Honestly at this point, I theorize Blizz’s intent was one of the following:Ĭash grab Diablo IP to bridge gap until D4 can be built, whales will whale in any game to feel that initial rush, who cares if they drop 100k and then quit next month since you just want those sweet sweet whale bux. It’s utterly baffling how you set out to make a game to keep players grinding endlessly for higher numbers but implemented a system that effectively mutes all of those numbers in favor of the one god number that makes the entire gameplay loop feel so unsatisfying. Players never feel progression because the CR gating is far too punishing and restrictive, the CR and Resonance system completely nullifies all meaningful choice in gear options, and the stats on the armor barely do anything for your overall performance since others have already proven the flaws in armor/resistance stats against PvE enemies while whales basically ignore your non-whale stats due to the multiplicative effect. That gets thrown out of the window because 90% of the time those rare shiny drops are nothing more than a shard that you salvage until you have a hundred to upgrade the piece you’ve had from lower level content. I’m not talking about the tedium of grinding, identifying, unlocking, gemming, etc… I’m talking the essential psychological mechanism that makes these types of games addictive: seeing that shiny drop and being excited to equip it. Second reason: the team that maintains this doesn’t understand the Diablo franchise or “loot games”… they just don’t and there’s no way to excuse them not understanding how a flat progression tier system leads to frustrating and boring systems when players acquire gear. The devs farmed the game out to NetEase, that’s the first reason it’s so bad.
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