![]() 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) Our goals with the next pass on the relationship system are to:Īdd more meaningful choice into the system 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. Driving: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. ![]() While we will not seek to directly emulate the DD1 experience, there is definitely room for growth here. We are looking to add new decision-making layers to the driving sequences, which in turn open up new avenues to enhance the preparatory aspects of journeying. ![]() Our overall content scope remains largely unchanged. But as we noted on the previous roadmap, “ we will pivot as needed for the health of the game”. ![]()
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