There is a core loop in Diablo that can make or break the game from Nfkjasfas's blog


There is a core loop in Diablo that can make or break the game. Is it satisfying to randomly enter the dungeon, fight off enemies, and find treasure D2R Items? Provided that this is true, Diablo 4 is en route to turning into a fan number one. Yet again we're in a difficult situation in the event that the group has modified the plunder framework, as they did in the first Diablo 3 delivery.

In the chapter on the launch disaster of the book Blood, Sweat, and Pixels, the story of how one Blizzard developer played Diablo 3 for literally hundreds of hours before finding one piece of legendary loot is told. When that orange light finally emerged from a random enemy, he approached the loot only to discover that his character class was unable to use it. The plunder framework was so frequently shattered that the pressure to crush for a very long time with the assistance of truly obtaining something truly exceptional was broken.

This was eventually fixed, and the rate at which legendary items dropped in the early game increased, as well as the fact that you could only ever find certain levels of loot that were appropriate for your class. So despite the fact that the unbelievable things you were getting didn't break the game, you actually felt like you got a little portion of dopamine from time to time to make a big difference for you.

If Diablo 4 implements a loot system similar to Loot2.0 in Diablo 3, we are already concerned about how much time we will spend playing. It appears that Blizzard has a fairly straightforward road map of pitfalls to avoid in order to retain the loyalty of its most devoted players when the Immortal controversy and the Diablo 3 disaster are combined buy diablo 2 resurrected items. Probably the best thing that could have happened to the Diablo series moving forward was the disaster in Diablo 3.

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