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Like going from Act 1 to Act 4 in D2 with a small weak character. If I go back later, it will be much easier and if I go too far ahead, I will be brutally beaten down. If it goes according to RPG mechanics, the world would have to present a difficulty chain according to zones. If this were not so there, a very specific charm and progression would be torn from the game and would greatly weaken the principle RPG. When I use the difficulty levels in D2, I know that in Normal I won’t find any enemies that would threaten me with a higher char and better equipment. I as an RPGler need the feeling of somewhere to grow out and without danger to be able to go through. I hope it scales everything only to a certain extent, to give the world building depth, especially now with open world principle, this is important. Of course, this also raises the question of how it will be handled in Diablo 4. Here, the zones must be divided, otherwise it is not much fun and massively destroys a certain element of the role-playing game, which as a player is perceived as very annoying. In other RPG genres, such levels of enemy difficulty are very important to make the world make any sense at all. In a Diablo game, a certain amount of downward difficulty per act should definitely be present as well to give the game at least some semblance of RPG way. One of the best arguments for including leveling enemies is to always have some sort of challenge no matter where you go and thus keep the world alive and in the case of Diablo also to push the item levels up.īut just in such a mechanic is also a little devil for a perceived better RPG experience.īecause if everything is constantly scaled, then the feeling of getting better is completely lost and it also destroys a certain world structure, because you never have the impression that I have grown out of here, etc…
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