![]() ![]() ![]() We are assigning additional time and talent to three areas we believe are essential to creating a great game. The current xp/unlock system is quite minimal and lacks enough meaningful choices. We have heard the community's desire for something more evocative of Hamlet-style upgrades and decisions, and this dovetails with our own internal vision. We're currently working on a complete overhaul of the progression system and look forward to sharing that with you. ![]() The new system provides a much stronger and compelling link between expeditions, and is focused around an interesting hub through which you will increase your capabilities and unlock new items. ![]() Relationships are currently not as engaging as afflictions in DD1. Remove some of the combat clutter and interruptions.Make the benefits (and drawbacks) of relationships more active and tactical (less of a spectator sport).Add more meaningful choice into the system.Our goals with the next pass on the relationship system are to: Knowing a relationship is headed in a positive or negative direction robs the reveal of its impact, and the amount of passive banter and frequent interruptions stemming from relationships can clog up the combat experience. We believe that the central thesis of relationships evolving and impacting a party's capacity to survive the journey remains highly compelling. We are excited to revise the system to make the experience more active and engaging.ĭarkest Dungeon II is not a reflex-oriented driving game. The stagecoach sequences mirror the walking in DD1, but we recognize that the tension of stumbling on a trap, or the possibility of a blockage, ambush, etc, is missing from the current roadways. ![]()
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