Difference between revisions of "Multiplayer"

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[[Image:Party01.jpg|frame|More is fun.]]
 
[[Image:Party01.jpg|frame|More is fun.]]
The '''multiplayer game''' is what the design team feels is the core of [[Diablo III]]. They are designing D3 to be most fun in [[cooperative play]] with a friend, [[PvM]] [[party]], and creating game features to function best in that setting. [[Gold]] is shared, [[items]] aren't fought over since each character only sees the items they can pick up, party joining is streamlined, in-game hostility is removed, and more.
+
While Diablo III is fully playable solo, without any "[[raid]]" type content that requires multiple players to defeat, the [[D3 Team]] had cooperative multiplayer in mind all along. As frequently stated in interviews, "Do no harm to co-op." was one of their main considerations during all development decisions, and whenever they speak of the most fun way to play Diablo III, they stress that a friendly party of up to four players (which is the maximum game size in Diablo III) is the best way to experience the game.
  
 +
Diablo III features several improvements over Diablo II's multiplayer experience: there are now individual loot drops, there is no nonconsensual PvP ([[PKing]]), and other game features such as the party system and the [[quests]] system have also been upgraded. On the other hand, some of D2's major bonuses to group play, such as greatly increased drop rates and experience gain are not present in Diablo III, and there are many fewer skills with shared benefits for the whole party. As a result fans have often pointed out[http://diablo.incgamers.com/blog/comments/bonuses-to-co-op-in-d3] that while D3 removed numerous problems with D2's MP play, it's actually removed a lot of the bonuses as well, and that the D3 developers seem to simply assume fans will play together, even in the absence of actual benefits for doing so.
  
==The Party System==
+
The other major aspect of MP play in Diablo III is PvP dueling, which now takes place exclusively in the [[Battle Arena]].
There is no more party system in D3, at least {{iw|Multiplayer not like there was in D2}}. In D2 players who joined a game were neutral, neither friend nor enemy. They could become enemies by clicking the hostile button, or become friends by joining a party together. Once they were partied, they shared [[experience]] and [[gold]]. Partying was optional though, and parties could be dissolved or abandoned.
 
  
In D3 there is no more party system, since the hostility option has been removed. (There will be dueling and [[PvP]] in special games for that purpose, but it's not going to be an option in regular, [[PvM]] games.) The D3 Team found that it was pointless to have a additional party system menu with invitations and joining required, so they simply removed that option. All players in the same PvM game in D3 are in the same party, by default.
 
  
 +
==The Party System==
 +
There is no more party system in D3, at least {{iw|Multiplayer not like there was in D2}}. In D2 players who joined a game were neutral, neither friend nor enemy. They could become enemies by clicking the hostile button, or become friends by joining a party together. Once they were partied, they shared [[experience]] and [[gold]], if they remained fairly close together. Partying was optional though, and parties could be dissolved or abandoned, or everyone in a party could simply go their own way within the same game.
  
==In-Game Notifications==
+
In D3 there is no more party system. All players in the same game are automatically in a party, and there is no way to leave a party or go hostile in the basic PvM game mode. Players in reasonably close proximity share experience, and all gain benefit when anyone in the party hits a [[health globe]], but gold and items are not shared. Instead, all players in Diablo III get their own gold and item drops that no other player can see or take. This makes [[ninja]] looting a thing of the past, but also forces a player to run to fetch all his own gold and items.
  
Jay Wilson spoke about the various in-game notifications and conveniences in an interview from Blizzcon, 2010. [http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
 
  
<blue>We’ve tried to put a lot of hints in, for cooperative play, so other players notice if you stop moving. Especially if you open up a skill page or your inventory, we put an icon that displays over your character’s head and on your portrait so the other players will see it and know that you’re busy. That you’re doing something.  ...As developers, we’re looking at ways to make it easier for characters to communicate and we’re looking to put more option in for that.  After all, the game knows if a player is looking at their skill page, so why don’t we just provide some sort of in-game notification to other players? So the players in the game don’t have to wonder why someone in the game isn’t keeping up. When you know the other player is doing something specific, you’re a little more patient.</blue>
+
==Cooperative Play==
  
