de artículos legendarios, este nuevo nivel que substituye los únicos. Los juegos también regresan. Artículos normales. Los artículos mágicos y los artículos raros también hacen una reaparición. Los artículos pueden ser hechos a mano por artesanos además de caer de monstruos. Armor Armor slots en Diablo III incluyen lo siguiente: Gems Gem desglose de Diablo III. Las gemas hacen una reaparición, con más niveles de poder que en el juego anterior: las gemas tienen 14 niveles de calidad, pero sólo los primeros 8 se pueden obtener como gotas de monstruos, el resto debe ser elaborado por el Artesano Joyero. Las gemas legendarias también ofrecen, substituyendo las joyas. Inventario Después de muchas iteraciones el último estilo de inventario está basado en la red, pero en menor grado que el inventario en Diablo II. Los artículos pequeños toman un espacio, mientras que los artículos grandes toman dos espacios. Las pociones y algunos otros artículos (desechos e ingredientes) se pueden apilar. El jugador también tendrá un escondite similar basado en la red en la ciudad para fines de almacenamiento, es expandible con oro. El Rollo de Identificar ha sido reemplazado por el jugador simplemente haciendo clic derecho en un elemento no identificado. Los artículos mágicos y raros no necesitan ser identificados. El Scroll of Town Portal también ha sido reemplazado por un botón en la barra de herramientas del jugador, que te transporta directamente a la ciudad. Monstruos Los enemigos de Diablo III operan con el mismo principio de variedad que Diablo II, dividido en no-muertos. Demonios Animales. Etc. Las barras de salud de enemigos aparecen en la parte superior de la pantalla cuando un jugador las ataca y desaparece si el combate cesa o después de que el enemigo muere. Sin embargo, para Super Uniques y Bosses, hay una barra de salud separada en la parte superior de la pantalla, permaneciendo allí sin importar la ubicación del ratón hasta que el enemigo sea destruido. Jugador vs Jugador (PvP) Diablo III cuenta con un sistema de Battle Arena, para permitir a los jugadores a mostrarse y enfrentarse a otros jugadores. Hicieron PVP separado para eliminar griefing y ayudar a mantener el foco en el jugador vs monstruo (PVM) de juego. Esto también permite el equilibrio de PVP sin cambiar la experiencia PVM. PVP no estará disponible en el lanzamiento, ya que Blizzard reitera algunos conceptos básicos de PVP, juego de PVP y experiencia. La compañía declaró que la experiencia de PVP para Diablo III no está a la altura de sus expectativas o estándares de calidad. 13 Misiones Diablo III cuenta con un sistema de misiones para Diablo II, aunque con más misiones por acto. Además, la función de eventos aleatorios. Estas son misiones más cortas que no forman parte del argumento principal. Las mazmorras todavía están al azar pero el generador aleatorio del mapa ha sufrido una revisión. Sin embargo, todavía hay fronteras duras a las áreas y los jugadores deben ir alrededor de algunos obstáculos como grietas y objetos fijos grandes como árboles y edificios inaccesibles. También se pueden obtener pequeñas cantidades de experiencia al destruir muchos objetos destructibles en un corto período de tiempo. Los puntos de control permiten a los personajes que han muerto volver a la batalla rápidamente, sin pasar por la molestia de regresar de la ciudad, como fue el caso en Diablo II. Sin embargo, en la batalla con los jefes, los jugadores no pueden revivir en la cámara del jefe. Mientras que los artículos pierden durabilidad después de la muerte, un héroe retiene los artículos todos iguales. Desarrollo Esta página contiene contenido obsoleto Este artículo contiene información que ya no es relevante para el juego, pero se mantiene aquí con fines informativos. La Biblia del escritor de Diablo tenía una sección de dos párrafos llamada El Futuro, que tenía un breve resumen de la trama de lo que parecía ser Diablo III, y una oración antes de afirmar que la única manera que debería aparecer, si aparece en absoluto , Está en el contexto de una visión o profecía. No se llamó a Diablo III explícitamente, pero era bastante obvio lo que era. Los párrafos delineaban el Segundo Gran Conflicto entre el orden y el caos, mencionando que los héroes poderosos surgirían (y realmente no iba más allá de eso). La Biblia del escritor no iba más allá de un resumen general, y no dijo quién ganaría. Personalmente, pensé que sonaba como un juego masivo multijugador. Así que, cuando Blizzard empezó a reunir gente para World of Warcraft, asentí sabiamente y le dije a mis amigos que Diablo III venía. Vamos a decir que cuando el anuncio real se hizo, me sorprendió el infierno fuera de mí. Un esbozo para Diablo III existió ya en el año 2000. 14 En este momento, la Biblia del Escritor de Diablo (una guía para autores que trabajaron en novelas de empate) celebró una sección de dos párrafos titulada El Futuro, que dio una breve trama Resumen sobre lo que parecía ser Diablo III (en las palabras de Robert B. Marks). Declaró que este material no debe aparecer en ninguna novela a través de medios de visión o profecía. Los párrafos delineaban el Segundo Gran Conflicto entre el orden y el caos, mencionando que surgirían héroes poderosos, pero no especificar quién ganaría. 15 Versión de Blizzard North La primera versión de Diablo III que vi estaba atrapada en el lugar exacto que me preocupaba que no fuéramos, no nos sentimos como una gran evolución de Diablo II. Creo que había más preocupación por ser fiel a Diablo que por ser fresco e interesante. Había un montón de cosas realmente buenas en él, sin embargo. Una gran parte de ella entró en el actual Diablo III de una manera u otra. Había un gran diseño de monstruos. Había una pelea de jefe en la vieja construcción que hemos luchado para conseguir tan bueno como era en esa construcción. Pero le faltaba esa sensación de identidad de alto nivel. La gente lo miraría y diría que se sentía como Diablo 2.5. Ese no es el camino de la Ventisca. Cielo, según lo previsto por Blizzard North Blizzard North. Los desarrolladores de los juegos anteriores de la serie s, previsto para trabajar en una segunda extensión a Diablo II. La segunda expansión se habría centrado más en la expansión de Diablo II s multijugador características. Sin embargo, después de algunas sesiones de lluvia de ideas, el equipo decidió no seguir a través de la expansión, y en su lugar girar su atención a Diablo III. 16 El trabajo comenzó en 2002 17 y en 2003, Blizzard North había creado algunos modelos de monstruos, como el Hound de Flayed y el Guerrero Inmolar. Hay pruebas de que el juego tenía elementos MMO. 18 El juego habría utilizado un motor 3D, pero se mantendrá cerca del tono visual de las entradas anteriores. 19 Sin embargo, esta versión del juego fue cancelada en 2005, y Blizzard North cerró 18 debido a varias razones personales y financieras. 20 Según Chris Hartgraves (ex empleado de Blizzard North), la versión original del juego debía tener lugar principalmente en el cielo. 20 Comentarios de un director de arte sobre el proyecto corraberan esta declaración. Hartgraves afirmó además que la trama / juego implicaría infierno tratando de tomar el cielo. Se hicieron comparaciones con World of Warcraft en términos de tamaño y jugabilidad del juego. También se hicieron referencias a salas de gremios. Cada elemento en el juego era tener una versión clara y oscura, pero aparte de un cambio visual, sus estadísticas se mantuvo igual. 21 Las capturas de pantalla publicadas en 2011 mostraron la presencia de una zona de las Tierras Angélicas dentro del Cielo, y la zona simplemente llamada Keep. El jugador se encontraría con arcángeles en el cielo, incluyendo Tyrael (estos ángeles tenían un estilo visual muy diferente de sus versiones de Diablo II, dicho estilo se está llevando al juego actual de Diablo III) y luchan criaturas similares a los demonios con alas. Al menos una clase estaba disponible, un individuo equipado con una espada y un escudo en una vena similar al Paladín de Diablo II. La pestaña de inventario era similar a los juegos anteriores, con salud y pociones de maná asignadas numéricamente y ubicadas en la parte inferior de la pantalla. 19 Blizzard Irvine Versión Blizzard Irvine se hizo cargo del desarrollo del juego en 2006, efectivamente reiniciándolo, 20 aunque el juego no fue anunciado oficialmente hasta dos años más tarde. 17 con un equipo de desarrollo de alrededor de 60-65 personas. 22 La razón de la demora fue que había mucho debate dentro de Blizzard en cuanto a qué tipo de juego Diablo III iba a ser. De hecho, varias versiones fueron desechadas y los rumores vincularon estas dificultades con la disolución de Blizzard North en 2005. 23 Durante el desarrollo, Diablo III recibió el nombre de código Hydra. 24 En 2007, Paul Sams reafirmó la dedicación de Blizzard al escenario. 25 En 2008, el juego fue anunciado oficialmente. 17 En ese mismo año, había cincuenta personas en el equipo de desarrollo del juego. 26 Desarrollo posterior El contenido se está generando en relación con el motor de juego y tecnología, que se indicó como realmente sólido en agosto de 2008. En ese momento, la mayor parte del equipo de diseño estaba todavía en el Acto I, refinando y mejorando las misiones y el flujo y algunos De los grandes sistemas de juego que aún no habían sido anunciados. Blizzard no se movía a través de los actos de una manera lineal, ya menudo volvería a los anteriores. 