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Blizzard shared details on new content coming to Diablo IV's Season of Blood, Season Three, and Midwinter Blight, the game's first seasonal event, in a new blog post.
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That right there is them 'showing their hands' in terms of how shallow this game really is compared to what came before it.
Season/ladder content in previous Diablo entries lasted a hell of a lot longer for pretty simple reasons- the replay value and gameplay loop was more self-contained with the game world and never needed a 'hard' reset to exist. The Ladder season was just complementing already engaging and highly replayable content
I truly believe Blizzard f'd up by completely abandoning 'randomized content' and random map generation for static open worlds with little cubby holes with 'random monster encounters'
Fishing on Gilgamesh since 2013
Fishing on Bronzebeard since 2005
Fishing in RL since 1992
Born with a fishing rod in my hand in 1979
How much profit do seasons of Diablo 4 provide? It can potentially be drawn from every prior purchaser of the game along with whatever new purchases of the the game and expansion(s) come with each season.
From a profit potential point of view, which method is more f'd up?
Blizzard done fixed Diablo real good, from their perspective.
What company wouldn't want to turn what was a game series of essentially burst profitability to one with the potential to have more bursts of such with an ongoing stream as well?
I don't think the player base is abandoning D4 I think overall it is stable, but I do think a significant number of players are reacting now they realize how little is being done to fix issues and add new content.
I would like to remind everyone that this game got a score on MC of 86, was that justified? Maybe I have not played, I am sure many on here would say yes it is justified. But to me that score plus a few overs I have seen over the last couple of years does mean we have to look into games more than ever before we buy.
New seasonal content is a bit like steak seasoning. Just because all a steak needs to be good is salt and pepper doesn't mean it wouldn't be even better with something more.
Also, some of us remember that we mocked Diablo 3 for not keeping pace with the seasonal content of Path of Exile. Blizzard took note.
So Diablo 4 released in June; and they are already talking about Season 3 content.
That right there is them 'showing their hands' in terms of how shallow this game really is compared to what came before it.
Season/ladder content in previous Diablo entries lasted a hell of a lot longer for pretty simple reasons- the replay value and gameplay loop was more self-contained with the game world and never needed a 'hard' reset to exist. The Ladder season was just complementing already engaging and highly replayable content
I truly believe Blizzard f'd up by completely abandoning 'randomized content' and random map generation for static open worlds with little cubby holes with 'random monster encounters'
The reason they are adding content more often is because D4 bad? Lol. Sorry the quote got messed up cause these forums suck
Sorry, I had to say it lol.
Seasons in D3 were usually 3 months long. Starting from Season 20, they .. increased it, but not because..whatever you said it in your comment.
https://d3resource.com/seasons/
Even tho, the last .. 8 season were longer than previous ones, the median days of a season from 1-28 its around 108 days. Not even 4 months.
So your "lasted a hell of a lot longer" its actually you just..lying or having no clue wtf you are talking about.
D2 yes, they were longer, but again, not because of what you said. There was small changes/content in new Ladder Seasons in D2 back in the days and that's it. Almost zero new content. Just your..usually Reset.
So yea. 3 months per season is very common and acceptable for D4, D3, PoE, etc ..
Reporter: What's behind Blizzard success, and how do you make your gamers happy?
Blizzard Boss: Making gamers happy is not my concern, making money.. yes!
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Especially post level 50 and going into Tier 3, you really started to notice this where you suddenly feel less powerful with each subsequent level and not able to get the right drops for your build.
Which is problem number 2..... terrible itemizatio, because builds being entirely dependent on getting the right Legendary aspects, which are ultra rare drops. It's one of the worst itemization design decisions I have ever seen.
Diablo 3, for example, wasn't anything like that. Nor other popular ARPG's, where you actually feel more and more powerful when you level up and acquire better loot, where you get rewarded by moving up into Difficulty Tier. I just like the whole Difficulty Tier system in Diablo 3 way better, than how they have done it in Diablo 4 with just 4 Tiers and level scaling, which just kills any sense of progression and/or feel your character actually getting more powerful.
My impressions of it right now come from the games launch period; which wasn't awful, but once i got to a certain point- progressively began feeling miserable. (mained Sorcerer)
Now i will be reinstalling it this evening and trying it out again, because i think it's only fair i see how much has changed since launch- but please understand, i'm a bit of an older person(not super old, but older), i was 17 when Diablo came out in 1996, i played a crapton of DiabloII:LoD, i dealt with a era of losing CD keys and having to rebuy Diablo 2 multiple times- i suffered through the mires of Diablo 3 and it's rocky but fairly pleasantly game life - my gameplay opinion and taste is going to be skewed towards a very particular brand of Diablo experience- notably 'randomised map layouts' and gear having locked-in levels.
I'd be playing D2:R if it wasn't for the fact that i do not want to pretend it's the early 2000's again and try to fake enjoyment or enthusiasm, i already tried and i couldn't bring myself to enjoy it.
So i want to enjoy a newer Diablo experience, but it does kind of feel like they created a very different type of game this time and just slapped the Diablo name on the package, because Diablo himself went out to buy milk and cigarettes.
I brought up the way D4's season content is being rolled out because it really does feel quick to me; but i'm not going to give up on it just because i disagree with it's direction.
Fishing on Gilgamesh since 2013
Fishing on Bronzebeard since 2005
Fishing in RL since 1992
Born with a fishing rod in my hand in 1979
It's just that after finishing it, getting into Tier 3 and then the whole experience... it just all falls apart. It just becomes a boring grind, with boring loot and terrible itemization.
This is the thing i really wish they would completely overhaul; there is just too much going on with item stats.
This Carbot video sums it up pretty well.
Fishing on Gilgamesh since 2013
Fishing on Bronzebeard since 2005
Fishing in RL since 1992
Born with a fishing rod in my hand in 1979
The negative side is, that you never get really invested in your characters, as they get shelved at the end of each season and you never touch them anymore. Often end up deleting them even to free up character slots.
Problem with Diablo 4 is that they tried to make it more MMO like with open world zone, slow long leveling curve (still slow for most even after 50-100 boost in Season 2), so most people never reach the level cap in a season.
Then they monetize the Seasons in Diablo 4 with Battlepasses, which means greed comes into play and Blizzard tries to rush Seasons, so people end up buying Battle passes more often within a year.
So as before a Season would last roughly 4 months, now in D4 seasons last 2 and half to 3 months. Which is just too short.
But yeah.... I had just wished they had come up with a different Seasons mechanic in Diablo 4, where we would all just stay on the Eternal realm, people having the choice to keep using and investing more time in existing characters and Seasons just adding new seasonal content and events on the Eternal realm.
ARPGs can be played that way, but you won't get much time out of them with that approach. Longevity of play in such comes from making new alts. Seasons adjust that process by changing the conditions those new alts play through if the player participates in them. Replaying is essentially the core feature of this genre so these games best serve players that enjoy doing that.