 +
Cooperative play, often referred to as [[Co-op]], is the practice of playing a game together with other humans working towards a common goal. While Diablo III is not a party-required game, with raid type content that can only be accessed by a group of players working together, the developers clearly intend players to play together, and numerous of Diablo III's systems are designed around co-op play. New features or improvements in Diablo III that are meant to foster more co-op play include:
  
==Chat Channels for Diablo III==
+
* Individual item drops. (Players see only the items they can pick up, so no more [[ninja]]-looting.)
 +
* No more non-consensual [[PvP]]. (No [[PK]] switch.)
 +
* No more party system. (Players are automatically in a party together if they are in the same game.)
 +
* Improved [[Friends List]] features on [[Battle.net]].
 +
* The [[Banner]] system allows players to easily warp to the location of their friends in a game.
 +
* Many quests and [[boss]] battles are designed so players can (or must) do them together to receive the rewards.
  
Blizzard intended to phase chat channels out of B.net with their newer games, starting with Starcraft 2. They did not include chat channels in the design, and resisted adding them until continuous player requests wore them down. Chat channels were not supported during the beta or upon launch in July, but by October 2010 they were said to be well under development and due to be added in the future. There's no guarantee they'll be enabled for Diablo III, but if fans demand it they probably will.[http://diablo.incgamers.com/blog/comments/d3-will-have-chat-channels-on-battle.net/]
+
While these features are definitely boosts to co-op, some fans have pointed out that they're more about the removal of anti-co-op features, rather than the adding of specific benefits to it. On that side of the coin, Diablo 3 has some areas with fewer co-op bonuses than were present in Diablo 2.
  
::'''Bashiok:''' Regarding chat channels, they weren't a launch feature but are indeed coming, and the tech will be there and waiting for Diablo III, I'm sure.
+
* The maximum players per game has been lowered from 8 to 4.
 +
* The [[experience]] gained no longer scales up with more players.
 +
** [[Monsters]] do still gain more hit points, though. ([[Beta]] testing indicates a 75% increase per additional character in the game.)
 +
* There are many fewer [[shared skill]]s in Diablo III. (Many [[Auras]] and [[Warcries]] shared in Diablo 2, while most [[Necromancer]] [[Curses]] were of benefit to all characters in the vicinity.)
 +
* The [[difficulty]] is so much lower (at least on the beta content) that players have no need to play together in order to succeed.
 +
* The shared [[stash]], shared [[gold]], and shared [[artisans]] make self-[[muling]] and [[twinking]] ridiculously easy, which removes much of the motivation to play with a friend for a rush or to transfer equipment to a new character.  
  
 +
For their part, Blizzard has said little more than, "It's more fun." as an endorsement of why players should team up, rather than playing solo, or going their own way in a larger game.  Other than fun, faster killing speed (when in a co-op party) is often brought up as a benefit,[http://diablo.incgamers.com/blog/comments/bonuses-to-co-op-in-d3] as additional players will (theoretically) boost the group's damage output by about 100%, while monsters only gain 75% more hit points in larger games.
  
==Easy Game Creation==
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<blue><font color="#FFFFFF">Part of me thinks it’s cool that I can play solo and never feel like I’m missing out on something. But another part of me thinks that since this is an online-only game that we should WANT to play Co-Op and that there should be added incentive for doing so.</font>
  
As of early 2010, there aren't any details about how the game joining/creation menu or controls will work. The team has said they want it to be a very easy, intuitive process, but it's something they're still working on, and much of it likely depends on Battle.net functions that aren't yet enabled. Jay Wilson did speak on their aspirational goals at Blizzcon 2009. [http://pc.ign.com/articles/101/1017305p1.html]
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Faster killing speed means more drops, more drops means more power or money. Since the goal of the game essentially boils down to either power or wealth, or both, the advantage (in our opinion) is pretty clear and doesn’t need any additional incentive.</blue>
  
::'''''IGN: '''...have you figured out anything you're planning on doing, with the exception of things like, obviously, easier ways of setting up co-op lobbies or creating panels so that everybody can immediately jump in and start up exactly where they left off?
 
