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Blizzard on Diablo 2 Resurrected TCP/IP, ultrawide, and console lobbies

Blizzard on Diablo 2 Resurrected TCP/IP, ultrawide, and console lobbies

Diablo 2 Resurrected TCP/IP, ultrawide support, and console lobbies have been hot topics since the beta concluded. Now we have the final word.

This evening Blizzard confirmed their plans for all three of these. It’s not good news for modding and TCP/IP support it seems. Console players will also have to take note of certain requirements when taking part in multiplayer. Ultrawide users will have to make do with the black bars for fairness reasons. In essence, there’s not much change since the beta.

Blizzard Comments on Diablo 2 Resurrected  TCP/IP, ultrawide, and console lobbies

Hi all,

When making games, there are certain realities development teams need to face when confronted with dilemmas that impose on the gameplay experience. For this remaster, two of our core principles are protecting the authenticity of the original Diablo II experience and making it more accessible in this modern age. Our goal is to honor this timeless classic while also opening it to a new generation of players. So, keeping that in mind, as we approach the launch of Diablo II: Resurrected, we wanted to take this opportunity to share some insight on a handful of in-game features we revisited following the Technical Alpha and Beta events.

Console Lobbies / Chat Update

During the Early Access Beta, we identified and fixed a bug preventing console players from grouping up in multiplayer. As we progressed, this system was working as intended for the Open Beta during our testing; and when we modernized the Diablo II experience for the console, we designed the game so players didn’t have to rely on lobbies to play with others. Instead, players can invite their friends into their game directly or utilize the Party Finder to join up alongside other players with similar objectives. With that said, over the past couple of weeks, we have seen many discussions and expressed concern over the difficulty of joining the appropriate games based on a player’s current activities. In Beta, finding other parties on console was confined to a few conditions. For example, if the player was on an identical quest as you, with a similar character level and the same difficulty, you could join into that other player’s multiplayer session.

For modes such as PvP or the Cow Level, console lobbies don’t propagate until you hit a few minimum requirements. For PvP, players need to reach level 9. For the Cow Level, players need to complete that challenge on their own front first. For these two modes, once those conditions have been met, console lobbies of those activities will become visible for those players. There is also a Free Roam option players can opt into if no quest is selected. There is no quest restriction, but players that share similar levels and identical difficulty will be able to share a multiplayer session. A lobby is automatically converted to Free Roam once a player’s character completes the initial quest that a lobby started as in that multiplayer session.

Following our Beta, we’ve seen many console players requesting more options to better navigate activities in multiplayer. We’ve added Bosses and Zones tabs to the Party Finder, so players can better coordinate on that front, alongside the Pandemonium event, Uber Diablo event, and PvP/Dueling. Some console players have also requested the option to create custom lobbies. That is not a feature we’re supporting at launch, but as we progress, we’ll continue to monitor feedback on this topic after the launch of Diablo II: Resurrected.

Shown below is a breakdown of additional parameters players will be able to sort by in the Party Finder at launch beyond the quest options that were present during Beta:

Boss Kills

  • Andariel: Requires Act 1 completion
  • Duriel: Requires Act 2 completion
  • Mephisto: Requires Act 3 completion
  • Diablo: Requires Act 4 completion
  • Baal: Requires Act 5 completion
  • Cow King: Act 4 or Act 5 completion depending on Classic or Expansion character

Zones

  • Free Roam: No requirement
  • Tristram: Requires nothing
  • Canyon of the Magi Tombs: Requires Act 1 completion
  • Chaos Sanctuary: Requires Act 2 completion
  • Pindleskin: Requires Act 4 completion
  • Maggot Lair: Requires Act 1 completion

Other

  • Pandemonium Event: Act 5 completion
  • Uber Diablo: Act 5 completion
  • PVP/Dueling: Requires level 9

Lastly, we’ve seen a lot of discussion surrounding the Chat functionality on console. We designed the game to be the best experience on each platform you play, for console, the primary way for players to communicate is through native voice chat on their platform. So, we’re not making any changes on that front, but we’ll continue to monitor that feedback to see if it remains a prevalent area of concern for our players. If so, we’ll explore making changes or adding more functionality to the in-game chat system post-launch.

