Rather than just selling off useless gear, you can scrap it for parts, and use those parts to empower the gear you want to keep. Whatever you don’t need, you can salvage, and this is one of Diablo Immortal’s best features. Just about every enemy you fight will drop some kind of magical weapon or piece of armor, and you’ll find yourself constantly swapping out gear to grow stronger as you go. In typical Diablo fashion, you’ll also collect loot as you go - a lot of loot. This isn’t a terrible thing, though, as the difficulty still ramps up over time. Since Diablo is a mobile game first and foremost, actions seem a little less precise, character building seems a little less detailed, and there’s a general sense that the game gives you a lot of leeway to compensate for the touch controls. But eventually the goal is to get kids spending hundreds of their parents dollars on a game they probably won't even play a month later.Diablo Immortal’s core gameplay is, essentially, the same as what you’d find in the first three Diablo games. It's the sunk cost fallacy combined with dopamine addiction. When you get to the point where you're spending $20 in one shot, you've already spent $20 total. They get you to pay, because so far it's been good, and it's just $1. Eventually you hit a point where you're paying hundreds of dollars for the next level. Then, you could level to 52 over the course of 200 hours, or you could pay $5 to get to level 52. And then, you could level to level 51 over the course of 100 hours of play time, or you could pay $1 to get to level 51. Imagine if you could play D2 up to level 50 for free. Once you hit that point, not only do you drop real money, but that real money drop has very little effect in the grand scheme of things. With all of these games, there is a limit to how much enjoyment you can get without dropping real money. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread
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