4 ms·
I'm surprised and somewhat doubtful the process for online vs offline is materially different. I wonder if some of the reluctance/delay on single player is to k
by madrox 4y ago
I'm surprised and somewhat doubtful the process for online vs offline is materially different. I wonder if some of the reluctance/delay on single player is to keep the data miners at bay. The moment loot and drop rates go into a local data pack, that information will go out to all the min-maxers who will bring that info back into ladder play.
While single player is a big part of Diablo, the difference between Diablo and the RPGs the author compares it to is that those other RPGs don't have a thriving multiplayer scene (From games being the exception, but doesn't materially change the point). You can't treat them the same.
- indigochill 4y agoAlso from what I hear at least, exploiting was rampant in at least classic Diablo 2 because the client was trusted (haven't paid attention to the remaster to see if they did anything about it there). My understanding is Diablo 3 was ostensibly online-only to try to address this (especially since it originally shipped with a real-money auction house which would have been even more dead on arrival than it already was had exploits been straightforward) Alternatively, the original Dungeon Defenders game addressed this by building a wall between singleplayer and multiplayer sessions. You were welcome to get up to cheaty shenanigans with singleplayer characters locally, but those characters could never be used in online sessions, which were more tightly controlled to give players a more fair impression of character progression. I forget if there was some kind of direct connect option to let other players join you in local cheaty shenanigans if they wanted.
- deleted 4y ago[deleted]