After downloading and playing the PTR yesterday I have noticed that the monster density was once again taken away from the game. I tried on all the possible difficulties I had access to, which are only up to he 60, couldn't play torment but have I have read green MVP's threads in which they're playing the ROS expansion on torment difficulties 1-6 and the density remains like the one we had on 1.07. Why was this feature removed??? Please diablofans help us!!!
green post regarding monster density
http://us.battle.net/d3/en/forum/topic/10895829530#20
There was a bluepost a long time ago saying that Loot 2.0 development began long before mob density was "fixed". The mob density fix was not "removed" from the game, it was actually never part of it because the PTR game code does not build up on 1.0.8 - it's based on a much earlier version of D3.
I don't like to assume, and I would hate that because it wasn't asked it goes live like this. I think on normal the density should be left like on mp0 but after that it should be mp1 density for the rest. And I hadn't heard about the PTR code being from an earlier version that 1.08, but that scares me, because they might still have bugs and errors that were corrected n 1.08. Why would you use older code to make an upgrade when clearly you should be using the latest.
What I think you meant to say was, "I don't like to assume Blizzard will do this right," because you're clearly comfortable with assuming they won't if you're worried about something like this.
They know monster density was a big hit, and I don't think they'll remove it without saying something about why (I don't think they'll remove it at all, but if they do). Unfortunately, they may just leave it for Torment, which I don't think is fair to people who don't buy the expansion. But, you don't have to be on the PTR/Beta to post in the official forums - go raise your concerns.
This is just how development works. You release major version (1.0, 2.0, 3.0) and provide bugfixes for these (1.3, 2.6, 3.4) but at some point shortly after releasing a major version you start working on the new one. This is either based on a very early version of the last major version or it is completely new code from scratch (expensive and usually only the case if the underlying programming language/framework drastically changes).
My guess is that RoS is based either on D3 1.0.2 (release) or 1.03 (still summer of 2012), more likely the first. At some point you split the team and assign a few guys to fix 1.X (D3 live version) while the others work on 2.X (RoS).
There is absolutely no point in transferring all the changes from all the later patches to the new version before it's finished. You only transfer those changes that make sense or are necessary for beta testing. For example, imagine they would have transferred paragon 1.0 to the RoS game client right away in September 2012. What a waste of time - paragon is being completely revamped in RoS anyways! Just start programming paragon 2.0 from scratch.
Mob density is more of an aesthetic fix, it's about making certain zones more appealing for long-term gameplay. But long-term stuff can't be tested in a beta, and therefore this is one of the things you want to apply last. What if they found out certain monsters are bugged and need to be removed in RoS? What if they introduce some new monster that drop special ingredients that are running around in some zones? Then they need to revamp mob density again.
It is a TEST REALM. Things are there to be tested.
It is a TEST REALM. Things are there to be tested.
They MAY very well be testing lower mob density versus things like Grave Injustice and other things which became borderline-exploitative with high density. You know... trying to find that "sweet spot" where we can have increased density but where they can also leave some of those abilities in game.
The patch version from which they built the beta doesn't concern me. It's a reality in the world of parallel software development cycles.
One thing that I noticed in this thread was that no one mentioned the density potentials you encounter in Nephalem Rifts. I may sound like a conspiracy theorist, but what if they are going to lower the overall density to push people who want high density interaction into end game features like Nephalem Rifts, Cursed Chests, etc.
One thing that I noticed in this thread was that no one mentioned the density potentials you encounter in Nephalem Rifts. I may sound like a conspiracy theorist, but what if they are going to lower the overall density to push people who want high density interaction into end game features like Nephalem Rifts, Cursed Chests, etc.
I think that having certain areas of high density may very well be their intention, because having diverse monster populations allows for more diversity in builds. I for one thought the high density was a ton of fun, but you can see how it contributed to the dominance of certain skills/builds. I mean just as a quick point, in a world where everything is high-density, what use are skills that don't pierce or do at least decent AoE?
I haven't done any high-level PTR play, preferring to start fresh and experience the game from the ground up, but even at level 9 in the Cemetery of the Forsaken there are some really packed areas. It's possible they may just be trying to spread it around.
