Yamaha Aerox 70cc водно на части!
Публикувано 29 July 2018 - 08:38
Публикувано 31 July 2018 - 10:51
The design of this machine is driven by two design goals: Random levels are crucial and "everywhere can be a practical end-game". Most significantly, GGG looked at issues impacting the ARPG genre in general and how it intended to address the boredom That Lots of players find at end game:The big issue that we faced when the end-game was in this nation has been staleness of the end locations.
Players who desired to find the very best items and make the most experience were forced to repeat the same few areas repeatedly. While the arbitrary levels were doing a great deal of work, we needed a whole lot more variety. In the 0.8.6 patch, we added a distinctive end-game known as the Maelstrom of Chaos. This was a set of sequential regions that sprucing up in difficulty level, with random critters and random tilesets (in the variety of eight).
While this improved the boredom issue of poe trade people playing the very same areas over and over, it created a totally new problem that we had not seen before: articles difficulty entitlement. It was rather frustrating, observing people intentionally sabotage their own development and then getting mad about it. Eventually we realised that the truth: the game design was at fault and needed to change.
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Публикувано 11 August 2018 - 07:37
Публикувано 15 August 2018 - 08:19
Този пост е редактиран от kappo: 20 September 2018 - 08:25
Публикувано 20 September 2018 - 08:25
Публикувано 29 September 2018 - 08:16
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