jaundicejuice
Member
Number one all time most important question I could come up with: Why open multiplayer as opposed to server side character storage? Surely the team is aware of how badly ravaged Diablo's multiplayer was due to cheating, and for many multiplayer centered players like myself, this will likely severely limit the replayability of the game. I think I know the answer but I'd still like to hear it.
What does it matter if people cheat in a 4 player cooperative dungeon crawling loot game? The way you phrase it, you make it sound like people are aim botting, speed or wall hacking against you, like it directly impacts you somehow. Personally I think it takes all the fun out of the game if you start edit items and what not but so what if someone chooses to compromise their experience like that? You don't have to and you don't have to play with people who do.
Before you ask, no I did not play Diablo back in the day but I have played Torchlight 1/2 and Diablo 3. I do play a lot of online versus multiplayer games, I've had a friend who was a long time, hardcore Diablo fan try to explain it to me and I just don't get it. This is a coop game, not competitive. You play with other people, roll through dungeons, kill stuff and collect loot. It's not like you're playing Counter-Strike and someone on the other team is using hacks against you. Maybe you can try and explain how or why it's such a bad thing but people attempted the same back when the news of Diablo 3's persistent online connection requirements came up and I didn't get it then. At least not within a framework in which it benefited the customer, the cynical business reasons I get. Ugh, I'm sorry I'm making this about Blizzard and Diablo 3.
I'll say this, I'll take Runic's open approach because it allows me to play offline and to have things like mods versus Blizzards curated, walled garden approach which offers its fair share of annoyances, pretty much most of which center around their servers.