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rsgoldfast: The unique items needed to be poe currency

The unique items needed to be poe currency

11 Jul 2018 at 12:51am

[T]he unique items needed to be poe currency made in such a manner that made them generally helpful for a wide variety of builds, and to make a reason to keep fighting the Elder many occasions, or the things would feel as though they had no worth.

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

The Map System

Given the fundamental nature of maps in War for the Atlas, the feature itself involved a great deal of time in development. It has been a work in progress over the poe currency duration of the last growth, but also during the lifespan of PoE itself. The design of the system is driven by two design goals: Random levels are crucial and "anywhere can be a practical end-game". Most interestingly, GGG looked in issues affecting the ARPG genre in general and how it planned to address the boredom that many players find at end game:

The significant issue we faced when the end-game was in this state was staleness of the final locations. Players who wanted to discover the best items and make the most experience were #censored# to repeat the exact same few areas repeatedly. While the arbitrary levels were performing 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 is a set of sequential areas that tapered upwards in difficulty level, with random monsters and random tilesets (in the variety of eight).

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