Name | Description | Rewards |
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Team Effort | Complete a Sacred Nightmare Dungeon while in a party. | Terrifying, Team(Player Titles) |
Nightmare Ally | Complete an Ancestral Nightmare Dungeon while in a party. | Apex, Comrade(Player Titles) |
United Against Darkness | Defeat Lilith while in a party. | Vitreous, Band(Player Titles) |
Friendly Whispers | Complete a Whisper while in a party. | Whispering, Chorus(Player Titles) |
Infernal Camaraderie | Pickup 100 Cinders in Helltide areas while in a party. | Unbroken, Armorer(Player Titles) |
Friendly Deeds | Complete a Local Event while in a party. | Eventful, Coordinator(Player Titles) |
Cooperative Services | Complete a Zone Event while in a party. | Intense, Vanquisher(Player Titles) |
Small Party, Big Boss | Defeat a World Boss while in a party. | Bossy, Brigadier(Player Titles) |
Name | Description | Rewards |
---|---|---|
Enemy of the People | Get 1 PvP Kill. | Sharp, Underdog(Player Titles) |
Enemy of the Region | Get 25 PvP Kill. | Serial, Predator(Player Titles) |
Enemy of Sanctuary | Get 100 PvP Kill. | Unflagging, Cutthroat(Player Titles) |
Helping Hands | Get a PvP kill while in a party. | Deadly, Culprit(Player Titles) |
Fine tuning the right approach to multiplayer in Diablo IV has been challenging. Our goal has always been to incorporate elements from shared world games without the game ever feeling like it’s veering into massively multiplayer territory. To be clear, this is a philosophy rather than a tech limitation. We find that the game stops feeling like Diablo and the world feels less dangerous when you see other players too often or in too high numbers.
Towns become social hubs where you can run into other players once key segments in the story are completed.
I’ll break down our experiences during the playtest with some examples. Dungeons and key story moments are always private—just the player and their party. Once story moments are complete and towns turned into social hubs, you’d run into a few people in town. While on the road, you’d sometimes run into a player here and there. And then finally, if you went to a location where a world event was happening, you would see a larger congregation of players trying to defend against an attack by a cannibal horde or trying to take down Ashava, the demonic world boss we showed at BlizzCon.
It’s worth calling out that while some coordination is helpful during these events, you are never forced to join a party. Solo players can walk in, help complete the event, and claim a reward. We think this seamless approach to multiplayer is working well and look forward to sharing more about this approach with you. In our tests so far, the world feels alive and dynamic without compromising the feel of Diablo. And for players that do want to party up against the minions of Hell, we have new tools available to find a group, whether by activity or proximity in the game world.
The World Boss Ashava shown during Blizzcon 2019 in Scosglen can spawn in the Dry Steppes as well.
Whether you’re prone to partying up or an independent adventurer, Diablo IV will have a way for you to play.
When it comes to the Campaign, you’ll be able to play through the entire story at your own pace or alongside friends, with progress syncing up to the party leader so there’s no question about what’s been done or what’s next on the checklist.
While most of the world is socially open, certain, smaller parts of each region are campaign specific. Once the campaign objectives have been completed, those areas will also dynamically open to other players. This means you might see another party of adventurers pass you by or you could organically stumble into an event or World Boss other players are already battling. You won’t need to party up to enjoy these activities; whether you decide to join the fray or continue your own journey, that decision remains yours.
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