![]() He also addressed allowing for some degree of player control over loot progression. This also increases the speed at which players will 'burn out' since the game feels shallow and lacks variety," said Day. Players will generally follow the path of least resistance at present, that means run Tyrant Mines repeatedly. "If the intent is that dungeons are tiered, then this isn't something that needs to be addressed, if the intent is that dungeons are comparable in difficulty then the lack of a bonus or incentive to diversify which dungeon I run is an issue. He tasked BioWare with retuning the instances to bring them all in line with one another, or increasing the rewards for the harder dungeons. ![]() First, he explained that the three Strongholds at launch-Tyrant Mine, the Heart of Rage, and Temple of Scar-all have wildly different difficulties. Since that isn't true, I assume the design intent was to create a larger spectrum of item power based on the rolls, I would argue it comes with too many drawbacks," said Day in his Reddit post.ĭay also addressed Anthem's Strongholds, which operate as dungeon or raid content. Currently, this causes a considerable amount of confusion for players learning the game, as their initial assumption is to think anything an item rolled will work on the item it rolled on. "Having items roll affixes that are sub-optimal is standard practice for this kind of game, but I think there should be a hard distinction made between 'bad' and 'literally doesn't work'. Day says that BioWare should change the range of inscriptions rolled on each items, so a weapon only pulls from a pool of inscriptions that matters. ![]() Currently in Anthem, weapons are rolling with inscriptions that are "dead," meaning they don't work at all, providing bonuses that don't apply to the item. Anthem shares many systems with Diablo 3 in terms of loot, primarily the randomly-rolled Inscriptions on weapons and equipment. While Day is currently a designer working on Phoenix Labs' Dauntless, many of his tips for Anthem are clearly drawn from his time working on Diablo 3. Day's GDC 2017 talk on improving Diablo 3's loot | GDC
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