I suspect they'll keep the randomness of the drop system. As much as I love logical drops in some games, I think Diablo is best with the random system.
Reasonable question but you must consider how most of the drops off different mobs are entirely far fetched. Skeleton dropping gold, staff, potion, etc. just seems unrealistic but it needs to be kept in order to make the drops in the game random. Otherwise we would have something like Oblivion on our hands, which is fun but after a while the items just sucked ass and were the same thing over and over.
I suspect they'll keep the randomness of the drop system. As much as I love logical drops in some games, I think Diablo is best with the random system.
I think the same, Varieties is important in Diablo series..
Quote from "Turmobil" »
The Search function, handy but you forget it all the time!
Yes but if I resort an old thread from dust, moderator will close it....
I think about TQ, I work well with the editor, and I see many loot in one monster drop. You can put a loot of weapon that the monster will wear it. When you play, you see monster with special weapon, it's like unique, and this is because items showed are dropped after killed. And more, the monster benefited of weapon used. Each monster having others loots, random loots and loot for potions. Each loot having them own pourcent to drop.
??? I don't understand, You have many different loot.
loot = a list of many items. A random item can spawn with the pourcent you put.
If you have a loot with soj and many good items, but indeed you put a small pourcent... (like in d2) you put that saved list (loot) in each monsters drop. And we are able to more controling the balancing because you can change the pourcent of each loot (saved list).
It should be cool to see the item that will reward you after killing him. Certainly the ring will not be apparant
If I retake TQ exemple, maggots wearing nothing, but they still drop random items... Only certain item and certain monsters we'll see, like weapons or armor parts. Having difficulty to kill a monster because of weapon he uses, is great ! A unique frost sword that slow you enough to find hard to kill the monster, but you're rewarded with the sword !
I never said, the drop will always give the same "specific" item... the equipment of monsters are random, with a small pourcent, the monster will wear unique and he's using it. The item is not "specific", it's still a pourcent that will decide of what items is.
But seriously, this would be pushing the realism envelope too far. With a game that has such a rewarding loot system, it really shouldn't be changed solely for the sake of being more realistic.
It doesn't matter how you design it. Having a specific monster drop a specific item type leads to grinding and repetitive gameplay.
So untrue. The way TQ did it avoided grind perfecly. Actually D2 are much much more grind intensive then many game with fixed loot tables.
Just divide the enemies in 2 different classes:
-Equipament wilders (stuff that may drop weapons, armors, gold, etc)
-Others (only drop a special loot, like gems. Or even no loot at all).
Just balance all areas with a few of each of those monsters. Also some variations may occur, like spell caster droping more staffs and warriors droping less, but again make all the areas balanced with all kind of mobs.
Another details is that specific loot may even increase the variety. In the end, diablo is a game based at grind. In the ned tehres going to be a better area to grind and rationaly people will farm their levels there. By adding a logical drop your list of good places to go can only possible increase (now you will have at least a place to level or a good place to farm items).
Oblivion Had A REALLY boring l00t system, and it led me to ultimately drop the game. Being able to check online where to go to get the best sword in the game just destroyed the immersion. Granted it WAS technically self-inflicted, but I prefer the concept that there is a possibility that ANY creature could drop that Rune that I am so desperately after, even if it is like a 5x10^-45 chance that I will find it in the stony field...
What is the point of killing bosses if they can only drop what they are wearing? Should the Thousand Pounder only be able to drop his maces?
HAHAHA LOL...
I thought you said "Should the Thousand Pounder only be able to drop Maccas?"
I was like YES, YES HE SHOULD, THOUSANDS of POUNDERS
In a slightly related, yet still digressing story, I recently ate a McKilo, 2 & 1/4 POUNDERS.
As others have said, taking away the complete randomness of loot drops only leads to people farming specific monsters-
I am after really cool axe X, and hey this skeleton has a better chance of dropping it than that raven so I'm just gonna kill the skeletons til I get it. No fun, compared to just mashing everything and being all like 'omg this raven just dropped really cool axe X that I've been wanting for ages' : D
keep the random! x
Quote from Texas_Timmy »
Oblivion Had A REALLY boring l00t system, and it led me to ultimately drop the game. Being able to check online where to go to get the best sword in the game just destroyed the immersion. Granted it WAS technically self-inflicted, but I prefer the concept that there is a possibility that ANY creature could drop that Rune that I am so desperately after, even if it is like a 5x10^-45 chance that I will find it in the stony field...
Quote from emilemil1 »
Ok, let's say that the drops are logical.
What is the point of killing bosses if they can only drop what they are wearing? Should the Thousand Pounder only be able to drop his maces?
God, you don't read ??? The monsters have many loot, loot for what he wearing is a small part of the drop, any monsters have many others loots with many kind of items... So any monsters will be able to drop anything...
Quote from italofoca »
So untrue. The way TQ did it avoided grind perfecly. Actually D2 are much much more grind intensive then many game with fixed loot tables.
