![]() ![]() I've only played a handful of baby dungeons and haven't even begun to consider late-game builds, so both of those monetization options are completely meaningless to me at this point. That original fear at BlizzCon-that the spectre of predatory, death-by-a-thousand-cuts microtransactions has finally come for our beloved Diablo-remains in the ether. ![]() ![]() Instead, the company intends to make its bones back on items called Crests, which will juice the drop rates in certain encounters, as well as reagents that fine tune the stat distribution on the items you pick up during your adventures. Gear won't be purchasable on that index, but materials, augmenting gems, and other items will be. There will be some sort of player-to-player marketplace, but developers assured the press that it won't resemble Diablo 3's mutiny-inducing auction house. You will need to dungeoneer for all your gleaming armor sets. Gear, classes, and story content will not be purchasable, Blizzard confirmed in a recent preview event. That leads us to some of the biggest questions and concerns about any game these days: how it will be monetized. However, unlike Diablo 4 (as far as we know), Immortal will be free-to-play, which should prick up your ears if you're a veteran of, say, the current monetization melancholia grasping the Hearthstone coterie. In a way, this is a small taste of what we might expect from Diablo 4, which is controversially shipping without an offline mode. Immortal will be MMO, and even in my early experiences with the game, I saw dozens of other players hacking and slashing through the newbie zones, partying up with each other for various elites. ![]()
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