::'''Jay Wilson:''' We're not quite at that stage. [Talking about B.net D3 features.] Some of our big hooks are really good matchmaking, there was some poor matchmaking in Diablo 2, it was kind of esoteric and hard to use. We want a platform that puts you right next to someone else who's into the same thing as you, at the same level. We want you to be able to open up that friends list and say, oh, my friend Steve's killing Diablo, join! And you're right there next to them. We want players to be able to play together very, very easily. That's going to be a lot of work.
 
  
::...It's not in the game, so this is not a promise, but I can tell you that my desire for that is that you just be able to hit Escape, menu comes up, and you can say, I want to redo what we just did. I want to replay this part of the game, restart my game essentially, with all the same people. And I just get a confirmation thing, hey, you want to? If they say yes, we go, and if they say no, they stay in that same game.
+
==Trading==
  
::Somewhere a programmer's heart exploded, but that's our intent, that you shouldn't have to have this really convoluted way to replay content. One of the other things that we'd really like to focus on is, that the endgame not actually force you…well, it doesn't force you, it's your choice, but not make the most advantageous way to play be to do the same thing over and over again.
+
The trading system has been entirely overhauled in Diablo III. Trading is now automated and made much more convenient through the [[Auction House]]. Ironically, this has removed almost all of the multiplayer aspect of trading, since players no longer need to speak to other players to exchange items. Whether these changes are good or bad for multiplayer can be debated, but most players felt the Diablo II system was hopelessly inefficient, and that Diablo III's will result in much easier distribution and acquisition of desired item upgrades, which will be beneficial to the overall play experience.
  
==Maximum Party Size==
 
  
The [[D3 Team]] has not yet committed to a maximum game size for Diablo III. The issue is still open to debate, but the developers have said 4 or 5 characters will likely be the maximum. This is a drop from the 8 allowed in Diablo II games, and it's entirely due to gameplay, rather than technical issues.
+
==PvP==
  
There's no technical reason not to allow up to 8 (or more) players in a game; the issue is fun and playability. Not how many ''can'', but how many ''should''.  The ideal, not the possible. Here are some quotes from Blizzard developers on the issue:
+
Diablo III's Player vs. Player combat system has been entirely overhauled as well. Gone is any sort of in-game PvP, whether dueling or PKing. Players now have no way to directly attack each other in-game, and this even extends to sprite collision. Other players can not block doorways or chokepoints themselves or with their [[pets]], and none of their spells or skills can hit you for any damaging or debuffing effects.  
  
[[Jay Wilson]] quoted from the game's debut press conference, June 2008. [http://multiplayerblog.mtv.com/2008/06/28/diablo-iii-design-panel/]
+
PvP instead takes place in a randomly-selected team-format in special dueling games known as the Arena. Only in the Arena can players attack and injure each other, and that's the entire purpose of those games. There are no NPCs to access, no town to return to, or anything else along those lines. Players in the Arena duel non-stop, and the team with the most total kills in the allotted time (10-15 minutes in testing), wins.  
::''Though the team hasn't decided how many people will be in a group, Wilson said to expect four to five players.  
 
  
 +
* See the [[Arena]] article for full details.
  
[[Rob Pardo]], October 2008: [http://uk.pc.ign.com/articles/919/919059p1.html]
 
::"We’re a little bit worried that if you go up to too many players that you’re not really going to be playing together anymore. We want to make sure it’s a great co-op experience where you really play with the people you’re with, so we’ve just got to experiment and figure out what the optimal number is.”
 
  
  
Jay Wilson, October 2008: [http://diablo.incgamers.com/blog/comments/blizzcon-press-conference-with-jay-wilson/]
 
::''Q: Is four people multiplayer games set in stone?''<br>
 
::A: It grows more and more set all the time. In Diablo 2, eight player games are very uncommon, and they wouldn’t be in the same party or the like and we have just found that it’s not as fun as with four people. We have the ability to set any number we want, but four seems to work out very well.
 
  
 +
==In-Game Notifications==
  
[[Kevin Martens]] and [[Julian Love]], August 2009: [http://www.giantbomb.com/news/hands-on-with-diablo-iiis-street-fighter-inspired-monk-class/1658/]
+
Jay Wilson spoke about the various in-game notifications and conveniences in an interview from Blizzcon, 2010. [http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
::'''Kevin Martens: '''For the maximum number of players in a game, we're going with 4 now. That's how many you can have on the games on the show floor. That's not final, and we'll keep looking at it during development. On PvP, we're going to do more on that, but we're not really showing any of our ideas yet.  We're more focused on co-op at this point, and we want to make people play together more. The loot drop is one example. Now when loot drops the first pass on items is all for you, and only if you pick things up and put them in your inventory, then drop them, can your friends see them or pick them up. Also on multiplayer, the code's very good already and very smooth, and we will keep it that way all through development. The multiplayer is very fun and we're going to keep it at the highest possible polish.
 