27 A pesar del juego compatible, Blizzard declaró que no tiene intención de lanzar el juego en una consola. 28 Sin embargo, la versión de Xbox 360 y PlayStation 3 finalmente fueron lanzados. 29 El éxito de Hearthstone: Heroes of Warcraft dio a Blizzard un impulso para liberar un puerto de consola después de ver la viabilidad de las plataformas de juego fuera de la PC. 30 El diseñador principal es Josh Mosqueira. Quien anteriormente trabajó como director de diseño en Company of Heroes at Relic. 29 Las versiones PC y consola influyen entre sí (en términos de desarrollo) y las ideas de una versión pueden ser llevadas a otra. 31 Obra Tan pronto como se eligió una dirección para el juego, el estilo artístico que se utilizaría fue objeto de discusión. Inicialmente, el juego como un todo se estableció para ser oscuro y arenoso, pero se encontró que los monstruos se mezclan demasiado bien con el fondo. Además, la opción no fue recibida con entusiasmo y una petición fue creada por los jugadores para obligar a Blizzard Entertainment a cambiar su dirección de arte para el juego. Blizzard se sometió a tres revisiones de arte, encontrando que un estilo puramente oscuro era demasiado monótono. Como era el caso, se decía que el estilo de arte soleado representaba las primeras partes del juego. Se trataba de establecer un contraste entre las etapas tempranas y tardías del juego, las cosas se sentían peor a medida que avanzaba el juego. 32 Una división de obras de arte existía entre Diablo III y su predecesor en que utilizan (d) estilos de arte 3D y 2D, respectivamente. Esto requería nuevas tecnologías y métodos estilísticos. Para demostrarlo mejor, se tomó la decisión de comenzar el juego en New Tristram, una morada familiar de los juegos anteriores. Eso, y porque la región es steped en la fantasía medieval, serviría como contraste bueno a las localizaciones más exóticas encontradas más adelante en el juego. 33 Betas La beta cerrada se lanzó el 20 de septiembre de 2011. 34 A medida que se desarrollaba, se escribieron una serie de parches. La beta abierta se lanzó el 20 de abril de 2012 a las 12:01 p. m. (PDT) y terminó el lunes, 23 de abril a las 10:00 AM (PDT). La versión beta tenía la intención de ser una breve demo del juego, con el fin de evitar spoilers de la historia. 35 Expansiones Se declaró en 2008 que Diablo III tendría una serie de paquetes de expansión. 36 En 2014, el primer paquete de expansión, Reaper of Souls. fue lanzado. A principios de marzo de 2014, se afirmó que había una lista bastante decente que el equipo de desarrollo de Diablo III quería hacer con la propiedad. Esto incluyó tratar con el tema de Leah. Y el fin último de la saga de los humanos, ángeles y demonios. 37 Se dijo más adelante en el mes sin embargo que el futuro de la licencia está para arriba en el aire, y mientras que el segador de las almas continuará siendo apoyado, Blizzard está evaluando si el juego recibirá más ampliaciones, 38 y ha examinado a algunos jugadores Calibrar el interés en una posible segunda expansión. 39 En 2013, Travis Day declaró de improviso que un Diablo IV se hará en algún momento en el futuro, prediciendo que Blizzard estaría trabajando en el juego para el año 2018 (aunque también bromeando que su fecha de lanzamiento vendría dentro de 20 años) .40 En mayo de 2014, el modelo de desarrollo de Blizzard debía liberar expansiones y parches libres en vez de DLC.31 En BlizzCon 2014. Josh Mosqueira se negó a confirmar o negar la existencia de una segunda expansión.41 Se planeó una segunda expansión Anunció en BlizzCon 2015, pero fue desechada y su contenido se publicó de forma gratuita.42 A finales de 2015, Blizzard estaba contratando para puestos para un nuevo proyecto de Diablo. En junio de 2016, Blizzard había abierto una posición para un director de juego. El diseño y el motor de la física del juego son los más atribuibles a Jay Wilson.31 El sistema de Paragon fue agregado más adelante para introducir la nivelación adicional para ésos que habían alcanzado la tapa del nivel 60. El juego fue diseñado para tener mucha aleatoriedad, y esa gota Las tarifas serían bajas a fin de alentar la búsqueda de artículos. 35 La Casa de Subastas fue eliminada en 2014. 46 PvE Competitivo está siendo investigado, incluso más allá de las Escaleras y Rifts de Nivel. 31 En febrero de 2015, Blizzard está considerando implementar microtransacciones en el juego. Sin embargo, este modelo no se utilizará para regiones europeas o norteamericanas. 47 48 En 2012, se afirmó que el PvP se añadiría en un parche posterior. 13 A partir de agosto de 2015, esto es dudoso que los desarrolladores encontraron que tratar de equilibrar PvP afectaría negativamente al PvE del juego, incluyendo el diseño del ítem. Originalmente, las conversaciones con los PNJ usarían modelos muy detallados que aparecían cerca de la pantalla, en lugar de usar casillas de texto. La idea fue abandonada más tarde. 50 Héroes Las habilidades de clase del juego fueron diseñadas antes de sus antecedentes. 31 Hubo bastante debate en Blizzard en cuanto a si cada clase debería tener ambos géneros disponibles, o si permanecer con las clases de un solo género de los juegos anteriores. La adición de más géneros significó tener que crear modelos de encargo, más diseño de la arma, más arte, etc. A pesar del coste sin embargo, Blizzard decidía ir a continuación con la opción dual del género, como en el conocimiento que los gamers vienen de ambos sexos, Una opción disponible. Sin embargo, los géneros no afectan las habilidades disponibles de una clase. 51 En última instancia, ambos géneros se pusieron a disposición para cada clase. Se decidió que las clases de Diablo III serían personajes reales con backstories, en lugar de las clases de los juegos anteriores que eran vistos como archeatypes en lugar de los individuos reales. Inicialmente, Blizzard no tenía la intención de traer de vuelta ninguna de las clases de los juegos anteriores, sintiendo que las otras clases no se podía mejorar. Con clases completamente nuevas, Diablo III podría mantenerse por sí solo. El bárbaro era una excepción a esto, ya que se pensaba que la clase tenía mucho espacio para el desarrollo. Como tal, es la única clase jugable que regresa de los juegos anteriores. 53 Blizzard pensó en traer de vuelta las viejas clases para futuras expansiones. 36 Inicialmente se pretendía que las clases tuvieran un límite de 7 habilidades. Esto se redujo a 6 durante el desarrollo. 54 El diseño de la clase pretendía que hubiera 3 a 5 habilidades icónicas para cada clase. 55 Las clases del juego son regularmente jugadas por los desarrolladores para medir la dificultad del juego. Esto es referenciado con retroalimentación de los jugadores sobre el equilibrio, las construcciones, y lo que los monstruos están matando. Para Diablo III, se consideró que explicar con humor es preferible a explicar con diálogo. Los escritores tienen que comprometerse cuando escriben su historia porque tiene que caber desde una perspectiva de juego y no puede ser demasiado caro, en cuanto al arte. 31 It was decided that Diablo III would employ dialogue rather than monologue for the conveyance of quest information. The backstories of the characters would be reflected through their art design, and the way they viewed the events of the story. 52 Chris Metzen worked on the plot. It was decided that the game would end the overall story that began in the first game, but not end the story of the setting itself. 57 Elements of the storyline were altered based on imput from the art and design teams. At least one third of the game s story was rewritten at some point to account for these changes. 52 Diablo III was going to have branching storylines. Leonard Boyarsky. the game s lead world designer and co-creator of the Fallout series, believes that this was one of the reasons why Blizzard brought him onboard. However, he came to believe that player choice couldn t be factored into an ARPG, partly due to how quickly its story moves, but mainly because of the multiplayer aspect. Players would have had branching conversation choices and a corruption system would have seen players gain access to different conversation options as their characters fell from grace. However, the design team couldn t find a way to implement it due to the multiplayer issue. In the end, Boyarsky and the team decided to strip the game s story down to a linear one, and one easily skippable at that. However, he reflected that the game came down too hard on players uninterested in the story, that the mechanics of the game s original complexity hadn t been removed from what was now a linear story. 58 Skovos and Ureh were originally in the game but were cut due to their inability to fit in. 31 The original idea of Jay Wilson was to evolve the Diablo setting through Diablo III s story in such a manner that the series would be able to lead into an MMO game. This idea has since been dropped. 59 Reception Critical Reception Diablo III had a positive reception from news sites, gaining normalized rankings of 87.64 and 88 on Metacritic and Gamesrankings respectively. 