Er komen niet eens moeilijkheidsgraden en alle enemies level scalenquote:Op zaterdag 2 november 2019 01:36 schreef Friday12 het volgende:
Paragon komt niet 1 op 1 terug maar wel zoiets
Hij kan je traditiegetrouw gewoon weer one-hitten zag ikquote:
Bron? Hands-on op BlizzCon zegt dit namelijk:quote:Op maandag 4 november 2019 16:09 schreef MMaRsu het volgende:
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Er komen niet eens moeilijkheidsgraden en alle enemies level scalen
Wel eens met die simpelheid in vooral D3. Verder hyped geraakt door die gameplay van Wolfcryerquote:In Diablo 1, you died. It was hard. So you inched forward, careful to only nibble at enemy hordes rather than try and take them all in one. But Diablo 4 felt like Diablo 3 as I romped, without any real fear of death, through scores of foes. It had none of the tense oppression of Diablo 1.
I put this to lead game designer Joe Shely. "In a world as big as the one we're building, there are lots of opportunities for difficult content." There will be areas you can get to where enemies will be much higher level than you, for instance. But difficulty levels themselves: "We haven't announced anything on difficulty levels," he said. Will there be one difficulty for the one shared world? It presents a tricky problem.
Nevertheless, I thought this was a promising showing. Diablo 4 is solid and fluid, and wonderfully animated and brought to life - so much so it's easy to assume it's further along in development than it is. Remember, this time there's a whole open world to build. "We're not coming out soon, not even Blizzard soon," said game director Luis Barriga in the panel.
I wouldn't expect Diablo 4 until at least 2021, then, which puts it squarely in next-gen console territory. It's only been announced for PC, PlayStation 4 and Xbox One but you can safely assume it will embrace the new machines (think of what Blizzard did with Diablo 3 on PS3 and Xbox 360, then Diablo 3: Ultimate Evil Edition on PS4 and Xbox One).
bron
https://www.pcgamer.com/heres-how-diablo-4s-shared-world-works/quote:Because the open world is shared, there are no game-wide difficulty levels. Hardcore (permadeath) mode was mentioned in yesterday's group interview, though.
Enemy levels scale so that friends can always play together, but some areas are meant to be more difficult than others, so players can seek out more or less challenge depending on where they go.
Scaling won't stop you from becoming more powerful by finding better gear, says Shely.
Dungeons are private for solo or partied players. It's only in the open world where you'll encounter the public.
When entering a dungeon, you can select difficulty options "with great granularity."
Areas "relevant to the campaign" are private to you or your party when you first enter. That can change later on, with the world generally changing according to your progression in the campaign.
To maintain the sense that you're an embattled hero in a desolated environment, player populations will change depending on what part of the world you're in. Towns will be the most populous. As you adventure deeper into the wastes, however, you'll encounter other players less frequently. No word on specific numbers.
World events will call players together to fight as a group, but there's no word on specific player counts for those, either.
Shely says it's important to have a variety of endgame activities. One of them is "keyed dungeons." You acquire keys, and then use them to turn a dungeon into an "endgame dungeon" which can be very difficult.
There are five regions, a day/night cycle, and dynamic weather. You can wander where you want, riding mounts to travel long distances.
There is no option to disable seeing other players or an offline mode, but you can solo the whole game if you never feel like grouping up.
Mja dit is een deductie van iemand die bij het panel aanwezig was. Diezelfde persoon (Joe Shely) wordt in mijn post geciteerd en zegt daar juist dat de manier waarop moeilijkheidsgraad geregeld is nog niet vaststaat.quote:Op maandag 4 november 2019 18:40 schreef MMaRsu het volgende:
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https://www.pcgamer.com/heres-how-diablo-4s-shared-world-works/
Klinkt als Destiny.... Activision zal zijn zinnen hier wel op zetten aangezien ze de echte Destiny kwijt zijn.
quote:Op maandag 4 november 2019 18:45 schreef 2dope het volgende:
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Mja dit is een deductie van iemand die bij het panel aanwezig was. Diezelfde persoon (Joe Shely) wordt in mijn post geciteerd en zegt daar juist dat de manier waarop moeilijkheidsgraad geregeld is nog niet vaststaat.
We zullen het wel zien, duurt toch nog twee jaar ofzo.
quote:Diablo 4 lead designer Joe Shely and executive producer/Blizzard co-founder Allen Adham tell me that maintaining the right mood is important to them, too, even if an online world is part of the game's vision. Here are a bunch of details about the workings of that world, difficulty levels, and dungeons that came out of my brief interview with the duo:
Precies, geen letterlijke citaten maar een eigen samenvatting van wat er in het interview is besproken.quote:
quote:I put this to lead game designer Joe Shely. "In a world as big as the one we're building, there are lots of opportunities for difficult content." There will be areas you can get to where enemies will be much higher level than you, for instance. But difficulty levels themselves: "We haven't announced anything on difficulty levels," he said. Will there be one difficulty for the one shared world? It presents a tricky problem.
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