This also advocates for the prospect of taking rest from mobile games every now and then and will allow players to move away from the game without affecting their levels or missions. Basically, the missions and levels will have a maximum time of 5 minutes so that the players can achieve and complete the same in a few minutes. Players will not have to dive into the microtransactions to unlock any weapons, levels or characters, which will be a huge attraction for users who have become frustrated with the Pay to Win model.Īnother feature that is promising is the fact that the game has been tailored to fit the mobile mechanics as much as possible without going away from the ‘Diablo’ feel. Diablo Immortal will have in-game transactions available for users but only to the extent of being able to purchase gems and charms among other effects. However, it will not have the Pay to Win feel that other freemium games have. Firstly, the game is a free-to-play one based on the freemium model. However, what would be music to the fans would be the following two things. Other features witnessed in the technical alpha include a potential PvP arena type area which will feature a King-of-The-Hill type feel for the players combatting each other to get the designated reward, drop or chest. The public voice chat feature is also something that will please the fans of the franchise, especially with many games of a similar genre limiting voice chats to parties, teams, or the same lobby, if at all. The technical alpha that concluded revealed many features that will be embedded into the game, including the four-player dungeons that have been talked about since a long time.
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