Joke Collection Website - Cold jokes - Diablo's evaluation: eternal life: brush should also be modernized

Diablo's evaluation: eternal life: brush should also be modernized

Amid the controversy, Diablo: Eternal Life once again opened a closed test.

Although the feedback from players has been turbulent before, with the recent test, a lot of gameplay content has been gradually released, and the game is no longer the form of "Skull King". Now Diablo: Eternal Life has a mature closed-loop gameplay, and the wings of the story are getting fuller and fuller: on the one hand, Diablo: Eternal Life cannot be separated from the Diablo series; On the other hand, even if it is done alone, it can be regarded as an independent work connecting the preceding with the following.

First of all, as an ARPG series driven by equipment, the "brush" part must be the core of every Diablo experience, and Diablo: Eternal Life is no exception. In fact, this work not only retains the tradition of series assembly, but also carries out a series of efficient optimization. Players can clearly feel the humanized design of Diablo: Immortality in the process of experiencing the core process of the game-from brush to equipment.

The equipment system of Diablo: Eternal Life is basically copied from diablo 3. All equipment is uniformly divided into four grades: white, blue and yellow legends, and the rarity is increasing in turn. In addition to these "parts", Diablo: Eternal Life also contains a green "suit", which can unlock additional gain effects in stages after being assembled in several specific positions. Generally speaking, the probability of equipment falling is not much different from that of previous dynasties, and there will be no embarrassing situation of Tu Longdao everywhere.

More importantly, the output channels of equipment are more and more diversified. In this test, repeatedly brushing copies is only one of the options for resource output. If the player doesn't have a rocket to catch up with, then more often, brushing the copy is just a "reluctant" substitute. At the same time, Diablo: Eternal Life is loaded with a lot of plot tasks and world events, and every corner of the refuge is full of strange names, random dungeons, hidden treasure boxes and so on.

Killing elite enemies, completing adventure missions, and searching for dungeons can all bring players as much benefits as copies, while the adventure experience in the wild is obviously more free and novel, and it is closer to the exploration mode of Diablo's stand-alone version. It is worth noting that players can get the essence when they kill all kinds of sex monsters in the wild. After injecting these essences into Horatim's collection and unlocking the corresponding monster pictures, the game will reward players with a huge amount of experience and resources, which may even include the legendary hidden gold equipment.

However, because the number of players tested is too large, the load of the server obviously can't keep up. In places involving multi-person experience, such as encountering world events in the wild, or entering some multi-person copies, the somatosensory jam will be very obvious, and even the skills cannot be released in severe cases. This is a very fatal empirical deduction, and the follow-up public beta needs to wait and see. This kind of damage can be completely compensated by physical means, and it should not appear in a level project like Diablo: Eternal Life.

In addition to enhancing the experience of field exploration, Diablo: Eternal Life also adds a closed loop of the final game to Diablo from the perspective of MMO. Any equipment-driven game needs a detection mechanism to provide positive feedback for the growth of players. In the previous Diablo series, it is a closed loop of gameplay to test the player's BD strength through the speed ranking of the secret world. Players will get equipment in the secret realm, enhance the intensity, and then project the intensity into the secret realm, so as to get more equipment faster and better, as well as the sense of identity between players.

Diablo: eternal life, of course, retains the design of the secret domain of size. Players can climb several levels in the big secret field and get special materials to upgrade their equipment. Completing the secret realm within the specified time can generate a lot of gems and equipment benefits for players. In addition, Diablo: Eternal Life has added two camps: Eternal Life and Shadow Club, and designed a series of ways for players to show their strength. Among them, the battle of immortality, which is highly related to the theme of this work, is obviously the highlight.

Unlike PVP in diablo 3, which became a joke because of digital inflation, the camp battle in Diablo: Eternal Life is a one-to-many asymmetric battle. The leader of the immortal needs to lead several adjutants against the shadow assassins who come in droves. The immortal king slackens and loses, but the immortal power changes hands. Therefore, every generation of immortal kings has to face endless conflicts and struggles, which is more like a curse of "there will always be immortal kings" than a blessing and responsibility.

Joining the immortals and members of the film club will unlock more routine tasks, including high-intensity bloody secret, mechanical copy of the immortal treasure house and so on. In addition to the simple gains in resources and equipment, at present, camp play is one of the few ways to get wings and titles.

The diversification of this series of output channels has solved Diablo's big problem: immortality-the lack of surprises in the painting process. In fact, it has always been Diablo: a part of the eternal play to constantly brush stronger equipment and witness the growth of its combat power, but the problem is that this growth process is too monotonous. The core of equipment-driven games is nothing more than the pursuit of optimal solutions, such as players. Nature also knows best how to seek advantages and avoid disadvantages.

