Diablo: Immortal

Original link: https://xiaket.github.io/2022/diablo-immortal.html

I have been playing Diablo: Immortal (DI) for a week, and the peak level has reached the upper limit of the server level. According to the inverse proposition that there is no right to speak without investigation, I feel that I can say a few words. According to my habit, pick it up first Good talk, then bad talk, and finally those qualities that make people feel uncomfortable.

The Good

Easy to get started

DI is the Diablo game with the lowest entry difficulty so far. If you are familiar with Diablo III, this game can be said to be basically zero-cost to get started. Many monster models/maps come directly from Diablo III, and some game skills, such as pulling monsters, are It can be directly migrated. Compared with the previous version, the skill tree has been greatly simplified, the skill runes have been removed, and the skills have been upgraded with numerical values ​​in a simple and crude way. Because there is a good balance between skills, there is nothing good in the wasteland stage. Tangled, a skill can be used from 0 to 60 without changing. In addition, the novice guide is also in place, and it will teach you how to use those systems. As far as I feel, there are no pits or hurdles in the upgrade process from 0 to 60. The only It is worth mentioning that there are a few small level restrictions: go according to the plot, after playing for a few hours, you will find that you need to refresh the level to continue the plot. I can understand this, after all, there are so many systems, no Forcing players to learn, it is not good to be a novice at 60. The solution is also very simple, just brush it.

phone optimized

DI has made a lot of gameplay modifications to the characteristics of mobile phone players, so that players can use the fragmented time to brush. The daily tasks are only three or five minutes each. The Battle Pass system gives you a constant sense of achievement and satisfaction. As for the other small optimizations, I will not mention them. I went out yesterday morning to catch a plane to Sydney for a meeting and commute. On the road (about 45 minutes), it is done every day. In addition, DI has kindly built an email system for the characteristics of the unstable mobile network. Do you have any legendary equipment/gems on the way? It’s okay, I will send an email later. Here you are. Just entered the secret realm and got disconnected? It’s okay, your progress will not be lost, just continue after re-entry.

online multiplayer

First of all, I think it is doubtful whether this feature should be included in the advantages or disadvantages. Finally, I put it here because MMO itself is a general trend. Increasing the interaction of players can theoretically increase stickiness, and it will also bring better benefits to players. Compared with the networked but stand-alone Diablo III, in DI you can see other players in real time and interact with them to a certain extent. After reaching level 60, you can also see a group of players spawning a monster in some gameplays , These are scenes that have never been seen in previous Diablo games.

The Bad

small defect

Let’s start by listing the minor flaws that are not so important.

  1. On some maps, the road is too narrow and it is easy to get stuck.
  2. When the game first came out, there was a server-side bug, and the frequency of monsters refreshed on the map was too low, which caused players to snatch monsters for quests.
  3. The stability of the game is not very good, and it still crashes occasionally.
  4. The gamepad support is not perfect, and it is often smoother to play directly on the phone.

These rough little details make me feel that this game is sorry for such a long development time, and it is also sorry for the names of these two developers.

The Legendary System Lacks Variables

All legendary equipment can be extracted and used directly at no cost. This is not a good setting. This makes the special effect of legendary equipment more like a collection system than a directly bound trait. Therefore, I Now, after getting a new legendary equipment, there is no feeling of being motivated at all. Because the unique special effects are removed, the legendary equipment is just a yellow equipment with a higher value. In addition, the special effects of the current legendary equipment are basically better than nothing. I dare say that removing all my existing legendary effects, the feeling of brushing will not change much.

Force online multiplayer

This is a feature, feature, feature! After level 60, all dungeons must be teamed up and cannot be played alone (although the difficulty/challenge is not high, it is absolutely fine). Later, I am more used to going around the open map to find elites to kill. Some other gameplays are forced to be completed by four or eight people. Players can only communicate by typing, which is also very frustrating: some worlds are strange The characteristics of blood recovery, imagine that you are facing a monster in the world. After brushing for a long time, the blood volume is almost gone. At this time, a newbie came, and the monster recovered 1/4 of the blood. After a while, the blood will be recovered. It’s halfway through. This situation is really helpless. So I think because of the characteristics of mandatory MMO, DI is not a particularly friendly version for players who simply want to enjoy the fun of brushing.

The Ugly

Numerical system

The numerical system of this game relies too much on the score of a combat rating, and all other values ​​are secondary. The combat rating is directly linked to the quality of the legendary gem, which makes many people feel that this is more like a card game The reason. DI just came out, the special effects of legendary gems themselves are very weak. However, legendary gems can directly and rudely add combat power rating points, and the difference in values ​​is very disappointing (high-level gems are +100 points at level 1). , low-level gems are only +40 points when they reach the full level. The same two players have the same skills, and the players with dual credit cards can easily crush the non-paying players, which is understandable. But if a non-paying player is simply spending time Expert players have no hope of winning in the face of a novice player who spends money, which makes me think this is an insult to hard work. I can understand the profit model of the developer, but I can’t accept it. It is also learning and borrowing, look next door The King of Glory’s practice is to only charge for clothing, and people who pay for it are also a lot of money. Isn’t it bad for word of mouth and wallet?

pinnacle/level system

I mentioned a lot of things up to level 60, but the pinnacle system in DI is very different from Diablo III. After reaching level 60, your upgrade speed will be forced down by the system. If your pinnacle level is lower than the server level, then If you level up, you will get bonuses, otherwise, you will be severely weakened. When the peak level was 10 levels higher than the server level, you would not be able to upgrade for 24 hours. I think this setting is not good. And it’s over After 60, the game does not prevent you from going to high-level (Hell 2+) to farm monsters, but you can’t use the equipment you get to brush because of the limitation of peak level, which makes me a little uncomfortable who is familiar with the peak level of Diablo III.

progress feedback

The game of brushing brushes will cut the grass in the later stage. In DI, you can go to the secret realm to gather monsters and then turn on the whirlwind to easily experience such a feeling. But then again, there is no great sense of achievement to mow like this every day. In fact, all ARPGs have to solve this problem. For some story-oriented ARPGs such as Horizon: Zero Dawn, the solution is to reduce the power increase, so that in the late game when you play the early Watcher, it is still more. Winning is based on skill and familiarity with the machine. In the previous work, Diablo III, after collecting the suit at the end of the wasteland period, you can easily mow the grass, but you can’t easily go to high-level big Rifts to mow the grass Later, your equipment affixes got better and better, and the level of the Great Rift also changed with each passing day. This is a feedback loop that I am very familiar with. The current situation of DI is that you work hard to brush equipment and improve your level little by little. Evaluation of combat power. When it reaches a certain level, due to the level system, you can’t easily get better equipment randomly. You can only brush around to make your peak level a little higher than the server level. Equipment The help provided by the upgrade itself is quite small, which makes it feel like there is no sense of progress. In addition, the challenge rift in DI has no effect other than providing materials to upgrade specific equipment, and the replayability is close to 0 (because there is no reward for replaying ). I still have no way to get used to this kind of negative feedback.

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