Changes

ADVERTISEMENT
From Diablo Wiki
Jump to: navigation, search

Experience

555 bytes added, 05:28, 13 September 2011
updated
__TOC__
==Gaining Experience==
Killing [[monster]]s of about the same [[Character level|level]] as your [[character]] will gain your character more experience, while monsters are worth a decreasing percentage of their full value as they get further above or below your character's level. It's likely that experience will be gained from [[quest]]s as well, similar to how it works in [[World of WarCraft]].
Play testers from Killing [[monster]]s of about the same [[BlizzCon 2008Character level|level]] demo build (October) reported that as the level up speedplayer will grant them more experience, from 5-10, was about while monsters are worth a decreasing percentage of their full value as they get further above or below the same as it character's level. Experience is in also gained from [[Diablo IIquests]], or perhaps even a bit fasterwhich are also very likely to be hit with diminishing returns. How well  Play testers from the progress rate in that demo of [[beta]] report reaching level 8 by the game will correspond to time they've completed the final game beta test, which for many is not knownroughly an hour and fifteen minutes.
===Experience Rewards===
Experience is often given as a quest reward, in Diablo III, and also from [[Sub-scenes|events]]. In previous games experience came only from killing monsters, plus the huge bonus from the Ancients quest in Diablo 2(and experience penalties on [[death]] occurred in higher difficulty levels). In Diablo 3 , lots of quest rewards, at least in the early going (which is all anyone outside of Blizzard has gotten to test yet), grant an item and something like +7500 a specific amount of experience. In many early quests, the experience reward is worth many times more than the experience gained from killing the monsters required to finish the quest, making these rewards an essential part of leveling up a character. Quests are likely to be instrumental to Blizzard when it comes to balancing the leveling curve, particularly since quests can be repeated at the player's leisure.
During most of Diablo III's development, the [[D3 Team]] seemed set on repeating Diablo II's maximum level, and they said it would be 99 or 100. That changed during 2010, and in September of that year the developers announced that the maximum level would be... 60.
The design goal in Diablo III is similar to that of World of Warcraft; characters should read the maximum level from clearing out all of the basic content, on the highest difficulty level. This is a big change from Diablo I and Diablo II, where players had to [[grind]] through hundreds of boss runs to continue leveling up after they'd finished all the content on [[Hell ]] difficulty. That was the whole point of the change, according to the developers. In their opinion, giving players nothing else to do but [[grind ]] the same bosses [[boss]]es or areas over and over again is a poor excuse for the [[end game]].
Many players agreed with that logic, but there was still quite a bit of debate over making the maximum level so easy to reach; making it so essentially every character would get to 60. The developers acknowledge that, and have said that the end game and player [[epeen]] will be acquired by things other than Clvl. [[Achievements]] and [[Arena]] rank at least, with perhaps other yet-unannounced features as well.
Skeptical fans also pointed out that Clvl 60 was the same maximum level cap that World of Warcraft offered, before raising that by 10 in each of the first two expansions, and 5 more in the third. Since at least two expansions are planned for Diablo III, that they're planning to enable a higher Clvl cap in the expansions seems fairly obvious, although it has not been confirmed.
Blizzard offered numerous explanations for the change to Clvl 60; see the [[maximum level]] article for extensive [[blue]] quotes on the matter.
==Level Up Bonus==
[[Image:Level-up2.jpg|thumb|300px|Level up display.]]Characters gain 1 skill point and 5 [[attribute]] points (which are automatically distributed) when they level up in [[Diablo III]]. Other bonuses are added as well, including gains in [[mana]], [[life]], damage, to/hit, and more. Details are not yet known (or finalized, with the game still in development).
[[Image:Levelingsplash.jpg|thumb|300px|Level up display.]]Characters may possibly gain a [[skill]] or [[spell]] up to level 29, and 5 [[attribute]] points (which are automatically distributed) when they level up in [[Diablo III]]. Level 10, 20, and 30, the player also unlocks a slot to equip their character with a [[passive]] ability.
The actual level up moment is displayed very vividly in Diablo III. Instead of just a sound effect, there's a bright visual graphic, as a funnel of orange light washes down over the player, exploding outwards. Any [[monster]]s in range are blasted by the level up bonus, which deals considerable damage. In addition to that, there is a (''very'') prominent splash graphic that appears over the screen informing the player that they have leveled up, and will also fade in and out with other prompts telling them which skills they have unlocked, if any at all.
==Experience Combo Bonuses==
 
A new feature in Diablo III grants experience bonuses for a "[[Massacre]]," multiple kills in rapid succession. Characters score the usual experience for each kill, and then get a bonus on top of that for any long series of kills. The player is informed of this bonus by text popping up on the screen whenever a character mows down five or more monsters in a row.
In the [[BlizzCon 2008]] build, characters were Characters are allowed a few seconds between kills to keep the bonus counting. For instance, if there were a dozen [[zombie]]s on the screen, at least one needed to go down every 3 or 4 seconds for the bonus to keep adding up. Once there were no kills made for about 5 seconds, the bonus would display in big flashing letters and numbers.
Multiple bonuses could be wracked up in succession; if the aforementioned screen of a dozen zombies yielded 6 quick kills, a pause, and then the other 6, two six-kill combos would be scored. Those would be worth less than a single 12-kill combo, though.
Players who tested this feature in the BlizzCon 2008 demo noted that In addition to the massacre combo, there are other ways to gain additional experience bonuses were not massive, but they did seem noticeablethrough combat. It's hard to judge such things The player may also use the environment against the first time playing enemy; springing a trap on monsters within a dungeon or out in the gameworld will net them a "Pulverize" bonus, when no and killing multiple monsters with one is sure how much experience anything is worthhit will grant them a mighty blow bonus. For the pulverize bonus, or how long the monster does not necessarily have to be killed by the environment. The player may finish them off within a short amount of time and still have it takes count towards the experience bonus. Due to level upthe nature of these bonuses, so more thorough testing it seems highly likely that they will be required in the futureend up being tied to [[achievements]]. [[Image:Expbonus.jpg|center|frame|Experience bonuses. ]]  
In an interview from BlizzCon 2008 [http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/], [[Jay Wilson]] said there was a maximum hard cap for the experience bonus, but that he'd set it so high he didn't think anyone would ever achieve it. {{iw|Secret_Cow_Level Secret Cow Level}} style mobs would be required?
Jay also said that there would be other bonuses (of unspecified types) to be had in Diablo III, and that they're going to look into how to make the bonuses more equitable for slower-killing character types.   [[category:Basics]]
[[category:Character]]
[[category:Calculations]]
3,382
edits