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Diablo ii patch 1.11 b
Diablo ii patch 1.11 b











diablo ii patch 1.11 b
  1. Diablo ii patch 1.11 b mod#
  2. Diablo ii patch 1.11 b code#

Nevertheless, players do it because the difference between a 0 socket outer torso and a 4 socket outer torso is very significant. Save scumming isn't fun - Its shit gameplay and exposes game mechanics to the player, which is a real problem in an immersive, narrative focused game. Save scumming in this case is a problem related to the way randomization is used to generate items in Cyberpunk 2077. Prior to 1.1, it was possible to reload a savegame in front of a lootable container to re-randomize the number of sockets on an item, as well as its rarity to a limited degree. For example, epic outer torsos can roll anywhere from 0 to 2 sockets and rare outer torsos can roll either 1 socket or 0 sockets. The same thing occurs at lower item rarity but the maximum number of sockets is lower. Legendary weapons, inner torsos and outer torsos can roll anywhere from 0 and 4 sockets while all other clothing can roll anywhere from 0 to 3 sockets. Given the number of bugs in this game and the amount of grief that CDPR are getting from their players and others then I am surprised theyĪ: make a change that will annoy the players more andī: also create patch notes that do not document every fix they are making that would be very visible to their players.

Diablo ii patch 1.11 b mod#

Crafting has a bunch of other issues as currently implemented with lack of specs, silly material costs for upgrades, etc etc that need attention of course but that is a separate set of problems to how many mod slots an item has at X tier.

diablo ii patch 1.11 b

No more save/reload crafting to craft that orange headband with 3 slots. No more disappointed players feeling on the bad side of RNG, no more immersion breaking save/reload cycles and a simpler loot system.įor crafting then the same mod slot changes would also exist since this would be a global change to all loot whether crafted or not and potentially CPDR could apply that to current saved games as well. Do the same for weapons as well, give them fixed mod slot numbers and set it to the tier max. So green has 0, blue has 1 (2 for torso), Purple has 2(3) and orange has 3(4).

Diablo ii patch 1.11 b code#

With the undocumented 1.1 change to mod slots meaning they cannot be rerolled via save/reload then a player is at the mercy of some other more fundamental RNG seed that they cannot overcome at all.Ī simple fix for this that would improve quality of life for players, remove RNG and probably make the game code much simpler to manage would be to give each tier of gear a fixed number of mod slots and it would make sense to make this fixed number the max number. No one wants to find a unique orange clothing piece with 0 mod slots.

diablo ii patch 1.11 b

However these sorts of save/reload timesinks due to RNG are hardly enjoyable for players and I am sure the majority would rather spend their precious time actually playing the game rather than cycling through a save/reload cycle every so often. Given that orange loot and especially clothing is unique then this was a timesink price many were willing to pay. Prior to 1.1 then players who wanted to maximise the "quality" of orange and possibly purple drops were "encouraged" to reroll the items via save/reload. Much easier to fix the original issue at source. You do not fix one aspect of a game by making changes to another. If you want to do that to fix this then why not make the technical skill mandatory. The point the original poster is making about the 1.1 change is nothing to do with crafting really and should not be considered to be indirectly fixed by any future crafting changes otherwise you force every player to maximise technical to fix in game loot and limit their build options.













Diablo ii patch 1.11 b