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![]() More often than not the bots ignored me and continued fighting, leaving me to die a lonely death and wasting a valuable life in our limited pool of retries. Just as important are support types like Android 18 who can heal allies, though I could hardly depend on AI medics when I went down. One of my favorite fighters, Kid Buu, can close the gap with either a quick teleport or by stretching his arm several feet to pull opponents in for a melee attack, making him hard to predict. For instance, Goku, a melee-focused fighter, has a couple of powerful punches only he can pull off while Gotenks, a Ki blast type, can unleash a barrage of energy missiles. The remaining 10 percent of combat involves two moves unique to each character depending on their class, and experimenting with different characters to find ones that suited is one of the best rewards of Battle of Z. Even with the option to auto-assign cards to characters, it was tedious to need to constantly switch cards back and forth depending on the fighter and teammates I chose for a particular mission. ![]() However, because cards can be given to or taken from fighters with no penalty, the mechanic is largely pointless as it was no-brainer to throw as many on myself and my teammates as I could. I would have loved to see combo attacks or the ability to counter an opponent’s barrage of punches, but these options simply don’t exist.Īfter beating certain missions I was awarded cards I could attach to my characters to boost their stats, a nice gimmick that gave me the edge I needed in tough skirmishes. As a result the fighting can feel shallow and repetitive after a while, which is a shame for a game solely based around world-destroying battles. Every one of the over 70 playable characters can use melee and ranged attacks and do some sort of powerful blast after charging up, all of which makes up 90 percent of the combat. Despite a deceptively tough learning curve, the combat is pretty bare-bones. ![]() ![]() ![]() Remember, the awesome controller scheme was one of the reasons why I ditched whatever I came up with on D3 PC to restart everything on the Switch. Here’s one thing you probably didn’t notice about the PC version and it is also the one-thing that Diablo III didn’t have for the PC: Controller Support. In this aspect, D2R on the Switch doesn’t look too bad, but in some areas the graphics are less detailed and look washed out (Flayer Jungle / Spider Forest, here’s looking at you!).ĭiablo 2: Resurrected on the PC is where all the bell and whistles are at and I own a copy of the game as well. I did mention that Diablo III managed to look sweet on Nintendo’s hybrid console. Rarely one would make the case of superior graphics for a reason to get a game on the Switch, given the platform’s hardware capabilities. If you’re playing on Windows PC, the desktop app should automatically begin the download as soon as the update becomes available. Gamers were unable to get connected (and thus use their online characters) for weeks and although the situation has improved tremendously, I did lose a fair bit of game time with my online Necromancer and I didn’t want to waste my time with my offline Amazon. Diablo II: Resurrected is already available for pre-download on Windows PC, Xbox Series XS, Xbox One, PlayStation5, PlayStation4 and the Nintendo Switch system. This issue with offline/online characters is confounded by the problems that Blizzard had with their servers. However, playing this remaster on the Switch gives a very strong impression that Blizzard has a miss on this platform, although not as tragic as WarCraft III: Reforged for the PC. Aside from the shared stash, the core gameplay is untouched. With the ability to switch between offline and online games, Diablo III on the Nintendo Switch introduced a great way to grind just about anywhere back in 2018.ĭiablo II Resurrected is a remaster of the original Diablo II released back in 2000, upgrading its graphics with support for up to 4K (at least on the PC), network functions and Dolby Surround Sound. Never mind the colour palette, Diablo III has all the quality-of-life improvements one would expect as a sequel to Diablo II, and it is one heck of a looker as well. But why good and not awesome? There’s already a superior ARPG experience on the Switch in the form of Diablo III: Eternal Collection. If you are a Nintendo Switch owner and love action role-playing games (ARPGs), Diablo II Resurrected “maybe” a good addition to your game library. ![]() ![]() ![]() The new Touch Type tool gives you more control over single characters, works more consistently with fonts and glyphs, corrects your template designs, and creates them with perfect pixel accuracy. You can create a workspace by hiding, displaying and moving pallets wherever you want. Adobe Illustrator Crack with Serial NumberĪdobe Illustrator Free Download Full Version with Serial Number has a workspace that consists of a canvas called a canvas and is surrounded by several configurable toolbars and palettes. With responsive performance and sophisticated tools, you can easily focus on the design, not the process. Among other things, creating designs based on brightness, lighting, shadows, or deteriorating effects. With Illustrator CC Crack, you can completely straighten your toolbar. 