60 61 Criticisms included the use of the game s DRM and the consequent server issues that stemmed from it, 62 along with the lack of a PvP mode. 63 The Auction House was a controversial addition. 64 Scores Player Reception Honestly, I think that they did a lot of the things the best they could, it was a very different game than I would have created, the team and personalities, the people, the talent and all the design philosophies of the people that worked on it in Irvine, we called them Blizzard South, those people have their own style and the their own way they like to design. It was very, very different from the Blizzard North. Negative player reception to the game was noticable news sites made note of a flurry of 0/10 and 1/5 scores on Metacritic and Amazon respectively. 72 Forbes argued that the scores should not be taken as objective feedback, but were still a valid protest vote against the game s DRM. 73 Error 37 (a notice that stemmed from connectivity issues) became an Internet meme. 74 David Brevik. the series s creator, expressed a dim view on the game. He expressed the idea that Blizzard South did not have the same experience with the ARPG genre that Blizzard North did, that they had concentrated on elements that they were more interested in (e. g. story) that were not shared by Blizzard North. He was also critical of the game s loot system, and reflected that some of the decision they have made are not the decisions I would make. 75 The poor player reception was noticed at Blizzard. Josh Mosqueira described Team 3 s office as being akin to a funeral home due to the poor player feedback, even as the sales figures broke expectations. In a talk at the 2015 Game Developers Conference, Mosqueira described the following issues as being key to the poor reception: The beta had not gone on long enough to allow Blizzard to gain longterm feedback. Randomness is king was a poor idea, and sacrificed too much fun. They had tried too hard to make a sequel to Diablo II, rather than making Diablo III its own game. The drop rates were too low they had misjudged player psychology, beleiving that a hard search would be welcomed. 35 Sales Diablo III sold 6.6 million copies within 2 days of launch figures that Blizzard s sales team had initially expected within a year. 76 As of May 2013, Diablo III had been played by 14.5 million unique players, according to Blizzard s released statistics. 77 As of June 2014, Diablo III and Reaper of Souls had combined sales worldwide of more than 20 million copies. 78 Gallery Diablo 3 console After months of rumours and official non-denials. on February 20, 2013 Blizzard officially announced a Diablo 3 console version coming to the Playstation 3 and Playstation 4. 1 . 2 . In June of 2013 the release of the Playstation 3 version together with a version for the Xbox 360 was revealed to be September 3 2013. 3 The PlayStation 4 version 1 includes the Reaper of Souls expansion pack and is called the Ultimate Evil edition. It s set for release in 2014, though no release date has been announced. There is no official word on an Xbox One edition, though it s assumed that Blizzard is working for that platform as well. Contents Diablo 3 Console Contents edit The console version of Diablo 3 has the same features as the PC version circa Patch 1.0.8. This is Diablo 3 vanilla with some Loot 2.0 updates to the itemization system (Console was often referred to as Loot 1.5 .) The full game content is included, with the same zones of Acts 1-4, events. monsters. bosses. classes. habilidades. rune effects. and more. The console features a modified version of the Paragon 1.0 system (not Paragon 2.0. and the D3v version of the Infernal Machine. PvP via Brawling. and a console version of the Monster Power system for difficulty customization. 4 Key differences between the Diablo 3 Console and Diablo 3 v1.0.8. (Diablo 3 version 2. released a year after the console, is a very different game.) Diablo 3 console features: There is an offline mode. There is no Auction House . Does not connect via Battle . Camera is zoomed in a little more. Enemy wave spawns slightly altered. Movement is direct through the thumbstick (as opposed to click and move to). Evade skill included for all characters. Loot drops less frequently but is higher quality. Many interface changes to work without a mouse, including fast equip item option. Paragon levels are earned by characters who reach lvl 60, and one paragon level is shared between all characters. (The passive point bonus of Paragon 1.0, not the assigned points of Paragon 2.0, which came long after the console s release.) Game Modes and Difficulty edit Playstation 3 shared screen Xbox 360 shared screen These are the difficulty values for the Diablo 3 console. The upcoming PS4 version of Reaper of Souls will have different settings, presumably much closer to what s seen on the PC in Reaper of Souls. Fácil. 0 Gold Find, 0 Magic Find, 0 Experience Normal. 20 Gold Find, 20 Magic Find, 40 Experience Hard. 40 Gold Find, 40 Magic Find, 80 Experience Master I. 60 Gold Find, 60 Magic Find, 120 Experience Master II. 70 Gold Find, 70 Magic Find, 140 Experience Master III. 80 Gold Find, 80 Magic Find, 160 Experience Master IV. 90 Gold Find, 90 Magic Find, 180 Experience Master V. 100 Gold Find, 100 Magic Find, 200 Experience As with the PC version the maximum number of players in a game is four. 5 The reasons for this in brief are: There is a noticeable impact and contribution from each of the four players. The most powerful group Buffs and Auras will not need to be nerfed to compensate for increased numbers simultaneously active. On-screen noise. More people fill more of the screen and create more action on the screen at any one time. Offline Mode edit Offline mode allows up to four players to play on the same screen at the same time. There is no split screen but in order to keep the screen as uncluttered as possible each player s on-screen UI is condensed with each one sitting in a corner of the screen. Characters can be copied to a USB drive and then accessed via another console, allowing gamers to continue playing offline characters at each other s houses. Characters created offline can never be played on the consoles online services however. In that respect it s the same way Closed and Open characters are handled in Diablo 2. It s not known if characters created online can be transferred to offline mode. To save character s to the consoles hard drive 5mb will be needed on the Xbox 360 and 12mb on the Playstation 3 version. More is required on the PS3 version because of the trophy pack. 6 Hardcore Characters edit As characters can be copied onto a USB this means if a Hardcore character dies and it s saved it can potentially be restored. However, when restoring from the USB it restores your online profile which contains all your characters and would overwrite other characters. 7 Online Mode edit Online mode is accessed via Playstation Network or Xbox Live and not Battle . A Battle account is not necessary to play Diablo 3 on a console. Characters created this way will be stored on your cloud storage space or on your console s hard drive. 4 As there are different tiers of membership available on Playstation Network and Xbox Live access to characters is handled differently depending on the console. 8 How guests can play with you on same screen co-op varies between the console systems. On the PlayStation 3, additional players will have access to any saves that any User on the system has however, only the primary User can unlock trophies during single-system co-op. As an additional point of clarification, PS3 players that visit a friend s house for some local co-op action will be able to access their own characters from either a save on a USB stick, or by accessing their characters from cloud saves (if they have PlayStation Plus). How this works is that at their friend s house, the visiting player would need to create a new local User on the console, then sign into their Sony Entertainment Network (SEN) account with PS and pull down their save from cloud storage. They could alternatively bring over their save on a USB stick, but they will still need to create a new local User on the console in order to partake in local co-op with their character(s) from home. On the Xbox 360, if additional players logs in on other profiles, they are able to load their own heroes from their own save files. They can also bring their profile and Diablo III save on a memory unit or memory stick and load it at their friend s house, or alternatively, they can bring their save file and recover their profile from Xbox LIVE (both Silver and Gold tier accounts can do this). If the player is an Xbox LIVE Gold Tier member and they choose to use Cloud Saving from Microsoft, they can also recover both their profile and their save at their friend s house. It s important to note that only Gold Tier members can play online with other players over Xbox LIVE, however, Silver and Gold Tier members can play locally and recover profiles. If additional Xbox 360 players log in on a guest profiles, they cannot load their own heroes from save files. If they log in on a guest profile, they will need to create a new hero and when they quit out of the game, their hero will not be saved. On the Xbox 360 version, each profile that is playing together can unlock achievements. Playstation, Xbox