![]() ![]() ![]() You end up with something like homogeneity, at first on the side of play patterns, and then on the side of design, since data-driven iterative design in live games respond to actualities and not possibilities. It's also part of the problem with infinitely scaling difficulties in games with finite player power increases: as you narrow the parameters for success functionally, you push people into finding the most extreme (and usually less numerous) solutions. ![]() And that's doubly true if, like Blizzard, you're trying to keep obvious complexity at bay. The issue of unidimensional breakpoints isn't that they can't offer interesting tradeoffs, it's just that the less permutations exist, the less likely you are to have a large number of viable solutions for a given problem. Extreme problems usually have very narrow solutions, and the inverse relationship is that very narrow solutions are disproportionately effective in strict systems. The whole issue with itemization, or game systems in general, is a problem common for systems as a whole. I'm wondering if others saw differences and also wondering if the devs have made any statements about departures from these original ideas.Įspecially the stat breakpoints on skills, that was the most exciting feature by far! I was told by one person on this reddit that those are on the paragon boards, but others have disputed that so I'm not sure what to believe. All item tiers were relevant, skills had upgrades that would trigger at attribute breakpoints, and so much more.Īfter playing the beta, I feel like some of these were scrapped? I'm not really sure because I didn't try to account for all the differences. The December 2020 Quarterly Update was the one piece of dev insight that had me the most hyped for the design direction of the game. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread ![]()
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