![]() ![]() Something you have to put up with in D III whereas it should be one of the more exciting aspects of it. Diablo IV doesn't care and I think it's another one of those smaller decisions that makes up a greater whole. You can tell from what I described that there are layers of depth to the inventory system of that game whether you have ever played that game or not. It is nice when a game such as Outward has you sitting in the middle of a cave you discovered through exploration trying to decide what items you want to keep or discard because your bag can only hold so much before your movement speed is adversely affected while also prioritizing which ones will sell the best. 120% DMG increase with 58% DEF increase on a single item was not unrealistic for D III but it definitely should be. I think the way items worked in D III was just excessive. If the item drops were reduced and the rarity of these items were also reduced, I think it would feel a lot more satisfying to finally get an item that shows a difference when equipped. I think D III introduced a level of over-exposure to items that has resulted in everything feeling completely insignificant when you do get an upgrade. Chasing a higher number in rifts is not fun for me, I want challenging boss fights to test my build. Even then I can only play D3 for a couple of days before it's get boring and repetitive for me. I usually play D3 when I want a break from thinking too much in PoE. They would probably be happy with the seasons that D3 currently get and rifts for end game.įrom my personal experience, I played D2 almost everyday for many years, I play D3 maybe 3 days every second season. This audience would mostly look towards games like PoE, Last Epoch and Grim Dawn.ĭ3 players are going to want something to pick up and play, switch up builds often, not so many complex systems, easy to understand itemization, no punishment for decisions. Neither game is better than the other, they have different audiences.ĭ2 players are going to want hard content, creative builds, hard level progression, complex systems, punishment for wrong decisions, lots of end game content and new content often most likely released on season restarts. If they try to make it darker and harder like D2 fans want then try to mix it into the casualness design of D3 then they are just shooting themselves in the foot. I just hope Blizzard choose an audience that they want to please and just do it. Doubt this information is easy to come by. What is a better metric to go by is the amount of hours per player. These sale numbers are too hard to compare because they are from different times. And it would be safe to say that 90% of those players bought D3 no matter what. Yet D2 still had so many million units sold. Internet was still in its infancy meaning that reaching potential players was harder. Back when D2 came out marketing almost didn't exist for games unless you looked at PC magazines. Thing is you can't just compare them like that. If you just look at numbers on sale I'm sure D3 wins. ![]() I know a lot of people might be reading this and thinking poe or rolling your eyes. None of it feels special even if there is less gear that drops. No one is going to really have much attachment to many items. When I think back to the items, I already can't remember a single unique looking thing.ĭ4 will look good but if the actual item inventory and equipment is how it is. Im not looking at anything of trying to memorize anything. It really dulls my interest in the items. What I mean is, everything being in a neatly compacted package of yellow item or orange or whatnot, and then just swappin it on ect. My biggest issue when looking at the game is, i already had a complete lack of interest in the items. The inventory and ability/mana/health display is extremely nicely well done. ![]() The never ending trope of 100000 attack and 5000 defense will persist., oh well. The character models themselves are extremely well done. I watched the gameplay of sorc, really smooth animations, loved how it looked. ![]()
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