and Battle characters can not play together and they can not be transferred between the different services. Controls edit Movement is controlled by the console controllers (as illustrated below). There is no point and click as with the PC but rather users have direct control via the thumbstick so movement is manually directed to the spot you wish the character to move to, taking the character around obstacles, between them and to the destination. A lot of skills have been specially tuned for controller support. Skills automatically centre on the targeted monster or fire off in the direction your hero is facing if none is targeted. Elective Mode is available allowing players to freely map skill keys to any buttons they wish. 9 All classes have the console-only Evade ability, (accessed via the right stick) which enables characters to dodge and roll about 10 yards in whichever direction they wish. There is no resource cost, cooldown or level requirement so it can be used repeatedly without delay. It can also be used to smash into and break barrels and other destructibles. This gels with the visceral feel of a console game. In offline multiplayer, (as all characters share the one screen), if a character disappears from the screen as the other players move away the character will instantly teleport to the rest of the group. There are no plans to add support for USB mice or keyboards. 10 Skills edit All five classes have access to the same skills as are available in the PC version, their stats are also the same, however, they have been specially tuned for controller support. 11 There isn t any cooldown when changing skills. Nephalem Globes edit Nephalem Globes were console-only items, before beign added to the PC version in D3v2 and Reaper of Souls. Any time a Health Globe drops from a monster there is a small chance that it will turn into a Nephalem Globe instead. These look yellow health obs, and they apply a random temporary buff to players such as increased experience points gained, movement speed improved, damage or attack speed increased or more magic/gold find. Items and Loot edit In the so-called Loot 1.5 system on the console, fewer total items drop, but more items are of useful quality. There is a much higher legendary item drop rate as well, making it much easier to gear up characters via self finding. (Necessary since there is no Auction House.) In offline multiplayer games any loot on the ground can be picked up by any player so some rules of play will need to be set by those who are playing. Round robin or need over greed for example or just go for ninja-looting for seat-of-your-pants gaming. Quick Equip feature Items on the ground can be equipped without entering the inventory by using the Quick Equip feature. Picking up an item will display its details by your on-screen UI. It will display the name of the item, an icon indicating the slot it would occupy but most importantly whether it is better than the item you currently have equipped by way of up to a maximum of 3 green arrows (1 being slightly better and 3 being significantly better) in three criteria. To indicate an inferior item the arrows will be red down arrows and an item neither better or worse will display minus lines. From here you can either equip or drop the item on the ground for someone else to pick up. Using the D-Pad you can scroll through the last few items picked up in this way too. Unlike accessing the inventory screen this action will not interrupt game play in local offline play. Loot in online multiplayer games is handled as it is in the PC game. Loot drops for each player and it s only visible to whoever it belongs to and accessing the player s inventory will not interrupt other players game play. Console-Only Items edit All pre-orders of the Xbox 360 and the Playstation 3 version of Diablo 3 will come with special bonus items. All classes will get the items. Infernal Helm Wearable at level 1, the console-exclusive Infernal Helm in-game item confers a EXP bonus to help you whip your new PlayStation or Xbox characters into shape Angelic Wings Taunt the forces of the Burning Hells by sprouting a cosmetic pair of glowing angel wings Bottled Cloud Dye Dye your armor sets a cloudy white with this heavenly dye Bottled Smoke Dye Dye your armor sets an eerie smoky black with this sinister dye Monsters edit Monster density has been tailored to better suit the console. The waves of monsters aren t as large as the PC version and there aren t any attacks from off the visible screen. Density will increase however when the difficulty is ramped up in Inferno difficulty ( Medium and upwards). Boss fights have also been changed somewhat so they feel like more traditional console boss fights. User Interface edit The user interfaces have been remodelled so they work intuitively with the consoles controller. The on-screen user interface is a simpler, more condensed version of the PC version. There is no health orb, that is replaced by a simple bar under which sits the level up gauge and the character s level. Above or below that sits the skills currently equipped and the potions button, all of which are overlaid with the key needed to access. Next to that is the resource globe. It contains all the basic information needed but takes up much less space than the PC version. The character s inventory is automatically organised by item slots as opposed to one large bag as is the case with the PC version. Items are grouped so highlighting the slot on the radial menu on the left will display items in the inventory that can be equipped there. Selecting one of the items will compare it to the currently equipped item that is displayed on the right of that. The new item can be equipped from there or you can carry on looking through the items available for that slot or drop the item on the ground for someone else. The Quick Equip (as detailed above) enables players to compare and equip items they ve recently picked up without opening the full inventory which, in offline multiplayer games, interrupts gameplay. The Skills interface is the same arrangement with a radial slot selection area on the left and on the right details of the skills available. This area looks pretty much the same as the PC version although it only displays the simplified skill information. In offline multiplayer players will need to take it in turns to access their various user interfaces as they open full screen and so only one interface can be viewed at a time. Town Portal edit Town Portals work slightly differently depending on the group set up you have. 12 Multiplayer local games on the same console everyone will return to town if someone casts a town portal. Multiplayer games online casting a town portal will return only the caster to town (same as PC). Achievements edit There are achievements in the console version but not quite as many as the PC version. There are Playstation 3 Trophies and Xbox 360 Achievements. Auction House edit There is no Gold or Real Money Auction House. As online characters can be stored on the console s hard drive there would be security implications in allowing items to be bought by other players. There is no way to validate the items are not duped or altered in some way and so the trading environment would quickly descend to what we see in Diablo 2. The economy would be undermined and duped or hacked items could also disappear leaving players out of pocket and Blizzard inundated with claw-back claims. 13 Items can still be traded in via the in-game trade window however. Finally, to Note edit There is no Collector s Edition for either console version. Console versions of the game can not be purchased with Battle Balance . Patching frequency is still to be clarified. Can not transfer heroes from PC version to a console version. There was no beta for the console version of Diablo 3. Gold cost for crafting has been reduced on the console to compensate for the lack of Auction House. 14 The PS4 is not backwards compatible with the a PS3 disc. Only the Xbox 360 version allows you to play your own music. Both PS3 and Xbox360 have the same full Diablo 3 score as the PC version. A version for Xbox One has not been confirmed. Versions for any other platform have not been confirmed (or even rumoured for that matter). Reaper of Souls has not yet been confirmed for the console. There is an official printed strategy guide by Brady Games If you have console questions you can ask them in the Diablo 3 Console Forum . Console Guide: To 60 and Beyond edit Quote from a useful forum post/guide for newcomers to the Diablo 3 console. Post by TheGoat, from the Battle forums. 