  
::'''Julian Love: '''The important part about how many people can play together is not technical limitations. It's about how many is fun.  How many effects are going off, how much chaos is on the screen. Our testing is trying to find the sweet spot for those considerations. We have fantastic programmers, and technology has come a long way since Diablo 2, so we're not limited on that front.
+
<blue>We’ve tried to put a lot of hints in, for cooperative play, so other players notice if you stop moving. Especially if you open up a skill page or your inventory, we put an icon that displays over your character’s head and on your portrait so the other players will see it and know that you’re busy. That you’re doing something.  ...As developers, we’re looking at ways to make it easier for characters to communicate and we’re looking to put more option in for that. After all, the game knows if a player is looking at their skill page, so why don’t we just provide some sort of in-game notification to other players? So the players in the game don’t have to wonder why someone in the game isn’t keeping up. When you know the other player is doing something specific, you’re a little more patient.</blue>
  
  
For a larger discussion of the pros and cons of maximum party size limits, check [http://diablo.incgamers.com/blog/comments/on-the-drawing-board-11-maximum-party-size/ this recent On the Drawing Board] article.
+
==Chat Channels for Diablo III==
  
==No More Hostility==
+
Blizzard intended to phase chat channels out of B.net with their newer games, starting with Starcraft 2. They did not include chat channels in the design, and resisted adding them until continuous player requests wore them down. Chat channels were not supported during the beta or upon launch in July, but by October 2010 they were said to be well under development and due to be added in the future. There's no guarantee they'll be enabled for Diablo III, but if fans demand it they probably will.[http://diablo.incgamers.com/blog/comments/d3-will-have-chat-channels-on-battle.net/]
One big change to multiplayer games in D3 is that there is '''no nonconsensual hostility'''. There will be dueling and PvP in special games for that purpose (no details have yet been revealed), but there is no way to "go hostile" in a regular PvM game.
 
 
 
The D3 Team is aware that some method will be required to control or remove or avoid grief causing players (who could spam the game, or lead monsters to trap [[waypoint]]s, or other annoying behaviour, even if they can't actually go hostile or be gone hostile against), but they've offered no suggestions about that yet. It might be possible to boot players from a game by majority vote, or the game creator might retain that right, but we'll have to wait to see what solution the team offers up.
 
  
 +
::'''Bashiok:''' Regarding chat channels, they weren't a launch feature but are indeed coming, and the tech will be there and waiting for Diablo III, I'm sure.
  
===PvP===
 
  
There will be PvP play in Diablo III, but not in normal games. PvP will exist in special games, arenas or dueling games that the team has not yet released any details about. See [[PVP|the PvP article]] for more details.
+
==Improved Multiplayer Game Creation==
  
 +
As of the beta test, the [[Friend's List]] is at least partially integrated into the game creation options. A buddy on your Friend's List can see if you are online or in a game, and can join into your game instantly, if there's room. So far there's no automated way to stick together and move from one game to another, though the developers talked about creating such a system during the development process. [http://pc.ign.com/articles/101/1017305p1.html]
  
==Individual Item Drops==
+
<blue>There was some poor matchmaking in Diablo 2, it was kind of esoteric and hard to use. We want a platform that puts you right next to someone else who's into the same thing as you, at the same level. We want you to be able to open up that friends list and say, oh, my friend Steve's killing Diablo, join! And you're right there next to them. We want players to be able to play together very, very easily. That's going to be a lot of work.
A major change/improvement to party play in Diablo III is the fact that items will no longer be fought over. Characters in D3 only see items that they can pick up; there's no more ninja looting teleporting [[Sorceress]]es, no more melee specialists grabbing all the goodies, etc. In D3 when items are dropped, they can only be seen by the character who can pick them up. Most normal [[monsters]] will only drop one (if any) items, and drop rates per player should be about the same as they were in D2, although on the whole more items will fall. Boss monsters will drop multiple items each time, so that every player in the game gets something.
 
