DiabloII.net´s Fansite Interview

Q:  With the beta test starting in just a few months, could you please provide a schedule of the new releases to which we look forward, such as the Necromancer and Barbarian pages, the AVI, the E3 cinematic, etc.

A:  We haven't set an exact schedule, but we are working on both Necromancer and Barbarian pages as well as getting some up to date .avi footage for unreleased character classes. We will also be putting up the E3 trailer in the next few days for both PC and Mac platforms. I wish I could give you exact dates, but we are currently working on finishing up the Zerg guide for Starcraft/Brood War and the Blizzard.com redesign, so dates are up in the air right now.

A good look into what Blizzard is currently working on, and what we will soon be reporting on.  I, for one, can´t wait to see this E3 cinematic finally come out as all those renders from it seem so incredible.  They are also working on the AVI´s for the Barbarian, Sorceress, and Necromancer

Q:  Will there be an international beta test with simultaneous world-wide release of the game once it goes gold?

A:  As we have done with all of our previous titles, the Battle.net beta for Diablo II will be international in scope. Since we will be testing a broader range of services and infrastructure, it is important that we hold our beta test in as wide an area as possible. In regards to the release of the game, we always strive to release the international versions within days of the U.S. version. We will continue to do our best to ensure that the entire world gets the game as close to simultaneously as possible.

This is good to hear for all parties concerned, as a larger beta will get more copies of the beta game into circulation and give Blizzard better results for the test in the long run.

Q:. The newly-announced party system is a largely-unexplained feature that will control nearly all player interaction within a game. As we understand it, the basic framework requires each player to be either friend, neutral, or enemy towards each other character, with varying effects. Could you elaborate on this a bit?

A:  Players have three possible Relationship Settings with all other players in the game -- Neutral (the default for all when starting a game), Friendly, and Hostile. The settings are made in the Player's Overlay screen. This system accomplishes two things; (1) it makes it easier to work with others in a party, and (2) it requires Hostile players to declare their intent to harm other characters. Here is how the settings work:

    Neutral: Most attacks won't target the players with this setting. If one tries to target a particular Neutral player, the target will be a nearby monster instead. Area effect and indirect spells (like Firewall or Weaken) will effect all players in range of the effect.

    Friendly: When players are Friendly towards each other, they are considered a "party" and will split experience points and be able to loot the dead bodies of other party members. An icon of each party member is displayed on the top left of the screen with a HP bar. They also show up on each other's automap.

    Hostile: All attacks will target players with this setting. If one player chooses to be Hostile towards another player, the second player is automatically set to be Hostile to the first. Hostile is always a mutual setting so that players can immediately respond to attacks from other characters. The names of Hostile players will probably appear in red text when the character is highlighted to denote them as Hostile.

We are currently debating what will happen when players kill each other. Our train of thought now has characters NOT dropping anything of value when they are killed, regardless of the relationship setting. Characters that have been PK'ed with the Hostile setting will probably drop a token of some kind (much like the ear in Diablo).

Well, this seems well into quelling the whole PK/Anti-PK debate that has raged on the Diablo II Suggestions Forum.  This Relationship system also sounds like a wonderful "happy medium" for everyone.  It looks as though PK´ing is still in the game though, but Blizzard has devised a away to make it a lot more honorable when PK´s choose to. 

This system adds the benefit of true RPG team gaming on a scale Diablo couldn´t quite achieve.  The Friendly Relationship setting is inspired, and in my opinion you are going to see a lot of these parties band against would-be PK´s.  Instead of bounty hunter, you´ll see bounty-hunter squads.  This keeps everything intact and in good working order.

Q:  There hasn't yet been much information released about how monster repopulating will function. So how does monster repopulating work, in terms of wandering monsters filling up empty spaces, monster generators, etc?

A:  Monsters will slowly spawn to replace slain creatures in areas such as the vast wilderness expanses, as time passes. This repopulating can be affected by specific locations or items which greatly increases the amount of monsters in a specific area. An example of this would be a Bloodhawk nest. The nest spawns Bloodhawks at a specified rate which is much quicker than usual, and will continue to generate them until the nest is destroyed. Specific monster types may also be tied directly to these "generators" so that if they are destroyed, that monster type will no longer inhabit that area.

While this is not quite new information, it is nice to hear a detailed description for a particular monster.  It is intriguing that these "respawn areas" can also generate a potentially unlimited amount of enemies, so areas won´t become so devoid of life as they were in Diablo.  If a particular monster type is very difficult, you could hunt and kill that particular species to extinction by finding a killing all the generators and remaining creatures.

Q:  Will there be more varied monster resistances? There is a Necromancer Spell, Lower Resist, that seems to indicate that monsters will have more variety in their resistances to various types of magical damage. Can you elaborate on this issue?

A:  The areas of resistance in Diablo II are Fire, Cold, Lightning, Poison and Magic. These are areas in which both characters and monsters can attain resistances. This means that not only will there be more variations within the classes of monsters (Fire resistant Fallen, cold resistant Fallen, etc.), but monsters will also have many more types of special attacks they can wield against players. This should lead to some very interesting interactions between specialized characters in multiplayer games as well as specific strategies and tactics as the resistances and immunities of each type of creature is learned.