2 Complete Console Guide: To 60 and beyond by TheGoat A lot of people are picking up or moving over to the console version of Diablo III and are either unfamiliar with the genre, or are confused by the slight differences between the console version and the PC version. Hog and I figured it would be a good idea to consolidate all the information under one post to help keep everyone informed regardless if they just bought the game, or had an odd question and needed to track it down. The first thing we recommend to everyone is to play the game for 30 minutes or more. Get a feel for things, try a couple of classes out, and gain a few levels. This will make this post a lot easier to follow as you will have at least some basic understanding of what we re referencing. We ll start with some basic info about the game that you might not notice at first to get things rolling. Next up is the move to intermediate level knowledge to help you get more from the game. Then we move on to advanced/end game details to show you what you ll want to be doing once you re level 60. There are 4 basic character stats: Dexterity (Dex), Strength (Str), Vitality (Vit), and Intelligence (Int). Each point of a stat does the following: Dex adds to your dodge chance (on a sliding scale) and adds 1 damage for Demon Hunters and Monks. Str adds one point of armor and adds 1 damage for BarbariansVit adds to your life. Under level 35, it adds 10 life/point. At 35 it adds (your level) -25. So at level 60, it s adding 35/points of life. Int adds 0.1 to all of your resistances (fire, poison, etc.) and adds 1 damage to Witch Doctor and Wizard s attacksThe stat that adds damage for each class is called that class Primary Stat. This is the stat that you ll generally want to focus on picking up for your character. We made a video that covers this info with some more in depth info as well: This is an important section. On the PC, you get more drops of less quality and with random stats. This was to encourage people to make use of the Auction House. By having more loot to offload, and good loot that you can t actually use on your character, you were more likely to want to sell that loot and more likely to need to buy loot to suit your character. Since the Auction House does not exist on the Consoles, they had to do something different. So it was decided to drop less loot, raise the gold drop amounts, raise the overall quality of the items that do drop, and make the items that drop have your character s primary stat. What this translates to is less junk items to sell, offset with more gold dropped, and the drops that do come, you re more likely to be able to use. The system is not without flaws, but it would be a lot worse if we were stuck with the original system. The PC s Auction House is going away, and they re moving to the loot system the Console has been using since it s launch. Loot quality is color coded from worst to best: Grey (broken)White (common) Blue (magic)Yellow (Rare)Orange (Legendary)Green (Set items).Here s a video that goes a little more in depth and shows some examples: c. Inventory Inventory Management Now you ve got your character going, and you re looting things. Good good, now what do you do with all that stuff When you pick things up, you ll notice the left side of the screen near the bottom the item name and some upwards and/or downwards arrows. Those arrows are generalized indications of if it s going to increase your offense, defense, and life. Early on, you can pretty much blindly go by those arrows. We suggest paying attention to the info on the items though, so you can see WHY it increases or decreases your damage, life, etc. There is a quick equip feature, but I ve not found it all that useful. I like to see the items stats before I equip them. To do this, hit the back button and pull up your inventory. Your total inventory is split up between the slot they can be equipped in. If there is an item you haven t looked at, that slot will have a gold ring around it. you can compare stats from there and decide if you want to change to the new item, or stick with the old. If you decide you don t want the item, make use of the Junk system by highlighting the item and clicking down the right stick (XBOX). This will mark the item as Junk, which is handy when you go to the blacksmith or a merchant, as you can then bulk sell at the merchant for gold, or bulk salvage at the blacksmith for crafting materials. Of note, only purple and better quality can be salvaged. See the crafting section for more info regarding salvaging. Let s say you like the item, but don t want to use it right now. you can hang on to it, but it takes up space in your inventory. You re limited to carrying 60 items so you may not want to carry around everything. You also might want to give things to a different character of yours. In each town you operate out of, you ll find your stash . It looks like a large trunk or chest and can be first seen right next to the Inn in New Tristram. Your stash has a finite size and you can upgrade it via gold to a total of 210 slots. The stash is shared across all characters on your account, so it s a handy way to give things to an alt, hold on to things for later, or just to make room on your character. We cover all this in our Inventory Inventory Management video: You ve gained some more skills now, and you re starting to figure out what ones you like and don t like, but if you re like Hog and I were, you want more info and more options. Just so happens there are menu options disabled by default that will help you out. Pause the game, go to the Options, and from there select the Gameplay section. Most of these will be self explanatory, but there are a few that should be noticed. Elective mode - This allows you to assign ANY skill to ANY button. That means you can have any amount of spells from any category you re not stuck with the default of one from each. This also allows you to fit the buttons to a way that fit your playstyle. Display Player names - This can help you keep track of your character and any friendlies wandering around. I like it on, but some feel it it clutters things up. Try it out and see what you think. Display damage/healing numbers - Red numbers pop up on hostiles as you hit them, and green numbers pop up on you when you re healed by something. Hog runs with just the Damage ones, but I like to see how effective my self healing is. Show Advanced Tooltips - This is a must. This tells you exactly what each skill does including the actual damage numbers and durations. Without this you re almost guessing which skills are better. See these changes in action in this video: b. Advanced Stats When you bring up your inventory, you ll see a button listed at the bottom for character details . In that subscreen, you ll see all the in-depth details about your character. Your core stats, how those affect things, other stats like Attacks per second, Critical hit chance, Critical hit damage, etc. Scroll through them and take a look. The details about each item are in the black box on the bottom left. Once you get the hang of things, and as you progress through the different game levels, you ll want to make sure to pay attention to more than just your core stats. Here s a few you ll want to follow: Critical Hit Damage - Abbreviated CD, it s the amount of damage you do on a critical hit. Your base amount is 150 of normal damage and it can be increased with items and skills. Critical Hit chance - Abbreviated CC, it s the chance an attack has to deal critical damage. Your base is 5 and you can increase this through items and skills. In many cases increasing CC and CD will actually increase your damage output more than just bringing up your primary stat. As such, many builds focus on abilities that boost critical hit chance and damage. Damage Reduction - This is a function of your armor. The higher this is, the less damage you take from all attacks. Elemental resists (fire, poison, etc) - This is brought up by skills, items, and Int. Increasing your resists allows you to take less damage from specific damage types in addition to your damage reduction. Those are just a few of the stats in that screen and we suggest you take a moment to review them if you re having trouble with an area. Often times players will focus purely on doing more and more damage and hit a wall where they can t kill everything before it kills them. Resists, armor, and lifesteal play a big role later in the game. Here s me talking about the advanced stats and showing off weapon speed differences: From Rumour to Announcement edit Development of the console version began back in 2011 but with a very small team led by Josh Mosqueira. Blizzard spent the following months recruiting to fill all manner of posts. 15 16 . Full development did not begin until after Diablo 3 was released on the PC in May of 2012. 17 Early Diablo 3 Console Statements edit Before a console version was officially announced 2 Blizzard danced around the question alluding to the project but resisting confirming its development until February 2013. Jay Wilson to Shacknews, October 10 2008 chimed in on the oft-speculated topic, noting that the game s control scheme would work rather well on consoles. 18 . If we did it, we would want to do a really high quality version--we wouldn t just want to do a port, Wilson said. We would never make that decision if we thought we had to compromise the overall quality. we could probably do it at any time, we could release the game and then decide we wanted to do a 360 version or a PS3 version. We haven t really decided to take the console plunge, he continued We ve really come to the conclusion that it s probably the best fit because the control scheme is actually not that incompatible. So if we were to make that decision, Diablo would be the natural choice. Jay Wilson to Play. tm, November 2008 . 