  
It's not yet determined how much item drops will be customized; in theory a Barbarian might find a wand and an orb, while the Witch Doctor got an axe and heavy plate armor. Or the D3 team might make drops more appropriate for the character who sees them; no class-specific items for other classes would drop for your character, for instance. As of [[BlizzCon 2008]], the D3 team talked about item drops being randomly distributed, so there might not be any customization of appropriate drops at all.
+
...It's not in the game, so this is not a promise, but I can tell you that my desire for that is that you just be able to hit Escape, menu comes up, and you can say, I want to redo what we just did. I want to replay this part of the game, restart my game essentially, with all the same people. And I just get a confirmation thing, hey, you want to? If they say yes, we go, and if they say no, they stay in that same game.  
  
One key to this system is that while dropped items can only be seen by the character they are dropped for, any item dropped by a character can be seen by all other characters. [[Jay Wilson]] has often mentioned the phenomena of players reaching a certain point on a level when everyone's inventory is becoming full. By tacit agreement, all the players pause for a moment and drop all of their unwanted stuff in a sort of free yard sale, allowing each other to pick through the stuff and take whatever they might want.  
+
Somewhere a programmer's heart exploded, but that's our intent, that you shouldn't have to have this really convoluted way to replay content. One of the other things that we'd really like to focus on is, that the endgame not actually force you…well, it doesn't force you, it's your choice, but not make the most advantageous way to play be to do the same thing over and over again.</blue>
  
  
==The Importance of Multiplayer==
+
==Development Priority==
Here is a quote on '''Multiplayer''' development by D3 Lead [[Jay Wilson]]:
+
While the multiplayer aspects of Diablo III are essential, the game is basically developed from a single player point of view, as [[Jay Wilson]] explained in a September 2008 interview:[http://www.ausgamers.com/features/read/2662371]
  
::'''AG: I know that in StarCraft 2, a lot of the development was focused around multiplayer - a lot of the game design and the development being done was on multiplayer first. Is that something that you guys do with Diablo as well, or is a bit more focused on the single-player or a bit of a mix?'''
+
<blue><font color="#FFFFFF">AG: I know that in StarCraft 2, a lot of the development was focused around multiplayer - a lot of the game design and the development being done was on multiplayer first. Is that something that you guys do with Diablo as well, or is a bit more focused on the single-player or a bit of a mix?</font>
  
::'''Jay:''' For us it's a little bit more focused on the [[singleplayer]], it's not quite the same as [[StarCraft]]. I've played [[RTS]] before and I've seen people do it both ways and I seem to prefer the method where you work on multiplayer first, because you're really establishing the core game mechanics.''
+
Jay Wilson: For us it's a little bit more focused on the [[singleplayer]], it's not quite the same as [[StarCraft]]. I've played [[RTS]] before and I've seen people do it both ways and I seem to prefer the method where you work on multiplayer first, because you're really establishing the core game mechanics.
  
::For us, a lot of the core game has actually come out of singleplayer, but what we've done along the way, is we've always had cooperative play enabled. So people play cooperatively all the time. Any time anything does work for [[cooperative play]] we fix it right away. So any mechanics that don't work, any kind of balancing or tuning that needs to be done, we try to do it simultaneously for both – but we do focus on single-player more.''
+
For us, a lot of the core game has actually come out of singleplayer, but what we've done along the way, is we've always had cooperative play enabled. So people play cooperatively all the time. Any time anything does work for [[cooperative play]] we fix it right away. So any mechanics that don't work, any kind of balancing or tuning that needs to be done, we try to do it simultaneously for both – but we do focus on single-player more.''
  
  

Revision as of 10:21, 6 February 2012

More is fun.

While Diablo III is fully playable solo, without any "raid" type content that requires multiple players to defeat, the D3 Team had cooperative multiplayer in mind all along. As frequently stated in interviews, "Do no harm to co-op." was one of their main considerations during all development decisions, and whenever they speak of the most fun way to play Diablo III, they stress that a friendly party of up to four players (which is the maximum game size in Diablo III) is the best way to experience the game.

