There was one point in time where we went even further from a lighting standpoint. There was a struggle to balance the darkness of the game with modern realism and global illumination. When asked about modernizing the visuals of the game and some of the issues it created elsewhere in the game, Bukowski said the art team had a rule that kept 70% of the original feel with 30% leeway to make changes. In the meantime though, Resurrected is the same game fans loved 20 years ago, updated for a modern era. This is only a possibility for the future however, and will likely depend greatly on player reception and whether D2:R retains the same long-term appeal which has built-up such a dedicated fan base. Minion AI is another common complaint within the original game. D2:R seems to be all about choice though, with even minor new additions such as updated graphics and auto-gold pickup being toggleable in order to retain the original design, so if the developers were to add new content, it seems likely that it would exist as a separate game mode alongside the original versions.Įnemies block the way in, mercenaries block the way out. On the other hand, purists may not be so fond of changes, especially if they lead to messing one of the features which helped create the game's long-term appeal. Rebalancing and new items which enable underutilized builds would be a fantastic addition, but there's even potential for expanding the end-game with brand new content, or even addressing some of the quirkier design aspects of the game - stamina, defense while running, or the reliance on Teleport are but a few examples. Now this is a sensitive subject with widespread implications. We'll have to see once the game goes live what we do about new runewords, new items, rebalancing, things like that. We definitely have lots of ideas, but right now we're waiting to make sure that we get the core game right. If we misstepped on what the core game was, anything else we were doing would have been kind of meaningless.
This study demonstrates the importance of including an assessment of resolution when validating new equipment, especially if morphometric investigations are to be conducted.We wanted to build a really strong foundation before we started talking about the third and fourth floors on this building. Turbo scan modes greatly reduced longitudinal (y-axis) resolution but had little effect on lateral resolution. Lower tube current did not affect resolution but did change the range of soft tissue thickness over which an image could be resolved. The best resolution achieved was 1.2 lps/mm (0.83 mm), obtainable on all scan modes with the bed at maximum elevation, but only consistently with the forearm mode. This equates to a resolution of about 1 mm. The in vitro median lateral (x-axis) resolutions at the default bed height for the default scan types were 0.9 line pairs (lps)/mm for the 5 mA fast AP spine and femur scans, and l.0 lps/mm for 1 mA fast hand, forearm and 5 mA fast morphometry scans. The effect of soft tissue thickness on resolution was investigated by using varying amounts of Perspex attenuator.
Each scan type was investigated at all available tube currents and scan speeds, and at the maximum, minimum and default bed heights. Image resolution for anteroposterior (AP) spine, femur, hand, forearm and lateral morphometry on the Expert-XL were assessed in vitro with the 07-541 Nuclear Associates line pair test pattern. The Lunar Expert-XL is an example of the latest generation of fan beam densitometers, with the X-ray source and detector array mounted on a C-arm to enable supine lateral imaging.