19 . On suitability of Diablo for console. We don t have any console plans right now. I would say that of all our games. well, Blizzard doesn t view itself as just a PC developer, we think we re a games developer. So if we thought a game was more appropriate for consoles we d make it, its just that most of the games we ve made so far feel better on the PC. However, Diablo is maybe the one exception. I think the control scheme would translate really well to a console, erm, there are many elements that would be easy to pull over. that could work well with direct control. There s not a lot of buttons, so you could fit them on a controller pretty easily. There are some targeting issues that could be troublesome, but nothing that couldn t be overcome. But, we re also used to developing for the PC, so right now we re completely focused on that. Jay Wilson to GamingShogun, August 22 2009 . 20 . On priority of console version. We haven t made a decision whether we do a console version or not. We like console games, we play tons of console games - we re gamers across the board, not just PC gamers. The fact that all of our games are PC-oriented is more about the kind of games we make rather than the fact that we consider ourselves a PC game-developer. A Diablo game would probably convert to a console better than our other games. But the task of developing Diablo III is such a monumental one that making it cross-platform as well is not a high-priority for us. Jason Bender: I think Diablo 3 is suited to consoles. We re definitely working, obviously, on the PC version. This is something that s been brought up a lot about Diablo. It s sort of an ongoing question. And I m sure we would all love to play it on console, but right now, we re just focused on what we ve got in front of us. Who knows what the future holds It s hard to say. Christian Lichtner: We have said in the past that Diablo s one of the games that really would translate to consoles well. After years of hints, Blizzard finally acknowledged that they were starting work on a Diablo 3 console game on November 15 2010 . via a forum post by Bashiok. the Diablo III community manager: 22 As some of you may have seen over on the Diablo III home page, we re currently exploring a Diablo-related concept for consoles. As we ve said in the past, with proper care the gameplay could suit the console platform, and we re interested in seeing what talent out there might be interested in contributing to such a project. To further reiterate what s posted on the home page: this is not an announcement of a console title. We are first and foremost developing Diablo III for Windows and Mac PCs, and we have no intention of allowing a console interpretation to delay or otherwise affect the release of the game. As always feel free to discuss this topic here, but please note that we don t have any further details to share at this time. If you or someone you know would be interested in joining the Diablo team, then head over to the job posts to check out the requirements and submit an application. We are looking for a couple of console developers, yes. At this stage though, it s basically an investigation to see if it makes sense for Diablo to be a console game as well as a PC game. Jay Wilson commented on the ongoing Diablo console project from Blizzcon October 22 2011 . There were still no specifics, but Blizzard announced the hiring of Josh Mosqueira as the head of their console team in mid-2011, largely as a spur to hiring other qualified applicants. 24 We ve hired people to work on the console. We have an internal team. We ve spoken about it since it helps with hiring. We think Diablo 3 will work on console, we ve experimented with controls, etc. But it s essential to us that it not compromise the PC game at all, and it doesn t feel like a crappy port to console either. Both should stand alone and work nicely. But we re not announcing anything until we re more sure about it. Console Announcement edit After months of rumors and official non-denials, on February 20, 2013 Blizzard officially announced a Diablo 3 console version coming to the PlayStation 3 and 4. 1 . 2 The official Console page went online that day, but without a release date announced. Many more details about the console were revealed in March 2013 at the PAX gaming show and at that time console release was said to be coming, Soon-ish. 4 The Diablo console project (not merely a Diablo 3 port, Blizzard insists) has been underway for a long time. From the start the project was headed up by Josh Mosqueira. and positions are still open in 2013. 25 Blizzard s History in the Console Market edit Blizzard Entertainment started out small, churning out console ports for various long-forgotten games in the early 1990s. They eventually made two original console titles, The Lost Vikings and Rock and Roll Racing . before turning to larger original computer games, starting with Warcraft and Warcraft II . You can see a full listing of their early games on the Wikipedia page. Their next console effort was Starcraft: Ghost, which was produced by independent game studios working in conjunction with Blizzard. The game lingered through several development cycles before finally going into indefinite delay in August, 2005. Blizzard has announced no console plans since that point, though they ve spoken frequently about their interest in returning to their console gaming roots, either with a port of one of their other titles or an original game, like Starcraft: Ghost. . we re a company of gamers. I have two consoles at home. Sam has consoles. We re a culture of gamers. We will definitely work on a console game at some point. I have no doubt about that. It s just a matter of what game. What makes the most sense J. Allen Brack, production director for World of Warcraft 3 As always with Blizzard, they are unlikely to announce anything until the project is well underway, but from their frequent comments on the issue it seems very likely that they ve got something in the works. Gallery edit Official console sizzle trailer and a video of the console in action from PAX East 2013. Diablo 3 Basics This is the Diablo 3 Basics page, which is the main Fact Sheet of known Diablo III information. Regardless if you just started playing diablo 3 or returned after a long vacation to other games, this page will get you up to speed If you are looking for the Basics Section of the wiki, you can find that in the Basics Category . Contents Introduction edit Diablo III, while featured completely in 3D with a 3D environment, follows closely in Diablo II s track by using the classic isometric view, fast gameplay, and randomized content for high replayability. Some changes have been made in order to make the game more welcoming to new players, to ramp up the difficulty more smoothly, and to create a deep and engaging combat system. The Diablo III developers took inspiration from previous games in the series, as well as World of Warcraft. and other different games such as Zelda and God of War . Remember that if you re a newcomer to Diablo, you can find more related articles in the Basics Category . Character Classes edit The Following classes are in diablo 3: The Barbarian - The one returning class is still a mighty brawler, but he s gained countless new tricks, with only a few skills returning, and all of them modified in various ways. Barbarian Skills Barbarian passive skills Resource. - Fury The Demon Hunter - The game s ranged weapon specialist, Demon Hunters are fast-moving archers with devastating offensive capabilities and a wide variety of tactical traps and demonic gadgets. Demon Hunter Skills Demon Hunter passive skills Resource. - Hatred Discipline The Witch Doctor - A mysterious class from the jungles of Teganze. the Witch Doctor wields a huge array of magical attacks, as well as the ability to mind control enemies and summon up pets to fight alongside him. Witch Doctor Skills Witch Doctor passive skills Resource. Mana The Wizard - An evolutionary improvement from the Sorcerer and Sorceress seen in previous Diablo titles. Wizards boast an impressive array of offensive spells that are useful for every situation, as well as defensive spells and escape abilities that combine to create this murderous glass cannon. Wizard Skills Wizard passive skills Resource. Arcane Power Skills edit When just starting the game, you have a basic attack, which is a primary skill. The next level will unlock another skill, and so on. At level 6, you unlock skill runes. which alter the way skills work. For example, a Wizard s basic fire Hydra can use a skill rune turning it into a frost or lightning hydra. Each 10 levels up to level 30, you unlock a passive slot, which change the way your character functions. For example, there is a Barbarian passive that makes it so instead of losing fury over time, you regenerate it. All basic skills are unlocked by level 30, but it takes until level 60 for your character to reach full potential. Skills can be changed at your convenience. At level 60, changing skills makes you loose Nephalem Valor. When changed in town, there are no cooldowns. Unlike diablo 2, many skills have cooldowns ranging from 5 seconds to a whooping 2 minutes. Skills with cooldowns tend to be more powerful than normal skills and area worth the wait. Monsters edit In Sanctuary. you face many