Blizzard is considering adding ladder to diablo 3, and asking for questions.
What exactly would you want from a ladder system? For example:
How would you ideally like that system to work?
How long would you like the resets to be?
How many characters do you think players should be able to create for ladders? (Do you think they should take up the existing slots you have?)
Should there be an auction house for ladder characters?
Should there be any special items or perks for ladder-only characters? If so, what kind?
What kind of restrictions, if any, should be placed on ladder characters?
Do think players should be able to bring their ladder characters into “non-ladder” once a reset is complete?
Is it necessary for ladders to be competitive, or is it enough for players to just see for themselves how far they can go on their own?
Why would ladders improve your in-game experience?
Also there is news about console itemization coming to PC.
Fixing itemization (which needs to be done on PC) is one thing. Applying console-based itemization to the pc version is quite another.
Lylirra: Interesting quote! (Also, apologies in advance for the TL;DR response.)
While the core of the console game is based on the PC game — you get all the same content, systems, classes, skills, and runes on the console as you do on PC — the console version of Diablo III is really its own thing. It’s a familiar, but ultimately unique experience. Our goal when developing Diablo III for console was to deliver that same visceral gameplay you get with a mouse and keyboard, but at the same time feel completely natural when using a controller. (Basically, whichever platform you prefer for gaming, you can pick that version and know that it was tweaked to be best suited for the platform of your choice.)
In order to achieve that, we’ve made a variety of tweaks to the the PS3 and Xbox 360 versions, including a complete re-design of the UI and character controls, inventory management, as well as combat pacing and boss fights. The item game is predominantly the same, but we’ve also made some minor adjustments to itemization. Items will drop less frequently, but will typically be of higher quality. There’s a chance that when a white or gray item drops, that it will be automatically converted to gold too. These changes were made to help manage the flow of gameplay and keep players in the midst of combat (and out of their inventory screens) as much possible. Inventory management is a little more difficult on the console version than it is on the PC, where you have a mouse to quickly navigate through menus, so this was a pretty key tweak for the PS3 and Xbox 360.
Many of these adjustments inspired future changes we’d like to make to PC, and many of them were inspired by plans we already had for improving itemization as a whole. Since we use staggered development (meaning, the PC and console games more or less have separate teams and development cycles), though, it’s possible that one game will receive changes before another. Over time, which game that is may switch back and forth. Even so, PC will always be the lead platform.
Regardless, here are a few interviews and hands-on reviews from PAX East you may want to check out. I’ve only highlighted ones where itemization on console gets addressed, but I figured this was kind of important, as it lets you get the information directly from the developers.