Well what bothers me is that currently with the monster densities the way they are in live you could farm any act and have a lot of monsters. By the way of the PTR for vanilla users: act 3 runs all over again. For ROS buyers rifts will be the only place to farm. I want options to my play session and I had assumed that if I wanted I could, do a rift run, maybe do a act 1 run or maybe do a adventure mode clear with diferent acts and areas as I see fit. In other words options, but now I fell like it's either this or that. White or black
One thing that I noticed in this thread was that no one mentioned the density potentials you encounter in Nephalem Rifts. I may sound like a conspiracy theorist, but what if they are going to lower the overall density to push people who want high density interaction into end game features like Nephalem Rifts, Cursed Chests, etc.
I think that having certain areas of high density may very well be their intention, because having diverse monster populations allows for more diversity in builds. I for one thought the high density was a ton of fun, but you can see how it contributed to the dominance of certain skills/builds. I mean just as a quick point, in a world where everything is high-density, what use are skills that don't pierce or do at least decent AoE?I haven't done any high-level PTR play, preferring to start fresh and experience the game from the ground up, but even at level 9 in the Cemetery of the Forsaken there are some really packed areas. It's possible they may just be trying to spread it around.
One change I immediately noticed is that champion and elite packs are larger than in 1.0.8. Another source for density change.
Monster density in all areas has been changed to be more random. It makes the pace of the game feel so much better and more rewarding when you do find a large pack. You will notice this change on the PTR a little more because you don't have access to Torment difficulty (which I think might have a result on mob density?)
For example, playing in Nephalem Rifts you may come across some levels with a low monster density, but the very next level could be brought back up to 1.0.8 density. It's no longer just "go go go" but rather "slow" -> "fast" -> "medium" -> "slow" -> "OMG OVERRUN". I use the word slow as a comparison to the others, it isn't really that slow.
I know some people might not enjoy the change but give it a chance for a little before making up your minds completely. It's beta and things can still change. Going into the beta I started with the same opinion as many you but have grown to rather enjoy it.
As a side thought there are a bunch of interesting skill/items choices now which are connected or impacted by monster density in some way or another:
increases damage depending how close enemies are to you.
increases damage how far away enemies are from you.
increases damage depending how many enemies are around you.
when attacking pulls enemies to a location.
The more enemies taunted increase your Life Per Hit by X amount.
etc.
As an example I was using a new legendary amulet in the F&F beta that had a chance to pull all enemies to the location of the mob I was hitting on both my Barbarian and Crusader. I actually changed my passives and skills to include specific types which benefited me having as many mobs as I could close.
Actually Rare packs are now not bound by monster type. You can have a Fallen rare with a pack consisting of a Shaman, Serpent, Bull and Hellcat. It's definitely not a common sight, but I've seen quite the combinations of minions. Pre-wipe of course. Haven't had the luck and time to test things in latest patch.
There was a hotfix today to mob densities for Act 1. Anyone try recently to see if it's better for ya?
Personally, I can't see where the mob density was fixed. Still looks like pre 1.0.8 to me. 75% of the zones are empty in act 1 mostly. Farming keeps 2 is a lot more efficient then act 1.
I think monster density can't be lower then it is on live currently. if something I personally think some places still need better mob density, and quite a lot of them in act 3, some act 1 and 2 zones still should get more density. Also I hope legendary drops are bugged, I've found 2 in around 8 hours playing. thats 0.25 legendaries an hours, which is horrible compared to the amount of legendaries in game. And since they're BoA we're gonna have to farm for our own legendaries and I don't wanna farm for 10 years to get a specific drop. But then again it's PTR, it's most likely gonna be buffed, seeing they said legendaries are gonna have 6 times more drop chance then live, I get minimum of 4-5 an hour on live with speed farming, sometimes upto 8-12.
I never had any doubt I was buying RoS until I played the PTR with the lower density. I feel like they did so much to fix the game, but taking away density ruins all of that. Its like I got a brand new suped up sports car but i can only drive it on a straight, flat highway with no traffic. In other words, it is boring. There is no way I buy RoS with the lower monster density. Personally i also wish monster power stayed. Sometimes I want a challenge and master difficulty even with increased monster density would be way too easy.
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It's beta, mob density in RoS is gonna be fine.