monsters. demons. beasts. undead. etc. They range from small, such as the imp found in crypts, or large, like the mighty Siegebreakers that are employed by lords of hell. It will be neccessary to know the stengths and weaknesses of these monsters. You can begin learning about them here: diablowiki /Category:Monsters. Death edit In softcore. death is very mild, punished only by 10 durability loss and a need to run back to where you came from. The task is made much easier by checkpoints. which help with this, and waypoints. which make going places a very simple task. One planned feature that didn t make it into the game were specially gruesome player fatalities, which some bosses were to have the ability to inflict when they killed players. Difficulty Levels edit There are four difficulty levels in Diablo III, Normal difficulty. Nightmare difficulty. Hell difficulty. and Inferno difficulty. Each difficulty level repeats the same game content, but with monsters, items, and everything else increased in level to keep scaling up the challenge. Normal is designed to be fairly easy, especially early on, to usher new players into the game and teach them the ropes without too much challenge. Difficulty starts to increase in Nightmare and Hell, and characters should max out at level 60 around the end of Hell. In addition, there are 10 monster power options that increase loot drops, experience gain, and the life and damage of your foes. Gold edit Gold is the main trading resource in diablo, and is common to find. It is used for repairs, buying potions and other services from vendors, trading, and the Auction House. The Auction House edit The Auction House is a huge trading base, where you can buy and sell nearly every item in the game, excluding account bound items. It is being removed in March 2014. Items edit Barbarian swinging two magical axes. Armor and weapons function much as they did in previous games in the series. Players find low level gear early on, and one of the major goals/enjoyments of playing is to find better quality gear and thus improve your character s performance. One big change to the appearance of armor is the elimination of exception and elite versions of gear. Unlike in Diablo II, Diablo III characters will not find the exact same looking armor repeated on each difficulty level. Instead there are 18 tiers of armor, organized into something the developers call gear sets. Each gear set has a distinctive, organized look, and thus a character wearing all (or most) of say, gear set 14, would have a cohesive, coherent appearance as the items would match each other. The developers have released numerous screenshots of the classes in complete gear sets, and they are stylish indeed. It s less clear, in advance of playing the higher levels, just how often (if ever) a character will have most or all of the same gear set on, or if characters will always be clad in a mixture of different level equipment. Item quality is similar to that of Diablo II, with item scarcity progressing normal legendary (unique items). There should be more mixing and matching at the highest levels, with rare, set, and legendary items of approximately-equivalent quality, depending on the random mods they spawn with. Item and weapon types can be seen below. Item Crafting edit Crafting returns in Diablo III, in a major game system that combines elements of the item crafting and item gambling systems from Diablo II. Players use the Blacksmith NPC Artisan to create semi-random weapons and armor, including (eventually) set items and legendary items. Each crafted item requires gold and materials. and crafted items all have some pre-set and some random mods, making the item creation a gamble that player may wish to repeat many times, in hopes of spawning an item with better modifiers. The Blacksmith must first know the recipe to create the item, and these are taught to the Artisans by training them to higher levels, as well as by finding crafting plans. including rare ones, as drops from monsters and chests. The Jeweler works very similar to the blacksmith, however he specializes in gems and some account bound rings amulets, rather than gear. Armor and Weapon Types edit Armor. helms. shields. chest armor. gloves. boots. rings. amulets. and belts return. Belts are now just another piece of armor they do not have any special potion-holding function. New armor types compared to Diablo 2: Shoulders. bracers. and pants . New class-specific armor types compared to Diablo 2: Mighty Belts for the Barbarian Cloaks for the Demon Hunter Spirit Stones (helms) for the Monk Voodoo Masks for the Witch Doctor, and Wizard Hats for the Wizard. Weapons. Axes. Spears. Polearms. Swords. Maces. Bows. Crossbows. Wands. Shields. (There are no throwing weapons in D3v, and many of these weapon types have class limitations -- Monks can not use bows/xbows, only Wizards and Witch Doctors can use wands, etc. See the individual items pages for full details.) New types of weapons compared to Diablo 2: Fists. Daggers (no longer a type of sword). New class-specific weapons compared to Diablo 2: Mighty Weapons for Barbarians Hand Crossbows for the Demon Hunter, Daibos and Fists for the Monk, and Ceremonial Knives for the Witch Doctor. Class specific weapons, off-hand only: Mojos for the Witch Doctor, Orbs for the Wizard, Quivers and 1 handed Crossbows for the Demon Hunter. Other Items Information edit Runes are no longer found in Diablo III. They were never item socketables, but were socketed into skills, until a major system overhaul in early 2012. The inventory is much larger than it was in Diablo II, and after numerous permutations, it s settled on a large grid with all items either 1x1 or 1x2 in size, which allows for many more items than Diablo 2 ever did. The stash in town is large (though it shrunk from 5 to 3 pages during beta testing), and is shared between all characters on the same account. (But not HC and normal characters.) You must buy all the stash upgrades to take advantage of the space, though. All gold and item drops from monsters, chests, quests, etc, are specific to your character. You only see items you can pick up, and do not see items for other characters, nor do they see yours in party or public games. Items dropped by a character are seen by all, and can be picked up unless account bound. Trading is supported, both between characters and in a much larger way through the Battle Auction House. which has two version, the gold and the real money version. Potions are much simpler in variety than in previous Diablo games. There are no mana or rejuvenation potions, just health, and they come with a long cooldown between uses. Potions are intended for emergency use only, and players must learn to survive with life leech, hit point regeneration from equipment, and by using the health globes that monsters drop. Successful players must be a bit more cautious than they were in previous games of the series. NPCs edit As in previous games in the series, NPCs will feature importantly in Diablo III. Much of the game story will be given by the NPCs, and they will be more interactive, while their speeches will be shorter, more to the point, and can be listened to while playing you are no longer forced to stay awhile to listen. Followers. Diablo III s answer to mercenaries from D2, the followers have their own skillset and rings, amulet and weapon slots that you can customize. In addition, you can give them follower specific items, such as the Templar Relic. Artisans. Are special NPCs who craft items and provide other essential services, as well as much dialogue and information about the game world and quests. They are the Blacksmith and Jeweler. after the Mystic was removed during beta testing. She will return in Reaper of Souls. Locations edit The world map of Sanctuary was actually released with the second Diablo game s manual, but a new and improved map has been made by Blizzard, outlining the continents and the major settlements. Many of these locations will be visited in Diablo III. including Tristram. Areas close by that were never visited in the previous games will also have a chance, like the Leoric Highlands and Westmarch. and much of Act Three takes place in the Barbarian Lands around the Arreat Crater. The scorching deserts of the Aranoch will be revisited by the player when they have the opportunity to visit one of the largest capital cities in Sanctuary: Caldeum. The player will also explore the depths of the Archives of Zoltun Kulle. ex-horadric mage. Outdoor areas will be less randomized than dungeons, and the terrain will for the most part be static. Instead, a lot of random scripted events will take place. You will find interactive environments with dangerous traps, obstacles, and destructible elements, such as vases and bookshelves. There will be numerous outdoor locations. These portions of the map that are randomised are called events. and can even happen within randomised dungeons. Some are more common than others. Dungeons edit The land is filled with dungeons, as in Diablo II. Dungeons vary widely in size and design, and are much more randomized than outdoors. Transportation edit As in Diablo II, travel is on foot. Unlike Diablo II, there is only one movement speed, rather than a walk and run option. This speed can be