Understand than the main updates (SpawnManager and all other important subsystems) actually come from my own work. they're already outdated (by a large margin) and got no vision of what need to be fixed since they only follow my own path. they don't support the main project in any way or shape (share or report) they don't hesitate to re-use my project/name without any type of permission, and monetize it Hasha decided to leave it as it was, to manually fix it.Ībout RUSacis, you shouldn't use it for multiple reasons : Proper way is to reparse geodata or to fix it manually, some floors are strangely generated. Remove the competitiveness of the game and perhaps those that are willing to use a credit card to get ahead won’t feel as much reason to do so.It's indeed a geodata issue, it can be hotfixed server-side but it's not the proper way to do it. Seems to work just fine in Grim Dawn and Titan Quest, though the key difference is no leaderboards. Trading can fit in an ARPG just fine if handled correctly. I never felt like trading was mandatory to succeed in Diablo 2 or Grim Dawn, unlike Path of Exile. However, the key would be to have the drop rates set so the gear feels valuable, legendary items feel rare but not impossible to the point that trading feels mandatory to succeed. It’s still about the gear hunt, it just gives players another means to use gear they did find that is otherwise useless. One of things I liked about D2 was that if I got loot I wasn’t going to use, I could go and try to trade it for gear that I would use. You’re right, the idea is to get loot to kill monsters. Nevermind the fact that trading goes completely against the nature of a Diablo game - which is to get loot by killing monsters
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