TCP / IP Support

We initially announced the removal of TCP / IP support in our Beta blog, noting that this functionality would not be present in the Beta or in the final game. We want to take this time to share our insight on why we removed this feature. Following the Technical Alpha, we learned that this functionality was enabling significant security-related issues to our game. We’re aware that removing this feature adds a large hurdle for talented multiplayer modders in our community. Still, our priority is to keep this game’s ecosystem as secure as possible for all of our players.

Despite this change, a form of modding will still be possible. Players will have the ability to modify specific files which include adjusting values of skills, items, and more. However, keep in mind the Classic client of Diablo II will still exist and that is not going away. Multiplayer mods will still be able to exist and thrive on that platform by our community there.

Ultrawide Support Changes

Ultrawide monitor support being modified was a subject we saw heavily discussed across our channels following the Beta. In the Technical Alpha, players with Ultrawide hardware saw their full 21:9 screens utilized during that test. However, during that test we identified limitations affecting those players and others. For example, the AI failed to sense the player and trigger attacks. Furthermore, players with 21:9 monitors were able to pull many more monsters into battle at a range limit beyond the original game’s intention. In a scenario where players (for example: playing a ranged class) were attacking monsters, players with 21:9 monitors could hit enemies with that extra screen space, but the monsters would not pull or react, but could still be defeated. Ultimately, the AI doesn’t register getting hit from that additional distance a 21:9 monitor provides. That’s not intended, especially if you’re sharing a game with a 16:9 user. To protect the integrity of everyone’s experience and promote an equal playing field for all, those with Ultrawide monitors will be able to have their game screen purview extended to 19:9 (the maximum length of the in-game limitation zones) with a vignette on the sides of the game screen. We recognize that players have spent a lot of money to assemble their 21:9 hardware setups and seeing black bars may be frustrating for their experience. So, we’ll continue to watch these discussions and explore possible solutions that don’t change how the game is played.

To those of you who participated in the Beta event, we appreciate your time and feedback in making Diablo II: Resurrected a better experience for those at launch. Please stay tuned, as we will be standing up new dedicated forums for the Diablo II: Resurrected community to continue discussing the game and sharing their experiences. We are diligently working on getting everything ready for the September 23 release. We can’t wait for everyone to get back to the Rogue Encampment to begin their quest east. Always to the east.

Thanks
Diablo Community Team

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Glurin

Active member

583 messages 243 likes

So, really no new info on the TCP/IP thing. They said before that it was removed due to some kind of unspecified security issue and they're pretty much just repeating that. They just added the bit about still having access to "a form of modding" and gave as an example adjusting values of skills and items.

The ultrawide section gives a little bit more info about the problem, but it still boils down to the original game just not being designed with ultrawide monitors in mind. Probably because at the time, a 19 inch, 4x3 screen was considered gigantic. It also took up most of your desk and weighed about fifty pounds. (That's not an exaggeration, for any of you out there who never had to deal with them. And now I feel old. 😑 )

The console lobbies section reads like there's some new info at least. But I can't say for sure since I wasn't paying attention to that news. Nearly all of my gaming is on PC, so it doesn't really apply in my case.

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Jugalator

Member

32 messages 19 likes

Yeah, the bit about TCP/IP is so suspicious and hand-wavy.

Since Diablo 2 supports TCP/IP, Diablo 2 needs to be able to act both as a client and a server. So, it already has the client and server code. This can be a security issue because with that, you may be revealing Battle.net server code as well in case it's similarly designed. And if you know a thing or two about the Battle.net servers by reverse-engineering the code, you can develop hacks that work on Battle.net! Boom, security problem.

