Ziz Interview notes:
Trade basically confirmed, implementing in a couple weeks on CT. No specifics. Dev manifesto forthcoming.
Runemaster has lots of utility skills for Mage.
Quests auto-progess if you enter a zone with a more advanced quest state.
Devs don't want people to full clear zones because there's no PoE style move skills (do want more objective types and better monster loot, which we already know).
Plans for random objective popups in echoes.
New pet AI? Not sure if this is new in .9 or referring to a couple patches ago.
Mutliplayer allows better minion AI like predicting player movement. Want to make pets match player speed.
EHG is more than 80 people now.
Runemaster concept/design is complete, still needs to be designed.
MP this year, wow, amazing, I'm shocked.
Post launch they want to "significantly increase the rate [they're] adding skills."
All three new masteries are coming in 1.0, not before.
Falconer was conceived by Judd and his cousin as a class for Diablo 3, they won tickets to Blizzcon for the submission.
One Falcon, permanent minion, lots of bird mtx planned.
Autopickup of affix shards would require "substantial community feedback"
Devs like the concept of perfect imbalance, constant adjustments of skills
Do want custom sounds for filter (contradicts previous answers on dev stream?)
Opposed to a dedicated pure support class/mastery, but fine with pure support characters of normal classes.
Want autobombing builds that don't numlock skills. (doesn't this mean it's not "auto")
No wormhole/time travel effect in Temple of Eterra (dunno if bug, but hopefully not)
Currently actively localizing language for the first time
Steelmage interview:
- Servers: south east asia, north east asia, east asia, west and east australia, south america, possibly south africa (besides the obvious multiple NA and Europe ones)
- Very interested in additional end game crafting system that has high risk vs reward such as vaal orbs
- Hired company called Buddha Jones to make 1.0 release trailer for game; working on CGI cutscenes, staffing marketing, social marketing etc.
- Want to add a lot of end game content post launch
- Looked into alternate leveling (adventure mode) "not feasible yet"
- Cosmetic store coming in .9
- Clarified that .9 has the improved minion AI used by squirrels/wolves
- Early game void areas are challening to teach players about resists
- Want to implement non-traditional leaderboards (besides just highest level/arena)
- Have potential prototype of Tempest Strike as high power high cost version
- Summon Bear is getting new model and rework
- Ice Thorns is staying but getting rework
- Don't want to destroy viability of Devouring Orb autobomber
- Want to "retouch" chapters to be of chapter 9 quality
- Have plans for keeping exp relevant after 100
- No plans for cosmetic wings, but probably will show up in the far future but subdued
- No immediate plans for cross-class skills or universal skills, but possible in future.