Ferguson says: Nightmare dungeons represent our version of D2R Items Rifts which is why when you've played Diablo there's a thing in town and you'd just walk up to it then open a portal. Then away you go and you're standing in town going to it over and over. And now we have these Nightmare Dungeons. This is the same as running an Rift in a way, but with a sense of place.
So, Joe has sigils, I have sigils and we're thinking "Okay, where do we wish to go? We have to go somewhere now," in addition, "Okay, let's mount up, get on our horses, and go to ride west." And because that dungeon has specific loot that we would like to find or the type of gear that we'd like to purchase. And so I love that feeling of place and not just picking up any portal that pops up in the city every time.
So one of the interesting aspects I noticed was the system of strongholds. What impact does this have on the sense of locality? Since it appears that you liberate areas almost, which is how does this affect the story you're telling?
Shely: Therefore, the strongholds are an important part of the open world. We really wanted players to be able to alter the world, and for their actions that have an impact on the events that take place in The world that is Sanctuary. When you come across these strongholds, there are various of them across the various areas.
There will be others that have been infested with monsters. In clearing them out then you'll be able to restore them to a relatively safe place for Sanctuary. Characters that aren't players will appear and you'll be able unlock additional quests. Additionally, dungeons will be revealed as the consequence as well as the strongholds be transformed because of buy D2R Ladder Items the actions you've taken on that character throughout.
Posted
Nov 24 2022, 05:12 PM
by
haoxiuyun