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翻訳の問題を報告
What about a step fwd? into the more 3d games like diablo? SWTOR is a good example. yes it's an mmo, but no you don't ever need to play with another person. Eight unique rich stories (8 classes and 16 sub classes) Plus as a bioware product the companions all have backstories and interactions.
For me I played guildwars 1 after D2 and it's kind of a logical progression.
This is what I have:
Vette Class (v.1.2)
NEW CLASS! Shaman (v.31) {A work in progress}
Playable Dark Alchemist Class (v1.6)
Torchlight 2 MOBA (v.125)
Lightning Mage Improvements (v.10)
I think the MOBA one is unfinished, I just kept it on the off chance it would get finished.
Seriously? Shadowrun is a turnbased RPG series and is so far off Diablo that its an entirely different genre of RPG. (Or are you talking about that one Shadowrun game for Windows Vista?) Even SWTOR is more Diablo than Shadowrun, just because it's realtime. I progressed from Final Fantasy 7 to Diablo and also to Guild Wars 1 (&2), but i wouldn't say they all had more in common other than being some kind of RPG.
There are aspects of Guildwars 1 that I feel track somewhat similarly to D2. But it hasn't aged well.
I wouldn't recommend WoW in 2022, but I think SWTOR is still worth a play, even if you just complete a class story or 2 and give up.
I said Shadowrun was "NOT like D2" but I think if you liked D2 you may like it. That said, there wasn't just 1 Shadowrun before Shadowrun returns, there was like 5.
When i said "that one" I meant that "one" which wasn't turnbased.
None of the games you are naming are remotely to what Diablo-esque means. I understand that the OP wants a game that has a diablo-style action-rp-gameplay and item drop system, but without the need to do trading or heavy grinding to get rare sets complete. You are naming classic RPGs.
not needing to trade, and 1:10,000,000,000,000 odds are more or less the same thing to me, yes you don't need to, but realistically speaking there may be 100 of the item in game dropped from the first time it ever dropped to now, and you may be lucky number 101 but let's be real, you won't. this is a kind of gameplay I want to 100% avoid, I hate the decisions that get made in regard to loot when trading is suppose to be a big thing.
The way I see these games, you are playing the game to kill enemies to get better loot to kill more enemies, the moment that a trade system is expected to happen for the best loot, it now goes into farming coin so I can pay the lucky person who got it to drop to have my item that I no longer have a need to go and kill for because nothing is better, I see this as completely ruining whatever system you wanted to use/be in use in the game.
Then there is how they handle trading, lets look at everquest as a fantastic example of a great trade system. in the first 2 expansions, you saw 1 zone used to facilitate in game trades, and one area of the zone, east commonlands tunnel, it would routinely have 300+ people at all times of day trying to sell loot they don't need for coin, the devs saw this and decided that with the 3rd expansion, let's make a zone dedicated to hosting, listing, and facilitating trades. where you select the item, state what you are selling it for, and now its a searchable trade window and you can buy or sell without being present. The best items in the game cant be bought or sold, or you need to quest to upgrade things you are able to buy, so the bazaar facilitates low level players getting gear they need to level up faster, or gets high level players in touch with tradeskillers who can make the gear they need/the intermediary parts to quest gear they need. all the while going from you need to be in the zone to look up stuff on bazaar, to being anywhere, you need to be in the bazaar to buy, to being anywhere. I like that system because the entire way the game was played more or less facilitated trading from day 1 and you couldn't, with few exceptions, buy your way to the best with in game systems.
yes, you can technically pay people to run you through raid content or through group content to get you the best of the best, but by and large its not a thing for most players. The thing that is a point for players is powerleveling because the level 80-120 are largely not soloable, and the game is almost exclusive played solo at lower levels, a dedicated group who isn't inviting in mid, and group at 110-120, so needing to get to where people even are is an issue.
lol, hate to say this but you will never forget the origional play though, you may forget some aspects, but once you go in it all comes back to you. played the origional when it came out, never touched it after then when the remaster came out i played it as a solo character, it all came back to me in pieces, but because I was solo, it was still new in how I hand to handle areas.
been considering swtor, but thats an mmo, sadly those dont scratch the same itch as a diablo does. granted rougelikes do scratch the diablo itch as diablo was originally a rougelike game till they made it real time instead of turn based.
if there are any newish rougelikes or old ones that may have been passed over, would love to know, its another genre where I pick up damn near every one that comes along.
unless there is a random loot to shadowrun, and I dont think there is, its more a crpg than it is diablo like, and while I love crpg's when they are done well, its a completely different itch to diablo. but like I said, roguelikes are able to scratch the diablo itch due to diablo being based off them till near 0 hour in its development.
diablo 3 when it came out was 100% facilitateing the real money auction house, so the odds of loot dropping that you like or could use was so small that it was like how other games may drop a legendary was the chance that diablo 3 would drop something for you, and the chance in diablo 2 for a rare to be godlike and replace armor that would be 1:10000 better than a rare for that piece of gear you can use to even be useful. they then patched it so you focus on sets... and at least when I played it there was near linear progression, so everyone typically had the same builds... diablo 3 was a hudge miss.
but just talking about 3d, I dont care one bit if its a pixel art/digitised game or if its full 3d with a first person view, im looking for that feeling of killing an enemy group/hoard and seeing a great item potentially dropped that I can use.