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![]() ![]() While you dont have researched it, the game can fall back on a basic algorithm (ideally without teleporting!), but once you got a grip of the game, you can research "cook deployement" to assign manually how many cooks per kitchen. thats what gaming is, but bear with me), i want to design a prison to my liking, not around arbitrary rules/algorithms i cant even look at.Īnd i understand that cook deployment or canteen linking would be a bit much for a new player, so why not just integrate some kind of research for it? Similar to the research of guards being better and better (deployment -> patrols -> vests -> tazers) there could be a tree for cooks. I dont want to play to cater to hidden algorithms (though obv. (Though the same exact design obviously would work with a dozen canteens.).Īnd your suggested 3sigma rule would just be another algorithm i have to cater to. ![]() Hence why i wrote that these images are just a show of concept, not of full implementation. Ive designed prisons with 10+ canteens and kitchens, i know the issue. It was fluctuations in canteen attendance and lop-sided kitchen efficiencies that made for lopsided food production across multiple canteens. Surely it should be possible to create guard schedules (similar to the prisoner regimes) where they can be deployed to a certain building for a few hours, then be free for a few hours, then be deployed to a different building, and then be assigned to a patrol.Īn otter wrote: What you're missing with the kitchen-canteen linking and cook deployment is that canteens don't currently take a running average of expected attendance individually, and they don't know in advance how many inmates they're expected to get, only how many Eat next prison-wide, instead of a by-canteen sub-total. (*) BTW (unrelated to this, but affects deployment in general), am I the only one who thinks it's dumb that you can't make deployments change based on time of day? If I have prisoners in the yard for 2 hours and deploy a guard there, he stays in the (empty) yard for the remaining 22 hours of the day. If / when it fails, the game probably should still teleport the food trays, but if that only happens once with each 50 or 100 food trays, no one will notice it. This can still fail, but will make the staff gravitate towards their assigned area even after any mistakes, and will make prisoners stick to their assigned blocks, which lets players control the balance of population across the map. Even if there are no cookers available in that kitchen (and nothing else to do), the cook will search for another cooker, cook there, but then pick his target canteen based on the building he's assigned to (i.e., the canteen closest to "his" kitchen). For example, if you assign a cook to the kitchen in your north block, it will always start searching for an empty cooker there, and will always try to carry food to the canteen nearest to that assigned location. Those staff members would then pick their objectives based on proximity to those blocks. If a staff member is created inside a building, he's automatically assigned to that block. The ability to deploy all staff members (not just guards) to specific blocks (*). This would prevent south wing prisoners from taking up places or picking up food here (basically, this works as a player-given hint for the AI, making it appear much "smarter", and it doesn't even need to waste time looking for objectives in areas defined as inaccessible).ģ. The ability to finely control group access to buildings (ex., make your northern cell block and your northern canteen accessible to "north block med sec" and "north block min sec" but not accessible to "south block med sec"). For example, create a group called "north block med sec", another called "north block min sec", and another called "south block med sec", and assign prisoners to them.Ģ. The ability to assign prisoners to custom groups (not just the predefined prot / min / med / max / supermax groups). IMO, the best fix would include three things:ġ. The problem is that both prisoners and cooks can decide to use any of the canteens and any of the kitchens in the game (not necessarily the ones closer to them, or the ones closer to their cells, or the ones closer to where they were created). The teleportation is a somewhat ugly hack, but it's really covering for the AI's shortcomings (at a low cost in terms of performance). I don't think manual selection of meals is the ideal solution. ![]() |
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