More wonderful expansion on the nature of resistances here.  Where Diablo had only three resistances, Diablo II has 5 in Cold, Poison, Fire, Lightning, and Magic.  It also seems there will be a lot more interplay between monsters and PC´s as far as resistances go.  The one resistance that has a lot of questions is poison, since the nature of its damage is constant.  I would assume that poison resistance will prevent you from being poisoned, but if it fails then you will need the appropriate skill/item applied to heal it.

Q:  Known (or at least suspected) features of Arena Games will include a wagered prize, a variety of tile sets, and character ladders. Can you give us any new info on other rumored features, such as restocking between rounds, game types (King of the Hill, Highlander, Free for All, Capture and Hold, Capture the Flag), custom tile sets, etc?

A:  All of this is very up in the air at this point. We have a lot of goals, not the least of which is getting the game out, so we do not have a clearly defined list of game types created as of yet. As far as arena games go, the answer is basically the same -- we want to do them, we intend to do them, but the exact feature set is still undetermined.

Seems as though the Arena still is mostly undecided on as far as options and effects go.  We do know that the arena will most likely hold more people than a regular game though, and a relatively recent post of the Suggestions Forum by Blizzard´s Erich Schaefer ascertained that it might be as many as 16.

Q:  Probably the most asked about new feature of Diablo II is the Guild Hall. Can you give us any details on these, or other new features?

A:  Most of what we have planned has already been said about the plans for Guild Halls, but I can summarize them here again. Guild Halls are intended to be places where members of a Clan can gather together, store items and community treasure and set up ways to identify members of their Clan on Battle.net. Clan leaders will be able to purchase deeds to halls. At that time they can name the hall, select a 2 color scheme, and an identifying pattern, as well as a three letter acronym for their clan to be shown next to member's names in the Battle.net chat rooms. They can also enter the character names of those who are in their guild at this time (although they will be able to do this at any time).

A quick summation of how guilds will work in Diablo II.  Not much to really point out or say here, but to remember that anything can change between now and the game´s release.

Q:  At E3, gems such as diamonds, rubies, emeralds, etc, were in the game. Can you give us some more information about this feature? Such as what the gems will do when inserted into an object? And will gold be the only actual 'currency' in the game?

A:  Gems are also worth money, but everything is centered around the "Gold Standard" in Diablo II, meaning that while gems hold an intrinsic value, you do need to sell them and thus convert them to gold if you are going to buy something with them. Additionally, gems may have magical properties that can be transferred to items that have the "socketable" advantage. An example would be if a player has a socketable short sword with 2 slots, he can place two gems into the sword and create a magic item of his own. If he found a Fire Ruby and a Diamond of Lightning, his weapon would do extra fire and lightning damage -- depending on the quality and power of the gem, of course. Also, it is important to know that once a gem is set within an item, it cannot be removed.

Very interesting tidbit of news here, as this is a way for people to create custom weapons for themselves.  This will be wonderful to see in play, and I can´t wait to see it in action for myself.  This will definitely by a catalyst for the economy that will pop-up on Battle.net, as people not only trade for weapons and armor, but also for gems with custom powers. 

Q:   Please describe the new Convert feature. Is this likely to force players into the somewhat time-consuming endeavor of hunting around the lower levels of the game to store up potions so they have a chance on the higher levels, or will we find hearts (to convert to healing potions) to keep alive, and perhaps other things to Convert from more powerful monsters that we know nothing about at this point?

A:  Convert allows us to introduce reagents in the world of Diablo II. There will be items you find in the game (such as Zombie Eyes) that can be magically converted into potions or elixirs that can in turn be used by the character. The reason that this becomes a very powerful game mechanic is that we would then have the ability to combine created potions and elixirs with other converted items to make even more powerful goods, should we choose to do so. There will be a wide range of reagents that can be converted, so this skill should prove to be not only useful, but very interesting and exciting to use throughout the course of the game.

Newly released for E3, Convert has been very hotly debated as whether it is suitable or not.  This expands upon the skill, which was formerly only able to change certain items into potions that the character could use after he or she converted them.  Now it seems that Convert can also combine these particular items into other potions of varying intensity.  More things to add to the game´s economy, but Convert still needs to examined thoroughly by Blizzard.  I would expect to see changes to it on a regular basis.

10. Character file storage on Bnet is a big concern for everyone. Can you give us any more details or reassurances that all will be well, especially in terms of backing up saved character files?

We are spending vast amounts of resources to ensure that our new client/server model for Battle.net will be as secure and redundant as possible. Don't forget, we play over Battle.net too, and if I lose my 25th level Paladin, SOMEBODY is going to be in big trouble ;)."

A personal reassurance from Bill Roper than the client/server architecture of Battle.net will be reliable and trustworthy.  After all, as we can tell from his parting statement, he has a "personal" stake in the system´s integrity.

All in all a very good and thorough interview conducted by he staff at DiabloII.net.  They should get a standing ovation for the quality of their questions and the worth of new material they were able to uncover.  Remember that the next Fansite chat is coming up soon, so if you questions you would like us to ask, please feel free to send them in.

 

 

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