When a mechanism, such as a copy of King Skull, becomes a big version of homework, then forget it. Lao Li's life will definitely be hard. Faced with this situation, the answer given by Diablo: eternal life is satisfactory. When a mechanism becomes too powerful, we should not rush to weaken it from the numerical level, but should strive to make other mechanisms go hand in hand. Filling all the short boards can also make the whole barrel more regular, and even hold a few more liters of water.

However, picking up too much equipment is actually a kind of trouble. At first, players will be involuntarily in the ocean of equipment, but after a long time, the more bulging the backpack, the more complicated the identification and disassembly work. Therefore, the book of Kane is also set for this biography player, which can identify all the equipment with one click. In Diablo: Eternal Life, the redundant steps of equipment identification and equipment decomposition are completely simplified.

In the blacksmith's shop, players can view the white, blue and yellow equipment for decomposition with one click, while the legendary equipment needs to be identified separately. In this way, the whole booty preparation process becomes very smooth, which is convenient for players to start quickly and return to the next wave of brush equipment. At the same time, the random surprise of "unpacking" will not disappear completely because of identifying the design of legendary equipment alone, which ensures that Diablo: Eternal Life is the core fun of equipment-driven games.

Diablo: Eternal Life has even better experience in identifying legendary equipment than its predecessors. In diablo 3, unidentified equipment is linked to the role level when it is acquired. The legendary equipment played by the player at level 30, no matter when it is identified, will always be level 30. Diablo legend equipment level: immortality is linked to the player's identification level. Even the legend of a hit at level 20 can be used after the full level to avoid being crushed by a higher level of yellow.

As it happens, the legendary equipment is Diablo: the installation core of eternal life, which has both numerical specialization effect and skill mechanism difference. Simply put, it is the construction of Diablo: Eternal Life, which does not rely on skills or fixed suits, but on its diversity in randomly scattered legendary equipment. This fulfilled Blizzard's promise not to use a suit to play games.

Obviously, the legendary inscription is not limited to the field of "skill tree". As long as new equipment is constantly introduced, the "skill tree" that Diablo: Immortality players can build is theoretically infinite. Of course, the process of BD will definitely have more face. Therefore, in fact, in terms of brush equipment, Diablo: Eternal Life is worse than its predecessors. Fortunately, the game has achieved equality in the explosion rate of equipment, and paying players can only gain some advantages in pure strength mechanisms such as gem setting and equipment strengthening.

Numerically, the equipment to lock the player's death has been strengthened, and all kinds of high-cost legendary gems are indeed a slot in Diablo: eternal life. But more prominent digitalization is not a fatal flaw. Because it is said that gems are not like rune feathers, these things only provide some special attack effects, and they can't play the effect of BD in mechanism, let alone enhance the equipment. The attribute bonus of 2 points per level only plays a icing on the cake.

Let's just say that the difference between equipment-driven and numerical training is that the numerical value is dead, while BD is alive. A series of pure numerical gains, such as gems and enhancements, are actually two-track systems that are highly separated from the player's assembly and gameplay. Their core interests are different, but they all achieve the same goal in the intensity of the results. Of course, the pursuit of results itself is one of the purposes of patronizing the game, and players have the right to do so. What I want to say is that in addition to seeking success, the pursuit of happiness in the process is also a game experience. In Diablo: Eternal Life, it really left this valuable choice for players.

If we put aside the debate topic of "Do you want to be a rocket", Diablo: Eternal Life is actually a mobile game worth trying, which is beyond doubt. It has a special picture effect and a magnificent CG clip without losing the end tour. On the visual expression level, it can be said that it is the best of its kind. At the same time, the character movements, skill release and a series of operation details of the game are very natural and accurate, not slow. There is no doubt that the industrial level of Diablo: Eternal Life exists objectively, which can really make most new players who have never been exposed to Diablo feel pleasing to the eye, and also make the old players of Diablo series feel at home.

Blizzard and Netease's production experience in their respective fields has begun to catalyze the fermentation of Diablo: Eternal Life. In the near future, Diablo: Eternal Life should have more actions. After all, there is a huge gap of nearly 20 years from the destruction of the Soul Stone by the second generation tyrael to the final battle of the third generation, and there are countless stories waiting to be captured by Diablo: Eternal Life. So, don't worry about the future of Diablo: Eternal Life. The story of Sanctuary will continue in the memory of these 20 years.