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ארכיון

The Division's combination of challenging comb

22/07/2019 06:33
StevenFerdinand
The Division
http://danacarmen.bloger.co.il/298901/ The Division's combination of challenging combat and missions designed to build up your home base was usually good for several days of intense play before repetition trumped enjoyment and I moved on. I always came back to hit another zone however and it was always fun when I did. The Division for me was a game that was great for the long run even though it tended to get old in the short run.

The Division 2 has everything I liked about the first game and more. Combat is challenging and fun although I don’t know why these morons without shields keep charging me with melee weapons. The process of improving your home base is more involved than it was in the first game and building up settlements to attract personnel to your home in the White House appeals to me. I also think introducing the first settlement with a basic save-the-girl quest is a move in the right direction for the series. If the Settlements have some story-driven mission chains it will go a long way toward solving the problem of storytelling in loot shooters.

Players still have to find a group coordinated enough to do this and despite recent clears for every “we did it!” story on console there are fifty tragic tales of players spending 10-20+ hours trying to beat the raid only to fail and give up. And now with the revelation that Massive simply doesn’t care about the difficulty of the raid nor the disparity between PC and console that means even fewer teams are likely to keep trying.

The other issue is that the raid just doesn’t seem worth the effort. The raid offers three new gear sets none of which are terribly good and though there’s one exotic weapon https://quangninhit.net/blogs/20/2/path-of-exile-this-week-should-hold-up-somewhat-more that too does not seem worth the trouble. It’s not like a Destiny raid where once you get the thing down you’re farming it for three class gear sets and a slew of unique weapons three times a week. It’s an absolutely slog for 99.999% of players http://www.eternalevening.com/forums/topic/152/the-coming-ps4-port-of-path-of-exile/view/post_id/152 those who are even bothering to try it even after all the mechanics and optimal strategies are known and the rewards simply do not seem worth the effort.

This is the right move. The Division 2's endgame stands out for its admirably complex gear system: the elaborate system of armor https://halalaz.com/blogs/6/2/path-of-exile-s-down-surroundings-are-structured weapons mods and skills can be a lot to take in but that's sort of the point. It can be used to create equally complex synergistic builds turning your agent from a jack-of-all-trades into a brutally efficient sniper a shotgun virtuoso a support player for a larger team or whatever.

The problem is making specific builds just doesn't feel right until you're at the max gear score. Because this is an RPG and it's difficult to ignore numbers in an RPG: sure I may have made the perfect sniper build http://meganhill.eklablog.com/path-of-exile-just-propelled-its-betrayal-update-a166807736 but if it's not at max score I'm always going to feel like that build is bound to be replaced by stuff with better raw stats.

I've already argued that the gear score system as it stands keeps people from optimizing their builds for far too long already https://neolatino.ning.com/profiles/blogs/path-of-exile-just-launched-its-betrayal-update but continually shifting goalposts or difficult-to-obtain maxed out items just makes that even worse. You can never quite feel either like you've got the perfect build or https://irakyat.my/forums/topic/2326/path-of-exile-this-week-will-have-to-wait-a-bit-longer/view/post_id/2432 more crucially that you can make the perfect build.
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