Instead, the berserker was designed as a heavy hiter that is vulnerable should he fail to hit D2R ladder items. If the players checked their advance, they'd be equipped to make easy hits on the berserker in the event that they've missed and their weapons end up trapped in the floor.
The way the action was analyzed also the role-playing. Wilson said that his team has taken steps to improve the game's story without losing its "opt in" concept of giving players the choice to read dialogue. He also said that the RPG aspects will be enhanced by removing the generic nature of random dungeons in addition to incorporating more non-player character interactions to make the world more real.
"We are looking to view quests as an opportunity to play with different characters," he further explained. "If a town comes under attack, you could be required to help citizens and guards, or assist them, do something other than just have players clicking madly on a monster."
In the end of his presentation, Wilson went back to the subject that he briefly addressed earlier and that was adventures. A new component introduced with Diablo Adventures are fundamentally scripted actions that can be placed anywhere within a level. What happens when the event occurs in any given game-play will be determined by randomness as is the space that they fit into.
Characters going through Class Changes Class Change will have placeholder equipment that is equivalent to the gear equipped in the previous version of the character before the Class Change, and gear outfitted by the previous model of the character is put within the inventory of the player. Players will be able change their appearance once they have made the changes as well as Paragon points will be reset buy diablo 2 resurrected items. All clan, warband, and social group affiliations will remain.
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