One of the fascinating items I saw was the system

Shely: So the strongholds play a significant role in the development of the world. We really wanted players to be able to meaningfully make changes to the world and for actions that have an impact on ho

And so Joe has signatures, I have sigils and we're like "Okay is where do D2R Items we want to go? We must go somewhere today," in addition, "Okay, let's mount up, saddle our horses and we're going to the to the 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. That's why I like that feeling of place and not just going to any portal that pops up in the city every time.

One of the fascinating items I saw was the system of strongholds. How does it affect the sense of location? Since it appears that you liberate areas almost, so how does that affect the story you're telling?

Shely: So the strongholds play a significant role in the development of the world. We really wanted players to be able to meaningfully make changes to the world and for actions that have an impact on how things are going in The world that is Sanctuary. Therefore, when you see these strongholds there are a variety of them in the different areas.

There'll also be some that have been ravaged by creatures. If you can clear them they can be cleared to bring them back to a safe place for Sanctuary. There will be non-player characters and you'll have the chance to complete side quests. Further dungeons might be unveiled as a result while the strongholds continue to change because of your actions with that character during the course of.

Fergusson: It's interesting. While playing strongholds, you're, in RPG terms, situations where the game is essentially private. So when you come to a strongerhold, or you attempt to break free from the stronghold, it's a private moment. You go with cheap D2R Ladder Items your party and you go to fight.

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