Base drop rate for players 1 for most normal mobs (wraiths/other limited drop pool families have separate no drop tables) is 62.5% no drop. A players 8 split farm game is 14.29% no drop, which is the same as a players 4 party 4 game and a full party of 8 players in the same zones have 1.64% no drop (basically, every monster is dropping).
What would be the reward so? Xp? Exclusive loot?
We cant expect that players will just engage in a harder morde just for the sake of it
I mean, its a videogame
Higher health pools + more damage = more of a challenge. Maybe even increase the base movement speed and projectiles by a percentage. There are numerous things that can be done to make monsters more powerful.
Increased density = More dropsā¦ And as long as your build is good enough to overcome the monster power increase and not have to kite everything/run to town every 2 minutes to get more potions, you could achieve higher drops per hour efficiency.
More XP could be factored in with an increase in health/risk of taking more damage.
One thing that I DONāT want to happen is all of the classes receiving across the board buffs just to make the highest monster power āeasierā for the twice a week players. I want a difficulty that is virtually impossible solo and barely doable as a team. And yeah, Iād be all in for a 4th difficultyā¦ The return of āInfernoāā¦
I see but all this was implied
I think these two contradict each other
I just cant think of how these concepts can work together,
- There isnt any increment in drops, quantity or quality
- The difficulty is barely doable
Not a bad option as reward
But most builds dont need anything above lvl 90
So i feel xp needs to be more meaningful
This means it could use an overhaul to make this mode more attractive
Itās not just quest ruiners. I hate when people use my public baal games to farm cows or chaos, and gain all the loot benefits of those who are in throne room doing what they should be.
Itās not that big of a deal, but itās definitely a little annoying. Makes me just stop hosting public games, and thus ruins the experience for 6 others with me.
I could go make a private room but then it doesnāt fill naturally when randoms leave. So I donāt find the āgo make a private game thenā a valid arguement. My pub hosted games are to get 7 others getting xp in throne room.
Hereās notes of the Monster Power feature introduced before the difficulty of Diablo 3 was gutted and turned into āOh legendaries, rain down on me!ā mode.
https://us.diablo3.blizzard.com/en-us/blog/7540457/monster-power-more-guts-more-glory-10-11-2012
Iād load up Inferno on MP10 with my HOTA barb, go to the Decaying Crypt in the Fields of Misery, run passed all of the zombie spitting mother monsters to aggro, then run the map in reverse with A TON of monsters to kill. Then after several runs, Iād have to drop down to Hell difficulty just to farm gold to repair my gear.
I get the sentiment, but honestly you are still getting a 8P game worth of XP doing the Baal run, so Iām not sure it really is any different from your perspective? I guess you could argue the run is harder/slower b/c instead of contributing they are elsewhere, but Baal runs frequently have lowbies who are just leaching anyway, and a lot of classes are OP enough to steamroll Baal waves anyway, so it seems like it all comes out in the noise.
Totally get that making a private game and removing natural fill isnāt a perfect solution though!
Yep, youāre right. Itās just my personal feeling, which is in my control to not care about.
I guess deep down I donāt like that they are able to benefit off my effort. Not that it impacts me at all.
Extending the metaphor, itās like Iām not directly impacted by XYZ human rights violations in ABC country, but it bothers me anyways. Because it doesnāt impact me, does that not mean we shouldnāt have an opinion on it or be against it? Obviously itās not the best parallel because no one is suffering due to players farming in my pub Baal games, but a quick metaphor for my point.
I am okay with this.
I am ok with this.
Good
Would be nice
You know I want optional instanced loot or alternatively, time loot to help address loot allocation that impacts leechers
I disagree. Playing in groups should be roughly equivalent for both items and xp per player in comparison to solo.
I suspect that multi-accounters is a trivial issue in comparison to other things listed.
Multiplayer games should be similar for drops per player as solo.
There are many times that I saw multi games in the OG with 5 or 6 bots working togetherā¦ One or two would run Baal, others would go and telesnipe the chests in LK and other sparkly chests in various L85 zones.
These botters were brave enough to open up the game to the public, because they knew Blizzard wasnāt going to do anything about it.
If we restrict the item drop rates for multiplayer, then there wonāt be any reason for them to do this whenever Blizzard eventually becomes blind to the botting issue in the game.
Besides, most people hunt items playing solo anyways, because they donāt want others nabbing the items they see dropā¦ Even if someone else made the item drop.
A players 3 non party drop rate would be just fine for solo and even a two or three player game drop wise IMO. When there are games with 8 players, the primary goal is to gain experience.
That is part of the reason that I want optional instanced loot or timed loot.
In terms of the bot problem, besides banning which occurs too infrequently, I do not know the best solution to mitigate their effects for legitimate players, especially when the trade economy has been based on having a supply of botted items. The easiest solution is to increase drop rates that unfortunately has issues itself as it means more items for both legitimate and illegitimate players.
Also, D2R frequently goes on sale for $20 so even frequent botting bans have limited utility.
I understand this, I really doā¦ However it goes against one of the hidden core āfeaturesā of Diablo 2ā¦ To give us generally greedy and materialistic humans the opportunity to emerge from our primitive materialistic greedy shell and share with others, even if they are a perfect stranger. Hahaha, a long shot, I know.
Besides, thereād probably be a ton of coding that would need to happen to make it work, plus hammering out the countless newly created bugs in the process.
Perfect for cheaters. Guess we know who you really are now, one of the other multi-identities here
There could be coding issues. However, the game already does the drop/no drop calculation and determines item identity. The ādropsā are just dropped in bulk. If an RNG roll is used to assign loot prior to its drop that could be a solution. The drop/no drop calculation takes into account physical proximity so that physical proximity can be used to define who is eligible to be assigned a loot drop.
I do not think it is core, since I consider a core feature something that applies to solo as well as group play. In solo, a player is obviously not fighting others for loot. FFA loot as well as how drops scale in multiplayer promotes people choosing to solo or split mf. Personally, I would like to encourage co-operative gameplay.
The only instance that I would agree on timed loot in multiplayer games would be for boss drops. 5-10 seconds, after the timer expires, the item shows up for everyone else.
The game would select at random and not repeat unless there are fewer players than drops, the players who can see each drop.
Also I think itād be a good idea to include some averaging of the groups magic find. Subtract a bit for those who have less that get the killing blow, add a bit more for those who have more who get the killing blow. Would only work with the people in a party within two screens.
Too long. I think 1-2 seconds max to keep the game flowing. Just a little headstart to have first opportunity and then FFA afterwards if optional timed loot is implemented.
That is better than the current situation.
I think that is the proximity of drop/no drop chance. Not 100% sure but it seems reasonable since they game already uses that.
The Bowazon =
1-2 seconds is better than none unless you want to go with the instanced loot option. The length can not be so long that players are already sprinting/teleporting ahead/out of sight.
2 seconds in D2R is ārelativelyā long.
Maybe they can make the Zonās decoy skill have the ability for her to swap places with the clone. Itād give her an extremely limited fast movement skill. Itād probably be extremely useful in PVP as well.
First cast spawns a clone, second cast swaps places if the clone is still active. Only one swap per clone cast, so third cast would throw out a new clone.
If you say about multiboxing then you should know that it is legit according to the Blizzard rules. You can even switch it in the launcher.
You behave like a primitive troll and spamer who permanently imposes his distorted vision to others. Stop blaming people for your own incompetence in the game.