increased with item mods and some skills, and there is no stamina drain while moving. There are no mounts in Sanctuary, to ride about the world at a higher rate of speed. The main method of speedy transportation in the game comes from waypoints. of which there are dozens per act, many more than were found in Diablo II. Waypoints are tied to quests and there are multiple waypoints in connected areas, tied to each quest. For instance, a player can only use the waypoint to the start of an area, and then while clearing that area and deeper dungeons within it, additional waypoints will be encountered, for easy returns to town. This allows for more travel without cluttering up the waypoints menu with dozens of them, as well as preventing players from warping right to the end of a quest, Diablo 2 boss run style. The town portal system evolved repeatedly during Diablo III s development. TPs were in as scrolls. then out entirely, then back in via the Stone of Recall system, then changed back to a town portal activated directly from the belt interface. See those pages for more details. Easter Eggs edit There are numerous small Easter Eggs already seen in Diablo III during the beta testing. These include funny item and monster names, developer names carved on headstones, inside jokes via the Achievements. and more. There are certain to be many other discovered in the full game. Secret Level (SPOILER ) edit Most fans believed there would be a secret level in Diablo III with rainbows and unicorns and happy clouds, based on various hints and jokes the developers had been making stemming from the art controversy. The fans were right, as Whimsyshire. the Diablo 3 secret level, was found shortly after the game s release. See that article for full details. Art Changes edit Diablo III uses more color, or at least uses color more obviously, than previous games in the series, and this spawned numerous fan debates shortly after the title was revealed in June 2008. The early screenshots and gameplay movies sparked the art controversy and angry online petitions, which Blizzard reacted to by defending their design choices. The Art controversy article goes into great detail on this topic. Story Line edit Mystical comet overlooking a settlement in the western part of Sanctuary. The story line of the game takes place twenty years after a few powerful heroes saved Sanctuary from the demonic onslaught in Diablo II. Those events took place out of the sight of the common populace, and have become myth or legend over the intervening years. Most of the principles are dead or insane, and no one has had any sight of the Archangel Tyrael since he destroyed the Worldstone, triggering an explosion that erased Mount Arreat and shattered the Barbarians civilization. Since the destruction of the Worldstone. those few humans (such as Deckard Cain ) who did know of the danger to the world have been expecting an imminent demonic invasion, without the Worldstone to keep them in the Burning Hells. This has not happened because, and players will eventually learn, the two remaining lords of Hell, Belial and Azmodan. have been building armies for a full-on invasion, intended to utterly destroy humanity. Additional information on the story line and specific details can be found here: diablowiki /Category:Lore Character Personalities edit Unlike the blank cyphers that all characters were in previous games in the series, the individual characters in Diablo III will have personalities. The Wizard is young, brash, and headstrong. The Monk is powerful and quietly confident. The Barbarian is strong and stoic. The Demon Hunter is angry and reckless in her (or his) need for vengeance. And the Witch Doctor is spiritual, mysterious, and misunderstood by the populace at large. The characters behave accordingly, and inspire different replies and behavior from the NPCs. The Followers such as the Templar and Enchantress each have a distinct personality with a fleshed-out background and will not only banter to the player character, but also to other NPCs (and even to each other within the camp or town). The same holds true for other NPCs, such as Leah. who may on occasion follow the player into the fray during a quest. Quests edit There are a lot more quests in Diablo 3 than Diablo 2, at least 10 each act. They are all manditory to progress though the game, although that is subject to change in the expansion. Quests can be repeated in Diablo III through the game creation menu. Single Player and Multiplayer edit The main focus of Diablo III is co-op PvE style play. Up to four players (yes, just four) can join up in a game and play together, and players in the same game are always friendly and in the same party. Players can, however, do some Brawling. Game creation and group formation will be easier in Diablo III than in the past: it is mostly automated. Diablo III, being on battle 2 , is using a match-making system very similar to that which is seen in ladder play in StarCraft II or the dungeon finder in World of WarCraft. A player can choose a few options for their game, including whether or not they want it to be private. which quest they would like to start on (if they don t wish to simply resume the quest they were last playing), and a tag (Monster Slaying, Key Warden or Brawling). Players can instantly join games in which people on their Friends List are playing. Diablo III takes place over Battle . There is no offline mode: the game is online only. Diablo III is following in Starcraft s footsteps and does not include LAN support . Though Blizzard always claims that this is a benefit, enabling greater player connectedness, most players regard it as an annoyance implemented as a security feature, since all Diablo III play requires players to possess a Battle account and valid cd-key. Battle Arena edit A new round begins in the Battle Arena. Arenas were first delayed, then delayed again, then replaced by Brawling with the promise better would be coming out. So far, no improvements have been made to pvp in Diablo 3. Battle 2.0 edit Battle 2.0 for Diablo III includes a Friends List. numerous matchmaking and automatic game joining options, and limited chat channel support. Other Changes edit Among the things that are not listed under their own headline, there are a few other things to highlight about Diablo III: Chests will not ever spawn in a locked version. Monster corpses are no longer something that players can interact with. There are no corpse skills like Diablo II s Corpse Explosion or Find Item. and bodies on the ground will vanish after certain criteria have been met. However, dead bodies can be affected by physics. There are no player corpses either, in the sense of lootable objects as they were in Diablo II. Like monsters, dead players are subject to the game s physics and can be blasted aside or out of sight by spells, and will vanish after a few seconds. System Requirements edit See the System Requirements article for full details on minimum and recommended system specs for PC and Mac. Windows Minimum Requirements: Windows XP/Vista/7 (latest service packs) with DX 9.0c Intel Pentium D 2.8 GHz or AMD Athlon 64 X2 4400 NVIDIA GeForce 7800 GT or ATI Radeon X1950 Pro or better 1 GB RAM (XP), 1.5 GB (Vista/7) 12 GB available HD space DVD-ROM (required for retail disc versions only) Broadband Internet connection 1024x748 minimum resolution Mac Minimum Requirements Mac OS X 10.6.8, 10.7.x or newer Intel Core 2 Duo NVIDIA GeForce 8600M GT or ATI Radeon HD 2600 or better 2 GB RAM 12 GB available HD space DVD-ROM (required for retail disc versions only) Broadband Internet connection1024x768 minimum resolution PC Recommended System Requirements Windows Vista/7 (latest service packs) Intel Core 2 Duo 2.4 GHz or AMD Athlon 64 X2 5600 2.8 GHz 2 GB RAM NVIDIA GeForce 260 or ATI Radeon HD 4870 or better Mac Recommended System Requirements Mac OS X 10.7.x or newer Intel Core 2 Duo 2 GB RAM NVIDIA GeForce GT 330M or ATI Radeon HD 4670 or better Diablo Beta Testing edit The Diablo 3 beta test began in early September, 2011, and continued through the end of the year and into 2012. The frequency of patches and number of beta testers increased dramatically in early 2012, as the game neared completion and balancing changes grew more frequent. Prior to the start of the test, the developers had repeatedly said it would be a quick beta test, devoted largely to technical issues and Battle stress testing. That turned out to be very untrue. Game Age Rating edit America (ERSB ) - M Mature Rating (player should be at least 17 years old). No law enforcement. Europe (PEGI ) - 16 (player should be at least 16 years old). No law enforcement (for most countries). Germany (USK ) - USK 16 (player should be at least 16 years old). Law enforcement of USK. Read more in the ratings article. Who s in Charge edit Blizzard Entertainment. with the Diablo III Game Director being Josh Mosqueira. Jay Wilson was formerly the Lead Designer and Game Director, but quit. Expansions, MMO or Diablo Movie edit Mike Morhaime said they would like to make Diablo III expansions annually 2 . and confirming plans for multiple expansions for the game. So far, Reaper of Souls has been announced. References edit (more references needed
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