in this way I think borderlands is an abject failure as an rpg/itch scratching game. you have 5 item slots, and 4 swappable weapons, so if a character can dual wield you get 6 items, they could have had every single weapon have swappable parts for % boosts to dmg and ♥♥♥♥, I mean if I remember correctly an ak has 70~ different parts including screws holding it together, I could easily see the game where you compartmentalize parts and gear to the point that you may have 10-20 parts per gun that may make the gun better with upgrades, potentially even parts that wear out or wear down over time that make the gun a bit sloppier to use, but the game has a brain dead 5 items and a character spec tree... I can have fun playing the games but every time I play them I just see the biggest lost opportunity to have an amazing looter that lasts past finding a great end game gun.
so what I think is the more item slots I can potentially fill or find replacement items for the better.
elder scroll games are crap without mods passed a first playthrough, what's frustrating about these games is the same as borderlands but elderscroll games have no randomness to items. I mean if I have a thumb up their ass apprentice blacksmith make an item, it will have the same stats as the item made by a master who spent their whole life foraging blades and knows the exact temperature to keep the quenching water, it's frustrating there because so much loot I can find, but everything is the exact same unless its a hand picked by the devs item. there was a morrowind mod that added several thousand swords to the game, but it was kind of a cluster ♥♥♥♥ and added 4 or 5 swords to every lootable chest in the game. it seems like the new game from the daggerfall designer, https://store.steampowered.com/app/1685310/The_Wayward_Realms/ is going to have systems in place to allow for this kind of randomness if not in game than though the mods. I have very high hopes from this, because daggerfall is the only game that makes me feel like an adventurer, like I just go put down in this world and i'm not the chosen one, i'm just someone who exists there. same issues with the rest of the elderscrolls in terms of items, but in terms of gameplay and setting, its spot on what I want out of almost any game in the rpg genre.
But, I learned something today, and I'm keen to learn more.
It all depends on the rng amount. take an mmo for example, a normal highly sought after item may have upwards a 1:100 chance to drop from a certain enemy type, its a high rate of not getting one, but its not in insurmountable number if you really want it, everquest after between the 15th to 20th expantion put in the game an expatiation wide rare system where the rare items were between best group and worst raid, possibly some expansions mid level raid, these are 1:10000ish from any mob, and with something like 30 up for grabs, odds are you wont get the item outside of trading.
If you are a group player only, you may see these items as your end goal, if you are a raider you likely have access to better and easier to get items.
I think this is a good example of the split between trade necessary and able to farm an item easy enough.
If I know I can get a chase item just by playing the game long enough, I tend to have fun with it, but if I legitimately may play the game for a solid year just hoping to find one item and never see one, it feels like crap, however, diablo 1 and 2 had rare items that could roll with better stats than anything else in slots, they are rare, but not as rare as some of the items they assigned the 1 in 10 trillion too, and I think can be better than them too.
my whole hatred of trading comes down to how it effects what can drop, when I go into a game like an rpg, I want to have a chance of doing all the content, whether i make it there or not is irrelevant, and for some content, you are hard blocked if you don't have the dps, or the tankyness to deal with it, and I don't particularly like set based games because then you are just playing builds that work with sets, and once you get that set, you cant replace it, or games that force unique items to be the end game because now you are beholden to just getting the uniques and till you get them, one fo the game sI cant remember the name of, it was the difference between doing 10kdps or 10 million, the game is built around and expects you to have these items at a certain point.
and with that, rng can completely screw you.
I find that games that are built around not having trading tend to have more interesting drops more often because you are the only one playing, they dont have to divvy the interesting/good drops up between the 10k people the game may have playing at a time to make a need to trade in the first place.
Yes, it's an MMO, but honestly there is nothing stopping you from playing the entire game with one companion NPC and just quitting before the end game raids. The main story runs out before you even are max level.
D3 was a failure for me because the classes felt real similar to each other, and unfun. I also disliked that while the maps were 3d ish, there was no where to really go, it was very A to B progression. Part of what I liked about D2 was that each class felt unique, and that the map was randomly generated. Part of what I disliked about D2, was the late game was repeating the earlier game's story.
I hate loot boxes, low drop chance finds, etc. For me I want to have enough gear that something new is interesting, but not always returning to market looking for an upgrade to that item that's 10 levels too low. Van Helsing felt right for me, a bunch of good gear but not always everything I wanted, but not too little either.
What I really like about D1 zaphodikus touched on, that D1 was kinda random. I was playing a warrior build early game, and I found two Learn spellbooks, and they were so good I actually switched to being a mage for it.
What i liked about Guildwars 1, was the rare skins that altered an item's appearance, even more so since the actual character generator was crude, armour changed your physical appearance. (less about stats and more about having a unique crafted look)
I don't own an AK, but I did own an SKS (not all that different) while it did have a few different parts, I'm not sure how far you could really swap things with other things. I do know people who swap stocks, and I know some people who actually change barrel gauge. I suppose attachments, and sawing things off are options, but I think even in real life there are limits. Oddly even though it's zero % like D2, PUBG (android version not the PC crap) has parts you could put on your guns. An since it was so fast paced, because people were trying to kill you, finding items was almost like finding good loot. But again not at all like D2.
I feel like early days Maple Story had a bit of that, it was a 2D side scroller with random gear drops, player to player trades and a few classes. It's been like 14 years since I've played so probably not the same game anymore. I suppose it isn't all the rogue like.
I have it on PS3 and it was given away with Xbox GWG this month, and I can happily replay it on either, But whenever I try it on PC somehting feels off.
I think it's just a comfort thing. If you're used to controllers, then I feel it just works better with them. It somehow feels more pacey, and suitable, but with mouse it feels kind of flaccid.
I hope you get what I mean because I can't quite define it myself.