I think everyone, including Blizzard, recognizes that players will try to find the easiest area of Inferno to run for items. I know they've done some things to try and curb that, but we all know...it's gonna happen. Personally I hope they find a good way to encourage playing through the game on Inferno difficulty, not just running the same quest over and over again.
Here's a couple of ideas
1. If you play through the game linearly on Inferno, you gain a stacking +10% magic find bonus in the next Act. Ie, if you progress to Act III this way, you'd have a 20% bonus through the entire Act. When you beat the game in Inferno, the bonus resets. Since each person's drops are separate from everyone else's, it won't matter if two people have different bonuses and are playing together. If you skipped ahead to different Act or went back to a previous Act, the bonus would not apply, period. This would encourage players to progress forward. However, there needs to be some incentive to FINISH the final Act and reset the bonus.
2. Provide a slowly regenerating bonus to each area in each Act, separate from all others. It would slowly regen up to +45% if it's not the area you've played the least and +50% if it IS the area you've played the least. That would encourage players to go through every area in every Act, but not necessarily in a linear order.
In my opinion, if they've played through the entire game three times already in order to get to inferno, why push them to play through the entire thing again? People will always find and use the spot that they feel is the most efficient for their needs. Also, we can assume that magic drops in Act 4 Inferno will be > than Act 1 Inferno. Most people will go straight there if they are really intending to farm.
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Playing a Wizard. Looking for Demon Hunters to play with.
I am now confused. You say that easy Inferno runs are bad but you are rewarding those who do that? Blizzard has already stated that the Unique mobs have a higher drop rate in Inferno than the bosses. So no one is going to run through each Act like the past three difficulties. And these "bonuses" would just encourage those easy runs to do all four acts.
And I also trust Blizzard when they say Inferno is going to be hard. These easy runs will most likely happen, but it will be in a full game. The game will have four people who know how to play their class, they are separate roles, and they are most geared. With that in mind, these easy runs wont even exist until, at least, six months after release. And that is if Blizzard doesn't BUFF the Inferno monsters. My guess is when a character can easily run Inferno by themselves, Blizzard is going to buff Inferno to make them work harder.
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I don't always burn. But when I do, I use hellfire.
Also, we can assume that magic drops in Act 4 Inferno will be > than Act 1 Inferno.
wat?
btw general inferno content level 61 wants to have a word with you
True, maybe I'm thinking in D2 terms. Where act 1 you would see leather armor, act 4/5 you would see higher tier armor. It may not be like this in D3 (at least in Inferno).
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Playing a Wizard. Looking for Demon Hunters to play with.
I don't really think there's a problem with people farming the same area if that's what they want to do. It was all the rage in D2 to do 'Baal runs' etc.
As mentioned, to get to inferno the person would have had to put in a pretty good time investment already. If they're not really prepared to handle it they'll be stuck at the first area trying to get some gear from the first enemies without any bonus to magic find.
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"For the price of one bullet you can eat 4 hotcakes." - Vash the Stampede.
The real question on drops is that inferno is 60+ not levelling content like hell. Its a static level. Now maybe bosses in further acts will be tougher but i honestly think it will just be mind numbingly hard all the way through. And if they hold to the Uniques dropping the best loot people wont just run to specific sections because you wont know where they are and wont constantly respawn there.
www.myspace.com/mpotatoes for all your Trans Siberian Orchestra listening pleasure
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Wow who pissed in your cornflakes this morning? I didn't say I didn't like what Blizzard is doing - quite the opposite. I'm GLAD they're trying to encourage people to not just do the equivalent of Baal runs. Baal runs were boring. What I am saying is that unless the entirety of the game is completely balanced such that all areas are of similar difficulty on Inferno, it's likely there'll be the equivalent of Baal runs unless there's an incentive to not run the same area multiple times. That's the extent of my post. The rest was asking for constructive feedback on that general theme, not a drive-by posting. Oh, and is two paragraphs too much? Must be No Child Left Behind...
And that is if Blizzard doesn't BUFF the Inferno monsters. My guess is when a character can easily run Inferno by themselves, Blizzard is going to buff Inferno to make them work harder.
THIS is what I hope happens after the game has been out for a bit. There's no way they're making Inferno hard enough for those who'll figure out how to game the system.
I don't really understand why would they force you to pass all game again if you would have better grinding by doing something else ? I mean point of Diablo is grinding so don't see why would they take away if there is best possible place for it ? There were always places for grinding different stuff on different places, don't think that should be change just to pass whole game over and over again.
They've stated plenty of times that, if they notice there's an area in inferno where almost everybody is farming, they'll tweak it so it's no longer THAT easy, making people look for a different area, or just making it harder to still farm that same spot...
Ahh, I hadn't seen that in any official post. If so, great! That's exactly what I want to see.
I gotta admit, I'm surprised at the amount of hostility people have to some system of incentive to play various areas of the game (but NOT limit you!). But like the previous poster said, play the game your way! And, for those doubting that Inferno will become at least somewhat easier than "You Will Die," just name ANY MORPG (not neccesarily massive) with a "hard" area: with enough time and experimentation, people almost always figure out a way to beat the system. I'm sure we'll see some strategy a few months after release of "take X classes of Y builds and you can rain death and destruction on Inferno instead of vice versa." Maybe not. I hope not. But I doubt it.
I am now confused. You say that easy Inferno runs are bad but you are rewarding those who do that? Blizzard has already stated that the Unique mobs have a higher drop rate in Inferno than the bosses. So no one is going to run through each Act like the past three difficulties. And these "bonuses" would just encourage those easy runs to do all four acts.
