First up is a detailed and intriguing perspective on the design philosophy behind the Undying. Developers believed that the Undying was a "relatively unremarkable monster type" and wanted to do PoE currency something more to make it stand out from the game. To that end, the team went through a series of preparation phases to make something special for the race throughout the game.
Our intention with the player's first experience of Act Three was that the very first place would be quite quiet, with no monsters to battle outside. Upon venturing into the colour, however, players would be charged by deadly City Stalkers and might have to retreat to the protection of the sun. Their expertise with the remainder of the Act would involve a game of caring very much that areas were shaded, while sometimes being forced to step out of the light to travel between buildings. Because of their early experiences with the City Stalkers, they'd fear every moment spent out of sunlight, as it is one step away from being swarmed from the deadliest monsters in Path of Exile. We intended for City Stalkers to possess enormous life regeneration, preventing players from making reasonable progress beyond them.
Next upon the plan docket is a discussion of the Path of exile currency design and advancement of Gems. Most importantly, the thought process behind the most recently-introduced gems is explored. As you might remember, nine new gems were inserted "including four wrought stone that concentrated on Necromancy", one of the trademark characteristics in War for the Atlas. Senior Game Designer Rory discusses moving from a general discussion of skills that would be added and how stone could fit in that design structure. For example, taking the base ability of Detonate Dead and altering it with the addition of a stone was something that the team. Obviously, some abilities worked better than others in this respect, but, as Rory states, all that is part and parcel of sport development. .
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