The designer & # 39; Diablo 3 & # 39; gives BioWare tips on how to repair & # 39; Anthem & # 39;



[ad_1]

<div _ngcontent-c14 = "" innerhtml = "

AnthemBioWare

It's clear to everyone who plays Anthem that BioWare has learned a lot from Diablo in terms of its class structure, abilities and loot. More than destiny, certainly, and that seemed auspicious for the game that begins.

But Anthem is not complete and, as such, it does not use the many lessons learned from the turnaround of Diablo 3, because there are still many problems to solve. AnthemThe loot, the difficulty and the final phase must be solved.

So who can better tell them how to solve this problem than one of the chief designers on Diablo 3, Travis Day? Day worked Diablo 3 and mainly Reaper of souls, the turning point for D3 that made the game go mediocre to fantastic. And although Day left Blizzard (other good news for the current state of the Diablo franchise), he appeared on reddit to write a 1,500-word essay on exactly what evils Anthem. It is very clear that it is benefiting Anthembut he points out a number of problems with gambling that come with extra weight since he is an expert of the genre and deals with this type of problem himself.

I strongly suggest that you read it all for yourself right herebut here are some highlights of the key issues he addresses, many of which I touched on in my article from yesterdaybut it's obvious that Day explains the problems better than me:

AnthemBlizzard

Unnecessary inscriptions on the material"Having affixes of objects that are not optimal is a common practice for this kind of game, but I think you have to make a clear distinction between" bad "and" literally does not work ". Currently, this creates a lot of confusion for the players who learn the game, because their starting hypothesis is to think that everything that is launched on a worked object will work on the one on which it is launched. "

Risk Vs. Reward: "At present, it seems that the three fiefs have a relative setting different from the last boss encounters, the Tyrant & lt; Temple of Scar & lt; Heart of Rage in terms of overall difficulty. The first time I went to fight the leader of Heart of Rage, it took 30 minutes for my group to defeat the final leader, compared to the time needed to kill the Tyrant, this feeling was excessively disproportionate. "

No reason for random fortresses"Solve simply by assuming that the dungeons are about equal, the challenge is to add a random fortress to the available mission queues and attach some sort of magic chance / discovery bonus to do it."

Targeted agriculture: "If the intent is to give players more agency, they must be able to really engage in that choice. At the present time, if my goal is to get better class mods, I have a very limited degree of control, after which, unfortunately, I am prompted to come back to the same. dungeon farming. "

Difficulty Granularity: "As it stands, the jump of difficulty between GM1 and GM2 is important enough that once you reach the point where GM1 feels innocuous and try to enter GM2, you find enemies who look like to bullet sponges that fired on the most fragile classes of the group. "

AnthemBioWare

Day concluded by saying that he knew all these problems and that it was difficult to solve them, and that he appreciated fundamentally Anthem. BioWare actually responded by thanking Day for his reflections, which would be passed on to the entire team, who is honored with his contribution. Although critical, it is constructive and it's a good time to see a former loot expert give advice to a team trying to create a new game inspired by its old.

One thing that I find particularly interesting here is that none of Day's main points have anything to do with increasing the drop rate of loot, which is a frequent complaint about which fans have complained the week after a brief window when the Masterwork drop rate seemed to have been increased from 5x to 10x for half a day. I agree with Day that all these other issues have priority and that the fall rates are basically do not problem with Anthem for the moment, especially if the "dead inscriptions" aspect can be corrected.

BioWare releases updates and patches for Anthem quickly, although many of these problems take longer to resolve. I do not know exactly what's next on their list, but I think the registration issue should be the number one priority for now. We'll see what happens.

Follow me & nbsp;on Twitter& nbsp;Facebook& nbsp; and& nbsp;Instagram. & nbsp; Read my new sci-fi crime novel& nbsp;Herokiller, now available in print and online. I have also written& nbsp;The trilogy born of the earth.

">

It's clear to everyone who plays Anthem that BioWare has learned a lot from Diablo in terms of its class structure, abilities and loot. More than destiny, certainly, and that seemed auspicious for the game that begins.

But Anthem is not complete and, as such, it does not use the many lessons learned from the turnaround of Diablo 3, because there are still many problems to solve. AnthemThe loot, the difficulty and the final phase must be solved.

So who can better tell them how to solve this problem than one of the chief designers on Diablo 3, Travis Day? Day worked Diablo 3 and mainly Reaper of souls, the turning point for D3 that made the game go mediocre to fantastic. And although Day left Blizzard (other good news for the current state of the Diablo franchise), he appeared on Reddit to write a 1,500-word essay on the evils Anthem. It is very clear that it is benefiting Anthembut he points out a number of problems with gambling that come with extra weight since he is an expert of the genre and deals with this type of problem himself.

I strongly suggest that you read it all for yourself here, but here are some highlights of the key issues it addresses, many of which I covered in my final article on the finals, but it's obvious that Day explains better these problems that me:

Unnecessary inscriptions on the material"Having sub-optimal affixes is a common practice for this kind of game, but I think we should distinguish between" bad "and" literally does not work ". Currently, this creates a lot of confusion for the players who learn the game, because their starting hypothesis is to think that everything that is launched on a worked object will work on the one on which it is launched. "

Risk Vs. Reward"At the moment, it seems that the three fortresses are setting different relative settings to the final boss encounters, the Tyrant <Temple of Scar <Heart of Rage in terms of overall difficulty. The first time I went to fight the leader of Heart of Rage, it took 30 minutes for my group to defeat the final leader, compared to the time needed to kill the Tyrant, this feeling was excessively disproportionate. "

No reason for random fortresses"Solve simply by assuming that the dungeons are about equal, the challenge is to add a random fortress to the available mission queues and attach some sort of magic chance / discovery bonus to do it."

Targeted agriculture: "If the intent is to give players more agency, they must be able to really engage in that choice. At the present time, if my goal is to get better class mods, I have a very limited degree of control, after which, unfortunately, I am prompted to come back to the same. dungeon farming. "

Difficulty Granularity: "As it stands, the jump of difficulty between GM1 and GM2 is important enough that once you reach the point where GM1 feels innocuous and try to enter GM2, you find enemies who look like to bullet sponges that fired on the most fragile classes of the group.

Day concluded by saying that he knew all these problems and that it was difficult to solve them, and that he appreciated fundamentally Anthem. BioWare actually responded by thanking Day for his reflections, which would be passed on to the entire team, who is honored with his contribution. Although critical, it is constructive and it's a good time to see a former loot expert give advice to a team trying to create a new game inspired by its old.

One thing that I find particularly interesting here is that none of Day's main points have anything to do with increasing the drop rate of loot, which is a frequent complaint about which fans have complained the week after a brief window when the Masterwork drop rate seemed to have been increased from 5x to 10x for half a day. I agree with Day that all these other issues have priority and that the fall rates are basically do not problem with Anthem for the moment, especially if the "dead inscriptions" aspect can be corrected.

BioWare releases updates and patches for Anthem quickly, although many of these problems take longer to resolve. I do not know exactly what's next on their list, but I think the registration issue should be the number one priority for now. We'll see what happens.

Follow me on Twitter, Facebook and Instagram. Read my new sci-fi crime novel Herokiller, now available in print and online. I have also written The trilogy born of the earth.

[ad_2]

Source link