I don't like to assume, and I would hate that because it wasn't asked it goes live like this. I think on normal the density should be left like on mp0 but after that it should be mp1 density for the rest. And I hadn't heard about the PTR code being from an earlier version that 1.08, but that scares me, because they might still have bugs and errors that were corrected n 1.08. Why would you use older code to make an upgrade when clearly you should be using the latest.
They know monster density was a big hit, and I don't think they'll remove it without saying something about why (I don't think they'll remove it at all, but if they do). Unfortunately, they may just leave it for Torment, which I don't think is fair to people who don't buy the expansion. But, you don't have to be on the PTR/Beta to post in the official forums - go raise your concerns.
My guess is that RoS is based either on D3 1.0.2 (release) or 1.03 (still summer of 2012), more likely the first. At some point you split the team and assign a few guys to fix 1.X (D3 live version) while the others work on 2.X (RoS).
There is absolutely no point in transferring all the changes from all the later patches to the new version before it's finished. You only transfer those changes that make sense or are necessary for beta testing. For example, imagine they would have transferred paragon 1.0 to the RoS game client right away in September 2012. What a waste of time - paragon is being completely revamped in RoS anyways! Just start programming paragon 2.0 from scratch.
Mob density is more of an aesthetic fix, it's about making certain zones more appealing for long-term gameplay. But long-term stuff can't be tested in a beta, and therefore this is one of the things you want to apply last. What if they found out certain monsters are bugged and need to be removed in RoS? What if they introduce some new monster that drop special ingredients that are running around in some zones? Then they need to revamp mob density again.
It is a TEST REALM. Things are there to be tested.
They MAY very well be testing lower mob density versus things like Grave Injustice and other things which became borderline-exploitative with high density. You know... trying to find that "sweet spot" where we can have increased density but where they can also leave some of those abilities in game.
One thing that I noticed in this thread was that no one mentioned the density potentials you encounter in Nephalem Rifts. I may sound like a conspiracy theorist, but what if they are going to lower the overall density to push people who want high density interaction into end game features like Nephalem Rifts, Cursed Chests, etc.
I haven't done any high-level PTR play, preferring to start fresh and experience the game from the ground up, but even at level 9 in the Cemetery of the Forsaken there are some really packed areas. It's possible they may just be trying to spread it around.
Well what bothers me is that currently with the monster densities the way they are in live you could farm any act and have a lot of monsters. By the way of the PTR for vanilla users: act 3 runs all over again. For ROS buyers rifts will be the only place to farm. I want options to my play session and I had assumed that if I wanted I could, do a rift run, maybe do a act 1 run or maybe do a adventure mode clear with diferent acts and areas as I see fit. In other words options, but now I fell like it's either this or that. White or black
For example, playing in Nephalem Rifts you may come across some levels with a low monster density, but the very next level could be brought back up to 1.0.8 density. It's no longer just "go go go" but rather "slow" -> "fast" -> "medium" -> "slow" -> "OMG OVERRUN". I use the word slow as a comparison to the others, it isn't really that slow.
I know some people might not enjoy the change but give it a chance for a little before making up your minds completely. It's beta and things can still change. Going into the beta I started with the same opinion as many you but have grown to rather enjoy it.
As a side thought there are a bunch of interesting skill/items choices now which are connected or impacted by monster density in some way or another:
There was a hotfix today to mob densities for Act 1. Anyone try recently to see if it's better for ya?
@Pietrak
Actually Rare packs are now not bound by monster type. You can have a Fallen rare with a pack consisting of a Shaman, Serpent, Bull and Hellcat. It's definitely not a common sight, but I've seen quite the combinations of minions. Pre-wipe of course. Haven't had the luck and time to test things in latest patch.
Ha. Bagstone.
Any news on the density by those who know where to look?
:: Enkeria [Twitter / Twitch / Website / Tattoos]
I never had any doubt I was buying RoS until I played the PTR with the lower density. I feel like they did so much to fix the game, but taking away density ruins all of that. Its like I got a brand new suped up sports car but i can only drive it on a straight, flat highway with no traffic. In other words, it is boring. There is no way I buy RoS with the lower monster density. Personally i also wish monster power stayed. Sometimes I want a challenge and master difficulty even with increased monster density would be way too easy.