![]() ![]() We know that - I’ve heard a lot of speculation about what it might be. It’s something that we think about, and there’s lots of discussion around it, because we know it’s important to players. This is such a hotly-discussed question, we've pasted the reply below: ![]() While there's lots of speculation surrounding monetization in Diablo: Immortal, the team doesn't know how it will work.There are six classes planned for Immortal's launch, with internal discussions on other classes that could be added post-release.Story is an important component of Diablo: Immortal-the team is excited to explore the period of time in between Diablo II and III, tying both games together and exploring the problems caused by the shattered Worldstone.Character progression beyond leveling is important, but the team doesn't have anything to share quite yet.They are concerned that mobile games don't handle inventory particularly well, and they don't want players to get bogged down having to compare items every other minute. Mob drop rates and their quality are in active development-Blizzard is tweaking loot drops frequently. Currently in the demo, mobs don't drop tons of loot.Blizzard is still sorting out if spell combinations would be limited to individual players, or across groups, as well as the impact of legendaries which further complicate abilities. The spell combination system is still a work in progress.They share ideas but sometimes reach different decisions to best serve each game. While the teams developing Diablo: Immortal and Diablo IV work in the same building, they are separate teams.Similar to a Reddit post made after BlizzCon, Blizzard reiterated that Diablo: Immortal was not part of the opening ceremony so attendees could focus on the big reveal of Diablo IV.Click here for the full Diablo Venturebeat Interview!
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