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 The special items needed to be made
 
rsgoldfastcom
 2018年7月21日 11:52 JST (参照数 300回)  
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登録日: 2018年7月21日
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The special items needed to be made in poe currency this manner that made them generally useful for a vast array of builds, and to make a reason to keep fighting with the Elder many times, or the items would feel as though they had no value.

The general design of a good deal of elder uniques is that they are meant for a big variety of builds. As a result of this, the attention on those layouts are attributes, diseases, charges, curses and auras.

Given the fundamental nature of maps in War for the Atlas, the characteristic itself involved a great deal of time in evolution. It's been a work in progress over the duration of the previous expansion, but also throughout the life span of PoE itself. The design of the machine is driven by two design goals: Random levels are critical and "everywhere can be a practical end-game". Most interestingly, GGG looked in issues impacting the ARPG genre generally and how it intended to address the boredom That Lots of players find at game:

The significant issue we faced when the end-game was in this nation was staleness of the final areas. Players who wanted to discover the very best items and make the most experience were made to repeat the same few areas over and over. While the arbitrary levels were performing a lot of work, we had a whole lot more variety. From the 0.8.6 patch, we included a distinctive end-game known as the Maelstrom of Chaos. This was a set of consecutive regions that sprucing up in difficulty level, with random monsters and arbitrary tilesets (from a variety of eight).

While this enhanced the boredom problem of people playing the same areas over and over, it created a totally new problem that we hadn't seen before: content difficulty entitlement. It was quite frustrating, watching people intentionally sabotage their own development and then getting angry about it. Eventually we realised that the truth: the game design was at fault and needed to change. We had to locate a system that made players feel great about enjoying at the right level for their progression.

 
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