It is written on the Diablo III forums lately that senior technical designer Wyatt Cheng offered some thoughts on game pacing and things that he thinks could be done to develop gameplay, especially when it comes to healing and damage.
"A health pool that quickly goes from full to nearly empty implies that there's not a lot of room for variance in incoming damage," posited Cheng. "When incoming damage is that high, a 15% increase in monster damage [can] result in death. This leads to comments like 'As soon as I turn up the Monster Power I get 1-shot.'" In turn, www.live4mmo.com/diablo-3-gold'd "like to see a game where a clever player can handle a higher Monster Power by reducing incoming damage through good play.Healing very rapidly back to full also loses all the fidelity of small attacks," he wrote. "If players are regularly going from full to nearly empty and back to full again on a regular basis, then there's no room for mechanics which act as a slow drain on your health."
Despite being able to cite these challenges even so, Cheng acknowledges that he can't "[point] at any specific solutions" and that there "are no instant-fix solutions." "It's a challenging problem that we're actively working on. Things aren't going to be perfect overnight, but improving the pacing of combat is something we constantly work on."
- 11月 14 週四 201316:23
Will Diablo III Dev Combat Become More Tactical
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