• Yewb@kbin.social
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    8 months ago

    I wish they would elaborate, it sounds like “I kited this troll into town and the guards killed him”.

    Im sure its way more detailed than that but this is such a short article.

    • BudgieMania@kbin.social
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      8 months ago

      I wish they would elaborate, it sounds like “I kited this troll into town and the guards killed him”.

      right? I’m confused too, it doesn’t sound like anything that’s not been a thing forever.

      I’m like, bro, that’s nothing, in Two Worlds you can get the starting village to complete the game for you

    • PenguinTD@lemmy.ca
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      8 months ago

      yeah, it’s everywhere in the older game/literature/manga/etc, and then devs started to shrink back the freedom so you don’t accidentally break the game logic by killing key NPC or have to make said NPC invincible. Modern day mob/field boss “quit” if you leave their area is just that you can’t cheese the game or break it. So DD2 devs are gonna have a nice field trip what players can do when you give them freedom to manipulate the dumb AIs.

    • WMTYRO@lemmy.world
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      8 months ago

      This would still be a pretty decent improvement from the first game. The tech was pretty old, towns were mostly in different instances that prevented monsters from entering, though you’d occasionally have a quest that allowed attacks inside towns. Pretty much every friendly NPC that wasn’t a pawn was woefully under-equipped for dealing with creatures that weren’t goblins or wolves. Additionally, enemies were typically isolated in certain areas, at least until endgame. If creatures are roaming and creating out-of-the-ordinary events, I say more power to them, regardless of the comparison to other newer games.

      • BudgieMania@kbin.social
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        8 months ago

        aaah ok, it’s more from the perspective of evolution from the previous entry, ok, that makes sense thanks