But. Diablo 2: Resurrected does not play on regular Battle.net. It plays on Battle.net 2.0. So, how does it matter that this ancient server code remains in Diablo 2: Resurrected for it to act as a server in TCP/IP scenarios? It will most certainly not have anything to do with Battle.net 2.0 in the slightest. The original client/server code in Diablo 2 was developed in a different day and age when Blizzard North wasn't even that great at it.

Besides, how serious attacks to Battle.net or gamer safety did Diablo 2 cause during the ages when it's had TCP/IP support? Given Blizzard's arguments, it ought to have been horrible, but was it really? Maybe bot developers have benefitted somewhat? Who knows? Dupe testing on a local machine before going live? But they say Diablo 2: Resurrected already has seen bots though, so... I don't know.

So why not just leave this old client/server code intact, with a new Battle.net 2.0 client code in addition to that. And no Battle.net 2.0 server code in the game. This way, you'd happily play online on Battle.net 2.0 while supporting TCP/IP with their trashy classic network code.

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Vang

PurePremium

3,142 messages 849 likes

Yeah, the bit about TCP/IP is so suspicious and hand-wavy.

Since Diablo 2 supports TCP/IP, Diablo 2 needs to be able to act both as a client and a server. So, it already has the client and server code. This can be a security issue because with that, you may be revealing Battle.net server code as well in case it's similarly designed. And if you know a thing or two about the Battle.net servers by reverse-engineering the code, you can develop hacks that work on Battle.net! Boom, security problem.

But. Diablo 2: Resurrected does not play on regular Battle.net. It plays on Battle.net 2.0. So, how does it matter that this ancient server code remains in Diablo 2: Resurrected for it to act as a server in TCP/IP scenarios? It will most certainly not have anything to do with Battle.net 2.0 in the slightest. The original client/server code in Diablo 2 was developed in a different day and age when Blizzard North wasn't even that great at it.

Besides, how serious attacks to Battle.net or gamer safety did Diablo 2 cause during the ages when it's had TCP/IP support? Given Blizzard's arguments, it ought to have been horrible, but was it really? Maybe bot developers have benefitted somewhat? Who knows? Dupe testing on a local machine before going live? But they say Diablo 2: Resurrected already has seen bots though, so... I don't know.

So why not just leave this old client/server code intact, with a new Battle.net 2.0 client code in addition to that. And no Battle.net 2.0 server code in the game. This way, you'd happily play online on Battle.net 2.0 while supporting TCP/IP with their trashy classic network code.

The difference is you can ban an actual blizzard account. Imagine you play WOW and a slew of other blizzard games. Do you think your going to risk using a maphack etc? Sure you can create another account but they still may hardware/IP ban you if repeated attempts and each attempt is going to cost you 40 bucks. I imagine they are thinking the economy will be healthy, and time will tell if using the the current battle.net integration reduces the hacks/duped gear running amuck.

As much as I want TCP/IP the same can be said and they did say, your more than free to play D2 over TCP/IP.

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e
evilforce

New member

16 messages 4 likes

Bunch of excuses.
1. Ultrawide - "it breaks the game"
Then go and fix it, stop cutting corners, there are more complex games out there, and dont tell us you cant mess with the code, you already did. Also, its just a game. And black bars on the sides, that thing got old decades ago.

2. Console lobbies - again shortcuts and cutting corners, dont tell us its impossible, its just more convinient for you.

3. Tcp ip - who ever died because of that in diablo 2? Its a game, frigg off.
Let me guess no true single player then too? Because we can hack the hell out of it then. But oh wait, there will be single player but only on consoles, like in diablo 3. What the actual f...

Security? Hello. It will be filled with bots before they can say "bot". Member how every class was unlocked in alpha? Their security is trash and they are trash, so we might as well get our tcp ip and true single player.

I cancelled my preorder to make a statement, but I will buy it again when it launches, it will be quite a show I believe. Cant miss that one.

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