Diablo III features several improvements over Diablo II's multiplayer experience: there are now individual loot drops, there is no nonconsensual PvP (PKing), and other game features such as the party system and the quests system have also been upgraded. On the other hand, some of D2's major bonuses to group play, such as greatly increased drop rates and experience gain are not present in Diablo III, and there are many fewer skills with shared benefits for the whole party. As a result fans have often pointed out[1] that while D3 removed numerous problems with D2's MP play, it's actually removed a lot of the bonuses as well, and that the D3 developers seem to simply assume fans will play together, even in the absence of actual benefits for doing so.

The other major aspect of MP play in Diablo III is PvP dueling, which now takes place exclusively in the Battle Arena.


The Party System

There is no more party system in D3, at least not like there was in D2. In D2 players who joined a game were neutral, neither friend nor enemy. They could become enemies by clicking the hostile button, or become friends by joining a party together. Once they were partied, they shared experience and gold, if they remained fairly close together. Partying was optional though, and parties could be dissolved or abandoned, or everyone in a party could simply go their own way within the same game.

In D3 there is no more party system. All players in the same game are automatically in a party, and there is no way to leave a party or go hostile in the basic PvM game mode. Players in reasonably close proximity share experience, and all gain benefit when anyone in the party hits a health globe, but gold and items are not shared. Instead, all players in Diablo III get their own gold and item drops that no other player can see or take. This makes ninja looting a thing of the past, but also forces a player to run to fetch all his own gold and items.


Cooperative Play

Cooperative play, often referred to as Co-op, is the practice of playing a game together with other humans working towards a common goal. While Diablo III is not a party-required game, with raid type content that can only be accessed by a group of players working together, the developers clearly intend players to play together, and numerous of Diablo III's systems are designed around co-op play. New features or improvements in Diablo III that are meant to foster more co-op play include:

  • Individual item drops. (Players see only the items they can pick up, so no more ninja-looting.)
  • No more non-consensual PvP. (No PK switch.)
  • No more party system. (Players are automatically in a party together if they are in the same game.)
  • Improved Friends List features on Battle.net.
  • The Banner system allows players to easily warp to the location of their friends in a game.
  • Many quests and boss battles are designed so players can (or must) do them together to receive the rewards.

While these features are definitely boosts to co-op, some fans have pointed out that they're more about the removal of anti-co-op features, rather than the adding of specific benefits to it. On that side of the coin, Diablo 3 has some areas with fewer co-op bonuses than were present in Diablo 2.

  • The maximum players per game has been lowered from 8 to 4.
  • The experience gained no longer scales up with more players.
    • Monsters do still gain more hit points, though. (Beta testing indicates a 75% increase per additional character in the game.)
  • There are many fewer shared skills in Diablo III. (Many Auras and Warcries shared in Diablo 2, while most Necromancer Curses were of benefit to all characters in the vicinity.)
  • The difficulty is so much lower (at least on the beta content) that players have no need to play together in order to succeed.
  • The shared stash, shared gold, and shared artisans make self-muling and twinking ridiculously easy, which removes much of the motivation to play with a friend for a rush or to transfer equipment to a new character.

For their part, Blizzard has said little more than, "It's more fun." as an endorsement of why players should team up, rather than playing solo, or going their own way in a larger game. Other than fun, faster killing speed (when in a co-op party) is often brought up as a benefit,[2] as additional players will (theoretically) boost the group's damage output by about 100%, while monsters only gain 75% more hit points in larger games.

Part of me thinks it’s cool that I can play solo and never feel like I’m missing out on something. But another part of me thinks that since this is an online-only game that we should WANT to play Co-Op and that there should be added incentive for doing so. Faster killing speed means more drops, more drops means more power or money. Since the goal of the game essentially boils down to either power or wealth, or both, the advantage (in our opinion) is pretty clear and doesn’t need any additional incentive.


Trading

The trading system has been entirely overhauled in Diablo III. Trading is now automated and made much more convenient through the Auction House. Ironically, this has removed almost all of the multiplayer aspect of trading, since players no longer need to speak to other players to exchange items. Whether these changes are good or bad for multiplayer can be debated, but most players felt the Diablo II system was hopelessly inefficient, and that Diablo III's will result in much easier distribution and acquisition of desired item upgrades, which will be beneficial to the overall play experience.


