![]() ![]() ![]() I agree wholeheartedly, and you'll find I've acknowledged that multiple times. Here's the thing, you should have stated this from the beginning when you added those 5 additional tabs. We recognize not everyone prefers Seasons, but we do want to emphasize that any Stash earned in Season does roll into non-Seasonal characters. Rewards would be earned twice, and we’d end up in the state of poor performance we’ve been trying to avoid. We explored options to make this happen, but it came down to a conflict in how Seasonal rewards roll into non-Seasonal permanence. Q: Why can't we make stash space available to non-Seasonal players? We also now understand where the wheels fall off from too much load, and it can’t function the other way. The intended experience was to unlock tabs as part of the seasonal journey. Q: Why are we rolling out stash space with Seasons? As much as we'd all enjoy the additional stash space, it's not worth the cost to gameplay. On console, we tried lowering the number of tabs to be added, but there was still an unacceptable rise in latency and rubberbanding. PC is more flexible in this manner, which is why we're able to add more stash space there. This issue on console is particularly difficult because there is a limit to how much system memory we can access. The more actors active in a game (like enemies on screen AND items in your stash), the more the game will tax your system's memory. ![]() That doesn't sound like a lot at first, but it adds up very fast. All players in a party sync on everything that every player has - in memory, all the time. Gems, weapons, armor, potions, pets, crafting materials, and more all the things we love to horde. Most objects in the games are actors: special effects, enemies, summons, followers, and items. To explain this, we have to start with the foundation on which Diablo III is built. Q: What are the technical limitations preventing us from adding more stash tabs? You’ll find a deeper dive into the why via the questions & answers below. ![]() Unfortunately, we will be unable to provide any additional stash tabs to console players, and we are limiting the number for PC to keep Diablo III the fast paced, loot explosion we all love. We use PTR to vet and test changes, and there were some unexpected, negative effects on gameplay from enabling more stash tabs – especially for players on consoles. We’d like to clarify the confusion and answer some questions regarding the changes and updates dealing with stash tabs. There’s been a lot of conversation about stash tabs from PTR. We're all working our hardest to improve the communication pipeline, and this particular cause brought to light some areas that need improving. The key point here was promptness in communication, and that was something we failed to deliver. By lowering the amount of new space, we can make sure console players still get more stash, but that gameplay experience doesn’t suffer from it. Console players already have a larger amount of stash space available than PC players, and we found that 140 brought load times to a really uncomfortable level. We could have made that more clear from the beginning and apologize for not clarifying sooner.Īs for the disparity with Console specifically, additional stash space can impact things like game loading time negatively. It was intended that this additional space would be unlocked over time. We made all five stash tabs available on the PTR largely for testing purposes we wanted to make sure adding this amount of space wouldn’t break anything. I do wish I could have been more quick about this, but I'll get to that in a moment. Going to try to clear up confusion as best I can. ![]()
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