- Šalis: Anglija
- Kalba: Lietuvių
- Patalpintas 2018/07/10 07:43
- Baigiasi 3558 days, 11 hours
Given the fundamental nature of maps in War for the Atlas, the feature itself entailed a fantastic deal of time in evolution. It’s been a work in progress within the POE Orbs duration of the last growth, but also during the lifespan of PoE itself. The design of the machine is driven by two design goals: Random levels are critical and „anywhere can be a practical end-game“. Most significantly, GGG looked in issues impacting the ARPG genre in general and how it intended to address the boredom That Lots of players find at game:
The big issue we faced when the end-game was in this nation has been staleness of the end areas. Players who wanted to find the best items and earn the maximum experience were made to repeat the same few areas repeatedly. While the random levels were doing a lot of work, we had a whole lot more variety. In the 0.8.6 patch, we included a special end-game called the Maelstrom of Chaos. This was a set of sequential areas that tapered up in trouble degree, with random monsters and random tilesets (in the selection of eight).
While this improved the boredom issue of folks playing the very same areas repeatedly, it created an entirely new issue that we hadn’t seen before: content difficulty entitlement. It was rather frustrating, watching people intentionally sabotage their own development and then getting angry about it. Finally we realised the truth: the game layout was at fault and needed to change. We had to locate a system that made players feel great about enjoying at the ideal level for their own progression.
Among the most intriguing thing for a great deal of fans is to find the concept art that developers start with and to compare it to the way it finally ends up when launched. The PoE website has another collection of images from the art team to flaunt things which can be located in Atlas Supporter Packs, Elder layout and special items. You can check it out buy poe orbs here.
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