PvP

Diablo III's Player vs. Player combat system has been entirely overhauled as well. Gone is any sort of in-game PvP, whether dueling or PKing. Players now have no way to directly attack each other in-game, and this even extends to sprite collision. Other players can not block doorways or chokepoints themselves or with their pets, and none of their spells or skills can hit you for any damaging or debuffing effects.

PvP instead takes place in a randomly-selected team-format in special dueling games known as the Arena. Only in the Arena can players attack and injure each other, and that's the entire purpose of those games. There are no NPCs to access, no town to return to, or anything else along those lines. Players in the Arena duel non-stop, and the team with the most total kills in the allotted time (10-15 minutes in testing), wins.

  • See the Arena article for full details.



In-Game Notifications

Jay Wilson spoke about the various in-game notifications and conveniences in an interview from Blizzcon, 2010. [3]

We’ve tried to put a lot of hints in, for cooperative play, so other players notice if you stop moving. Especially if you open up a skill page or your inventory, we put an icon that displays over your character’s head and on your portrait so the other players will see it and know that you’re busy. That you’re doing something. ...As developers, we’re looking at ways to make it easier for characters to communicate and we’re looking to put more option in for that. After all, the game knows if a player is looking at their skill page, so why don’t we just provide some sort of in-game notification to other players? So the players in the game don’t have to wonder why someone in the game isn’t keeping up. When you know the other player is doing something specific, you’re a little more patient.


Chat Channels for Diablo III

Blizzard intended to phase chat channels out of B.net with their newer games, starting with Starcraft 2. They did not include chat channels in the design, and resisted adding them until continuous player requests wore them down. Chat channels were not supported during the beta or upon launch in July, but by October 2010 they were said to be well under development and due to be added in the future. There's no guarantee they'll be enabled for Diablo III, but if fans demand it they probably will.[4]

Bashiok: Regarding chat channels, they weren't a launch feature but are indeed coming, and the tech will be there and waiting for Diablo III, I'm sure.


Improved Multiplayer Game Creation

As of the beta test, the Friend's List is at least partially integrated into the game creation options. A buddy on your Friend's List can see if you are online or in a game, and can join into your game instantly, if there's room. So far there's no automated way to stick together and move from one game to another, though the developers talked about creating such a system during the development process. [5]

There was some poor matchmaking in Diablo 2, it was kind of esoteric and hard to use. We want a platform that puts you right next to someone else who's into the same thing as you, at the same level. We want you to be able to open up that friends list and say, oh, my friend Steve's killing Diablo, join! And you're right there next to them. We want players to be able to play together very, very easily. That's going to be a lot of work.

...It's not in the game, so this is not a promise, but I can tell you that my desire for that is that you just be able to hit Escape, menu comes up, and you can say, I want to redo what we just did. I want to replay this part of the game, restart my game essentially, with all the same people. And I just get a confirmation thing, hey, you want to? If they say yes, we go, and if they say no, they stay in that same game.

Somewhere a programmer's heart exploded, but that's our intent, that you shouldn't have to have this really convoluted way to replay content. One of the other things that we'd really like to focus on is, that the endgame not actually force you…well, it doesn't force you, it's your choice, but not make the most advantageous way to play be to do the same thing over and over again.


Development Priority

While the multiplayer aspects of Diablo III are essential, the game is basically developed from a single player point of view, as Jay Wilson explained in a September 2008 interview:[6]

<blue>AG: I know that in StarCraft 2, a lot of the development was focused around multiplayer - a lot of the game design and the development being done was on multiplayer first. Is that something that you guys do with Diablo as well, or is a bit more focused on the single-player or a bit of a mix?

Jay Wilson: For us it's a little bit more focused on the singleplayer, it's not quite the same as StarCraft. I've played RTS before and I've seen people do it both ways and I seem to prefer the method where you work on multiplayer first, because you're really establishing the core game mechanics.

For us, a lot of the core game has actually come out of singleplayer, but what we've done along the way, is we've always had cooperative play enabled. So people play cooperatively all the time. Any time anything does work for cooperative play we fix it right away. So any mechanics that don't work, any kind of balancing or tuning that needs to be done, we try to do it simultaneously for both – but we do focus on single-player more.