You didn't catch his definition of "easy run".
An easy run is farming a small area over and over and over.
So if you had incentive to run the entire game there could be no easy runs. That is the point of his post.
In my opinion, if they've played through the entire game three times already in order to get to inferno, why push them to play through the entire thing again? People will always find and use the spot that they feel is the most efficient for their needs.
I agree to a degree. How I see this particular incentive though, it's not enough to force EVERYONE to NOT use a single area (IF one area proves to be "easy", "fast", and "lucrative", I'm not convinced that will happen).
If an "easy" area is found, it will be a trade off. Fast and easy run with just your MF or a longer full game run with more MF.
1. you treid inferno level?
2. You played it and deemd it Easy....
othervise...
your just another loudmouth who dont know what he talks about creating half-flame topic posts
Sigh. So much hostility. No, I'm not trying to create a flame post. Far from it. That's why I'm not going to respond in kind. That whole eons-old axiom about arguing on the internet...
Read my post #20 to see where I'm coming from. If you disagree, that's fine! Tell me why. Let's keep it civil.
While I agree with your intentions and since I personally plan on playing Inferno from start to finish over and over again I would like this incentive, you need to keep in mind that many people look at the maximum benefits you can have as baseline. Anything lower than that is "restricted." I.E. baseline is running the game from start to finish. If you want to play any other way you have -50% MF, even if it's exactly the same MF as they would have had without the incentive. It's just how min/maxers think, and I don't disagree with that. I know if there was +50% to MF for running the same act over and over again I'd be pissed.
Here's a couple of ideas
1. If you play through the game linearly on Inferno, you gain a stacking +10% magic find bonus in the next Act. Ie, if you progress to Act III this way, you'd have a 20% bonus through the entire Act. When you beat the game in Inferno, the bonus resets. Since each person's drops are separate from everyone else's, it won't matter if two people have different bonuses and are playing together. If you skipped ahead to different Act or went back to a previous Act, the bonus would not apply, period. This would encourage players to progress forward. However, there needs to be some incentive to FINISH the final Act and reset the bonus.
2. Provide a slowly regenerating bonus to each area in each Act, separate from all others. It would slowly regen up to +45% if it's not the area you've played the least and +50% if it IS the area you've played the least. That would encourage players to go through every area in every Act, but not necessarily in a linear order.
Thoughts?
wat?
btw general inferno content level 61 wants to have a word with you
And I also trust Blizzard when they say Inferno is going to be hard. These easy runs will most likely happen, but it will be in a full game. The game will have four people who know how to play their class, they are separate roles, and they are most geared. With that in mind, these easy runs wont even exist until, at least, six months after release. And that is if Blizzard doesn't BUFF the Inferno monsters. My guess is when a character can easily run Inferno by themselves, Blizzard is going to buff Inferno to make them work harder.
True, maybe I'm thinking in D2 terms. Where act 1 you would see leather armor, act 4/5 you would see higher tier armor. It may not be like this in D3 (at least in Inferno).
As mentioned, to get to inferno the person would have had to put in a pretty good time investment already. If they're not really prepared to handle it they'll be stuck at the first area trying to get some gear from the first enemies without any bonus to magic find.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Fixed your post so I could quote it for truth.
1 mob on inferno > 100 mobs on hell
Wow who pissed in your cornflakes this morning? I didn't say I didn't like what Blizzard is doing - quite the opposite. I'm GLAD they're trying to encourage people to not just do the equivalent of Baal runs. Baal runs were boring. What I am saying is that unless the entirety of the game is completely balanced such that all areas are of similar difficulty on Inferno, it's likely there'll be the equivalent of Baal runs unless there's an incentive to not run the same area multiple times. That's the extent of my post. The rest was asking for constructive feedback on that general theme, not a drive-by posting. Oh, and is two paragraphs too much? Must be No Child Left Behind...
THIS is what I hope happens after the game has been out for a bit. There's no way they're making Inferno hard enough for those who'll figure out how to game the system.
Go limit your own game-play.
Maybe a certain area is just plain prettier or interesting, the enemies are more fun and that's why people are playing there.
Ahh, I hadn't seen that in any official post. If so, great! That's exactly what I want to see.
I gotta admit, I'm surprised at the amount of hostility people have to some system of incentive to play various areas of the game (but NOT limit you!). But like the previous poster said, play the game your way! And, for those doubting that Inferno will become at least somewhat easier than "You Will Die," just name ANY MORPG (not neccesarily massive) with a "hard" area: with enough time and experimentation, people almost always figure out a way to beat the system. I'm sure we'll see some strategy a few months after release of "take X classes of Y builds and you can rain death and destruction on Inferno instead of vice versa." Maybe not. I hope not. But I doubt it.
You didn't catch his definition of "easy run".
An easy run is farming a small area over and over and over.
So if you had incentive to run the entire game there could be no easy runs. That is the point of his post.
I agree to a degree. How I see this particular incentive though, it's not enough to force EVERYONE to NOT use a single area (IF one area proves to be "easy", "fast", and "lucrative", I'm not convinced that will happen).
If an "easy" area is found, it will be a trade off. Fast and easy run with just your MF or a longer full game run with more MF.
Sigh. So much hostility. No, I'm not trying to create a flame post. Far from it. That's why I'm not going to respond in kind. That whole eons-old axiom about arguing on the internet...
Read my post #20 to see where I'm coming from. If you disagree, that's fine! Tell me why. Let's keep it civil.
This is called an ASSumption.