Monday, March 4, 2013

Why Diablo 3 Becomes Boring



Monster Vaillant is self-adjusting by hand, why also four difficulty the same story car four times? But also numerical designers do it?

This freedom is in fact false freedom. Ideal difficulty curve ought to be like Diablo 3 difficulty from level 1-60 as which numerical designers work should be completed, how can a simple push to the user but also smug?

If you maintain the user to the viscous to rely on the level of the pinnacle, indeed I admit it did, then how to ensure that the latter part of the old and new user base which is equivalent to more than one best equipment attribute split it? (100 pinnacle = 300 main properties +100 two times attribute +200 body +300 gold find magic find) I even sympathize proposed pinnacle level designer, because of the endless upgrade to restrict the user level, and then rely on the experience of the amount of days to enhance thereby this design to achieve the purpose of extended playtime usually exists only in the Millennium mainstream game design and the new millennium, after the Korea game design.

As a top game designers in Europe and the United States, so this move children is tantamount to self-degradation and self-certificate incompetence. In particular, I was impressed following the end of May last year, this is user questions and answers recorded:

Mood: What makes me Diablo 3 like this?

Players: I want to hide the full level experience bar, so can it take up screen space vacated

Tert-B: Our UI is not modular, so if they want these pixels to toss neat old nose have to charge harder. The now father there are a lot of events to be busy.

Original post link

Looking back today, the real reason is glaringly obvious, they are in the end what busy ah, the original premeditated ...

Fixes the content can not be corrected attitude, I fully understand the difficulties to engage in these expedient, the overwhelming majority of the user base as early as in the designer is willing to run so dry, do not do so would run the light. Is no way to approach.

Then for people to stay, to overcome the problem of the difficulty curve, Diablo III will fun together?

, So we may not randomness Speaking from the biggest selling point of the Diablo.

II discussion about randomness

Randomness, which is the Diablo developers has consistently claimed that the selling point. From the random dungeons, random monsters skill sets to the most well-known random affixes system, which has been considered to be a glorious tradition of the Diablo series.

The author here is not Tucao d3 pseudo-random map and has not been seriously tested random monster skills (Huang Ama, do you remember the year Blasted tower the frozen fast imprisonment invincible Minions knife Lord?), Which some want to discuss the equipment that is most loved by the masses random affixes.

Randomness is a design looks beautiful from the the affixes combination to word infix numerical, a large number of combinations so that you almost can not find two exactly the same equipment. The truth is, however, very serious polarization of affixes, the same items on an anti-injury affixes and crit affixes simply. Useful affixes only the main attributes, four attack, physical, full anti. Other affixes are more or less playing the soy sauce. The vast majority of equipment under the premise of polarization have become garbage, while a small number of the best there may With the a patch sideline Qindie (see 1.03 change IAS), which also is known as "pain too, the harvest too little "feel the true source. Affixes design done by averaging or affixes and special build with that feeling would be greatly reduced. Imagine a 20,000 ball back affixes, or a x% life transformed into attack force of affixes, it makes you feel when you get a very enhance panel equipment: "This piece of equipment is not suitable for me", rather than "This piece of equipment is garbage."

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