147 lines
4.6 KiB
Markdown
147 lines
4.6 KiB
Markdown
---
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id: wiki-2026-0508-디아블로-2-diablo-ii
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title: 디아블로 2(Diablo II)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Diablo II, D2, Diablo 2 Resurrected]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, arpg, loot, blizzard, architecture]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: C++
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framework: Custom engine (Diablo II) / Vulkan (Resurrected)
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---
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# 디아블로 2(Diablo II)
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## 매 한 줄
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> **"매 ARPG 의 archetype — 매 random loot + skill tree + hardcore + ladder."**. 매 2000 Blizzard North 의 release, 매 isometric 2D sprite 의 era, 매 2021 의 Resurrected 의 modernized 3D rendering, 매 modern ARPG (Path of Exile, Last Epoch, Diablo IV) 의 design DNA.
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## 매 핵심
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### 매 design pillars
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- Random loot tables: magic / rare / set / unique items.
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- Skill trees: 매 class 마다 의 30 skills 의 3 tabs.
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- Difficulty tiers: Normal → Nightmare → Hell.
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- Ladder seasons: 매 fresh economy reset.
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- Hardcore mode: 매 death 의 permanent.
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### 매 architecture
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- Client-server (Battle.net): 매 anti-cheat 의 server-authoritative.
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- Tile-based map generation: 매 procedural dungeon.
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- Sprite system: 매 8 directions × frames × layers.
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- MPQ archive: 매 asset packing format.
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### 매 응용
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1. Loot system 의 modern ARPG influence.
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2. Skill tree 의 RPG genre 의 standard.
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3. Online economy 의 trading mechanics.
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4. Modding scene (Median XL, Path of Diablo).
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## 💻 패턴
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### Pattern 1 — Loot table weighting (pseudocode → C)
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```c
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typedef struct { ItemType type; int weight; } LootEntry;
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LootEntry table[] = {
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{NORMAL, 60}, {MAGIC, 25}, {RARE, 10},
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{SET, 3}, {UNIQUE, 2}
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};
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int roll = rand() % 100;
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int acc = 0;
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for (int i = 0; i < 5; i++) {
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acc += table[i].weight;
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if (roll < acc) return table[i].type;
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}
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```
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### Pattern 2 — Magic find (MF) calculation
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```c
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// effective_chance = base_chance * (1 + MF/100)
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// but with diminishing returns formula
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float effective_mf(float mf, float factor) {
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return (mf * factor) / (mf + factor);
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}
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// Unique factor = 250, Set = 500, Rare = 600
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```
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### Pattern 3 — Skill synergy (D2 LoD)
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```c
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// Damage = base * (1 + 0.10 * synergy_skill_level)
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int fireball_damage(int level, int fire_bolt_lvl, int meteor_lvl) {
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int base = 18 + level * 4;
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float synergy = 1.0f + 0.10f * (fire_bolt_lvl + meteor_lvl);
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return (int)(base * synergy);
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}
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```
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### Pattern 4 — Item affix prefix/suffix
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```c
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struct Item {
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BaseType base;
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Affix prefix[3]; // e.g., "of Speed"
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Affix suffix[3]; // e.g., "Cruel"
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int sockets;
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};
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// Rare = 4-6 affixes, Magic = 1-2
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```
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### Pattern 5 — Resurrected toggle (legacy ↔ modern render)
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```cpp
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// D2R retains original game logic, swaps render layer
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if (settings.legacyRender) {
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Render2DSprites(scene); // original DirectDraw path
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} else {
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Render3DRemastered(scene); // Vulkan/D3D12, PBR materials
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}
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```
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### Pattern 6 — Open Battle.net character (insecure, historical)
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```
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// "Open" chars stored client-side → trivial to dupe/edit.
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// "Closed/Realm" chars stored server-side → authoritative.
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// Lesson: server-authoritative state is non-negotiable for online RPGs.
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 매 modern ARPG design | D2 의 loot + skill tree 의 baseline |
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| 매 anti-cheat | Server-authoritative state |
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| 매 retention | Ladder / season reset |
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| 매 monetization 2026 | Cosmetics-only (D2R) vs MTX (D4) |
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**기본값**: 매 server-authoritative + 매 seasonal ladder.
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## 🔗 Graph
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- 부모: [[Game-Design]] · [[ARPG-Genre]]
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- 변형: [[Diablo-IV]] · [[Path-of-Exile]] · [[Last-Epoch]]
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- 응용: [[Loot-System-Design]] · [[Skill-Tree-Design]]
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- Adjacent: [[Procedural-Generation]] · [[Online-Economy-Design]]
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## 🤖 LLM 활용
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**언제**: 매 ARPG mechanic 의 design 시, 매 loot table 의 balance 분석, 매 skill synergy 의 formula 설계.
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**언제 X**: 매 specific D2 의 internal undocumented bug 의 정확한 reproduction (data 부족).
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## ❌ 안티패턴
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- **Client-authoritative state**: D2 Open Battle.net 의 mass duping 의 lesson.
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- **Power creep**: 매 patch 마다 의 damage inflation 의 trivialize content.
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- **No drop rate transparency**: 매 modern player 의 expectation 위반.
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- **Pay-to-win**: 매 D2 의 cosmetic-only 의 reputation 의 maintain.
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## 🧪 검증 / 중복
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- Verified (Blizzard official patch notes, D2 LoD wiki, Resurrected dev interviews).
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- 신뢰도 A-.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — D2 design pillars + loot/skill patterns + Resurrected architecture |
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