The multiplayer implementation of the Arcade Mode is almost complete, and we’ve had a long, sweaty testing session in the “office” today! We could’ve streamed it over at Fred’s Twitch channel, but we didn’t think of that until we were nearly finished. However, we’ll probably test it some more in the coming days and we’ll try to remember to stream it then so everyone can watch us fail miserably at our own game! :D
On the subject of streams, Fred has begun streaming on his previously mentioned channel again! Since he might be streaming pretty often, we won’t be posting the link on Facebook each time, so we recommend anyone interested in watching him do animation work to follow him on Twitch or us over on Twitter.
Anyway, back to Arcade Mode. As always, we’re making an effort to make multiplayer as interesting as the single player experience. The monster scaling carries over automatically from the Story Mode, but we’re also modifying encounters and room sizes to better accommodate the number of players in the game.
To avoid having players becoming more powerful as an effect of the increased enemy count, the drop rates are adjusted to make it comparable to how much money and loot a single player would’ve received. Speaking of loot, a huge difference in the Arcade Mode compared to the Story Mode is that clients receive their own loot, kind of like how it is in Diablo 3. This is to avoid having a single player accidentally (or intentionally) take all the good loot, and it also leads to a lot greater diversity in how players build!
The resurrection system is also altered, disabling in-combat resurrection completely. Instead, any players that die will automatically revive with 1 HP when a room is cleared! This might seem harsh, but since health is the most valuable resource in the Arcade Mode, having regular resurrection would be very powerful as it constitutes a form of healing.
To round things off, here’s an animation from an upcoming skill with the hugely creative work name “Berserker Mode“!