moxjet200
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moxjet20049 karma
We are aware the many skills are best used on autocast. This isn't intended gameplay from our perspective. While we aren't looking to prevent people from doing this, we are looking at how to redesign the major offending skills such that autocasting them isn't the optimal gameplay. And example of this would be when we redesigned Fire Shield as Flame Ward. It used to be primarily autocast but now it is tactically used instead. We will be looking at other problem skills going forward too.
moxjet20048 karma
To name a few
- Learning from those that came before us. There's been a lot of hiccups when releasing server-authoritative multiplayer and there's plenty of information on what issues have occurred so we're taking into account how we can avoid the same mistakes
- Ensuring that multiplayer is not released before its ready. We're very excited to launch it but we won't do it before it's stable, enjoyable, and where it should be.
- working with consultants and engineers from the AAA space that have developed this for very popular titles
- testing, scale testing, testing, testing, testing.
Even with all the precautions we're taking it's likely that there will still be some hiccups here and there but we're very serious about getting multiplayer right.
moxjet20047 karma
Some design goals we have for trading are:
- Don't ruin the chase. We want people to be excited about going into the world, killing monsters, and having the chance to get great upgrades
- Bring people into the same space so it feels like a living/breathing world
- Don't build a system where people feel like they need to go outside of the game to be efficient
Will have more details later.
moxjet20038 karma
We're taking a few steps to encourage players to want to group up.
- Enemies will scale with additional players including health, pack size, and possibly other ways in the future
- We want to ensure that movement stays under control so that you can keep up with your party members, and if you fall behind there being quick ways to catch up to them
- We are making sure that grouping with players in other quest states doesn't prohibit drop-in play.
- Dropped loot will be individual per-player to prevent whomever has the quicker finger getting all the loot
The goal is to make it so that a well organized team can complete content slightly faster than an individual but a disorganized party is a bit less efficient than a good single player.
moxjet20059 karma
Hey Lizard! The team and I are committed to this game design goal and will continue to look at player toolkits to ensure that when you are challenging appropriately scaled content that this is not the case. Don't worry, harder challenges are on the way! See you in game.
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