![]() This is simply NOT true anymore, and anyone who doesn't see it is in denial. I, myself, and a lot of people I know were blind to this for a while, thinking that Blizzard is the single best game company out there. This means that there are much more good game programmers out there right now than what we had before. The internet is much more vast and powerful, information can flow freely, at least until RIAA and MPAA have their way. ( I can just see a storm of flame coming my way now from the hoards of Blizzard fanboy drones) Blizzard is no longer an innovator it used to be. Every since they became a large over-bloated, money hungry company that put all it's attention into it's idiotic World of Warcraft MMO, which sadly I had the displeasure to play for a week, it hasn't been the same. After all, Blizzard, hasn't been what it used to be for a very long time now. There was just almost no way it would succeed. I had a feeling, nagging me somewhere in the back of my mind, that this game would fail. Blizzard, I want my money back god damn it. Let me be possibly the first to say Diablo III blows, and doesn't just suck. It's a fucking flop! (sorry for my language but a use of a strong word was necessary here.) It was supposed to have super innovative things like no other game, offering a game-play experience that cannot be found anywhere else. ![]() It was supposed to be the best game ever, the event of immense, gargantuan proportion. It's here after this horrible, excruciating wait. and off course TONS of excitement.įinally it comes. So much advertizement everywhere, so much talk, so much hope. The EPIC game we all been waiting for, for what seemed to be AGES. ![]() We’re always on the lookout for cases where we can make a monster more fun and satisfying to kill while keeping the game engaging, and it’s something we consider when designing new monsters.So anyway. Since it breaks more consistently, you can now focus on putting the hurt on the Scavenger after it breaks. So in patch 2.3.0, we changed the armor to break after it takes five hits. It didn’t make the monster engaging because it wasn’t obvious what you were supposed to do or how to do it. This mechanic wasn’t communicated clearly, and some classes had trouble delivering the right kind of damage to break its armor. When Reaper of Souls launched, the Primordial Scavenger’s armor wouldn’t break until you’d taken off a significant chunk of its health, but only certain types of attacks were able to bypass the armor to deal damage. In addition, while a monster’s signature ability can make it engaging to battle against, sometimes it can cross the line and become frustrating. Too much Lacuni in your soup throws off the flavor. A good mix of monsters has a couple of things to avoid, a healthy chunk of basic attackers, and a little spice in the form of a big bruiser or a monster with unusual movement. Bit of a mess, right? Although we do throw monsters from different areas together in Greater Rifts, we carefully choose which monsters you see together. Imagine visiting an area and finding it packed with Moon Clan Shaman, Exorcists, Lacuni Huntresses, Blood Clan Sorcerers, Succubi, and Exorcists. Of course, when you’re playing on a difficulty level that’s easy for your character, you might not worry about the Succubus at all. It’s satisfying to use Cyclone Strike to pull several Succubi close and then Blinding Flash them all before they can cast Blood Star. They make the game more interesting by providing opportunities for your character’s abilities and legendary powers to shine. You might take an action to avoid it, like moving out of the way just before it reaches you or stunning the Succubus when you see her cast. When pushing Greater Rifts, you’d probably prefer not to get hit by that projectile. Her primary attack, Blood Star, is a fairly slow-moving, seeking projectile. We add engaging monsters like the Lacuni or the Succubus to change the fight dynamics.Īn engaging monster has the capacity to affect your behavior. Zombies are slow and predictable, so fighting one group of zombies will feel about the same as fighting another group. Progressing though a rift is about dealing with the unexpected. Today, I’ll be answering a question about rift monsters. One of my responsibilities is to make sure the monsters you fight are fun and engaging. I’m one of the designers on the Diablo III team working on gameplay systems and content like Greater Rifts. In the update, Joe talks about his work on making the monsters engaging and he specifically focuses on rift monsters. The latest Developer Chronicles article is now live and this week it comes from gameplay systems designer Joe Shely.
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