![]() ![]() I propose a revive feature inspired by one in Guild Wars 2 that lets the player revive if the monster that downed her, the “ rival” monster, dies soon afterwards. How can we make the revive feature more fun and engaging?.This won’t work either unfortunately, because of the ease at which a player can move through or around a pack of mobs the revive would become a chore playing with one friend and an invincibility spell when playing with more friends. So what if the timer is removed completely and all the standing player has to do is run up to the downed player for an instant revive? However I don’t think that the main issue with the revive feature used in D3 was the timer but that it forced the two players to be locked in space for the duration/casting time of the revive, removing player agency during gameplay like that is ill adviced generally and for D3 specifically it was in blunt violation of keeping the action going, even though the revive feature was designed to try and do just that. I can’t remember if, in D3, the revive state was on a timer or if the downed player remained in that state until choosing to terminate it, but I don’t think it matters anyway due to how fast paced an arpg is, the monsters could easily be cleared or neutered before the standing player would need to head over to the downed players corpse, which removes any inkling of tension from the feature. Seems kinda fun, but the way reviving a player was implemented in Diablo 3 back in the day was no fun at all. Theoretically such a feature can be an added source of exciting tension when playing with others if it’s creating a situation where for example the remaining, “ standing”, of two players has to abandon her ability to fight and defend herself mid combat thus leaving herself open for incoming attacks in order to quickly get to and revive the killed, “ downed”, player. As you can imagine it is plausible that Blizzard will implement a revive feature in Diablo 4. I find the revive feature to be a necessary one for keeping the action going in a modern Diablo game, it eliminates the issue of forcing every unweary player back to town or a checkpoint and into a subsequent retreck of old paths upon death.
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