Caldesann is now based on your current highest GR clear and no longer uses legendary gems. Legendary gems are now a rare global drop and are automatically leveled up based on your current characters highest greater rift clear. Greater Rifts are no longer locked but there sole purpose is to push leaderboards and legendary gems (read below). (Rift difficulty can be selected like GRs in the game. Regular monsters drop them very rarely champions semi-rare, and act bosses uncommon. Very rare from regular monsters, semi-rare from champions, and uncommon from rift guardians/act bosses. Adventure mode would be the base overworld game where you go out and clear stuff, wherever you want. I think the D4 team can learn from this because I’m really hoping D4 isn’t as a streamlined/linear in choice like D3.Ī quick example of what I mean by sandbox in terms of D3: Whereas a game like Hero Siege (Which is very similar to D3 in many ways), has a more sandbox approach to the game. D3 shrinks the overworld by heavily incentivizing Rifts/Greater Rifts which is counterintuitive to the reason adventure mode exists in the first place.ĭ3 streamlines way to many features to the point where everything is a linear path, including choice. The developers should play the game “Hero Siege” to see how D3’s world could have been setup.ĭ3’s adventure mode reminds me of Hero Sieges world map, except in D3, the world actually has no purpose other than bounties. What are your thoughts?ĭ3 has a lot of iteration issues that I would like to see changed. I know D3 is long in the tooth, but this concept of ‘keys for reward’ instead of ‘keys to enter’ might be useful in other titles.
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