Just divide the enemies in 2 different classes:
-Equipament wilders (stuff that may drop weapons, armors, gold, etc)
-Others (only drop a special loot, like gems. Or even no loot at all).
Just balance all areas with a few of each of those monsters. Also some variations may occur, like spell caster droping more staffs and warriors droping less, but again make all the areas balanced with all kind of mobs.
Another details is that specific loot may even increase the variety. In the end, diablo is a game based at grind. In the ned tehres going to be a better area to grind and rationaly people will farm their levels there. By adding a logical drop your list of good places to go can only possible increase (now you will have at least a place to level or a good place to farm items).
Quote from my quotes from luc1027 »
I think about TQ, I work well with the editor, and I see many loot in one monster drop. You can put a loot of weapon that the monster will wear it. When you play, you see monster with special weapon, it's like unique, and this is because items showed are dropped after killed. And more, the monster benefited of weapon used. Each monster having others loots, random loots and loot for potions. Each loot having them own pourcent to drop.
loot = a list of many items. A random item can spawn with the pourcent you put.
If you have a loot with soj and many good items, but indeed you put a small pourcent... (like in d2) you put that saved list (loot) in each monsters drop. And we are able to more controling the balancing because you can change the pourcent of each loot (saved list).
It should be cool to see the item that will reward you after killing him. Certainly the ring will not be apparant
If I retake TQ exemple, maggots wearing nothing, but they still drop random items... Only certain item and certain monsters we'll see, like weapons or armor parts. Having difficulty to kill a monster because of weapon he uses, is great ! A unique frost sword that slow you enough to find hard to kill the monster, but you're rewarded with the sword !
This monster can drop almost "anything" with the loot_random_lv_5-20. But he wear equipment, in the loot_helm_lv_5-10 they have ~20 items, one of them are unique, you have a small pourcent to got the unique and you need to got the 10% too if not, the monster will haven't helm.
It's almost same as d2, you CAN'T find an end-game item on low level, all games like diablo work in this way, the random are never that much random like we think.
Signature and avatar courtesy of Indestructible.
Logical Drops
Not trying to be a dick, just offering some archived discussion of the topic.
- Ernest Rutherford
I think the same, Varieties is important in Diablo series..
Yes but if I resort an old thread from dust, moderator will close it....
It's could be great in d3 !?!
??? I don't understand, You have many different loot.
loot = a list of many items. A random item can spawn with the pourcent you put.
If you have a loot with soj and many good items, but indeed you put a small pourcent... (like in d2) you put that saved list (loot) in each monsters drop. And we are able to more controling the balancing because you can change the pourcent of each loot (saved list).
It should be cool to see the item that will reward you after killing him. Certainly the ring will not be apparant
hope so, im still waiting for my hoz from a fallen
actually i found shako from those porcupines but that was really random, i wasnt really mfing lol.
Which Final Fantasy Character Are You?
Final Fantasy 7
Simple, you kill Jordan.
But seriously, this would be pushing the realism envelope too far. With a game that has such a rewarding loot system, it really shouldn't be changed solely for the sake of being more realistic.
So untrue. The way TQ did it avoided grind perfecly. Actually D2 are much much more grind intensive then many game with fixed loot tables.
Just divide the enemies in 2 different classes:
-Equipament wilders (stuff that may drop weapons, armors, gold, etc)
-Others (only drop a special loot, like gems. Or even no loot at all).
Just balance all areas with a few of each of those monsters. Also some variations may occur, like spell caster droping more staffs and warriors droping less, but again make all the areas balanced with all kind of mobs.
Another details is that specific loot may even increase the variety. In the end, diablo is a game based at grind. In the ned tehres going to be a better area to grind and rationaly people will farm their levels there. By adding a logical drop your list of good places to go can only possible increase (now you will have at least a place to level or a good place to farm items).
HAHAHA LOL...
I thought you said "Should the Thousand Pounder only be able to drop Maccas?"
I was like YES, YES HE SHOULD, THOUSANDS of POUNDERS
In a slightly related, yet still digressing story, I recently ate a McKilo, 2 & 1/4 POUNDERS.
I would not recommend it...
http://img27.imageshack.us/i/dsc00821hc.jpg/
Small birds drop oversized gear,
Same goes for skeletons exploding in blood and getting poisoned.
Fantasy!!
God, you don't read ??? The monsters have many loot, loot for what he wearing is a small part of the drop, any monsters have many others loots with many kind of items... So any monsters will be able to drop anything...
Ok another time you don't read or you don't understand !!
LOOTS for an standard archer:
This monster can drop almost "anything" with the loot_random_lv_5-20. But he wear equipment, in the loot_helm_lv_5-10 they have ~20 items, one of them are unique, you have a small pourcent to got the unique and you need to got the 10% too if not, the monster will haven't helm.
It's almost same as d2, you CAN'T find an end-game item on low level, all games like diablo work in this way, the random are never that much random like we think.
Whatever... I don't want see low level items at the end of the game like d2 !!!!