Can a Diablofans.mod please post this or ask Blizzard what the hell happened with monster density!

  • #1
    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
  • #2
    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.

    It's beta, mob density in RoS is gonna be fine.
  • #3
    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.
  • #4
    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.
  • #5
    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.
  • #6
    I'm not as hopeful as Bagstone. It'd actually make sense to have higher density at the earliest possible time and tune the droprates and such stuff from there. Not first tuning everything, and then increasing the density last, it's just counterintuitive imho. Therefore I'm a bit scared that they might keep the low monster density, which would be horrible :(
  • #7
    I really do hope that Monster Density in RoS will be big from the start.

    It's just fun to blast massive amounts of monsters into oblivion, even at low levels. If we level too fast that way just nerf the EXP gain on early levels.
    Pietrak#2537 - changed my battle.tag just for you ;P
  • #8
    Quote from Bagstone


    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.
    p420 :: 88.4k EK :: 2.45m TK
    Planet Express <PlanEx>
    (V) (°,,°) (V)
  • #9
    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.
    Please read the community guidelines on Trolling & Flaming before you create a new thread just to complain... http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/75118-forum-guidelines-8-19-2012
  • #10
    Quote from Thornagol

    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.
  • #11
    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
  • #12
    They apparently just adjusted Act 1 monster density. Will have to check it out.



    Link to hotfixes:

    http://us.battle.net/d3/en/forum/topic/10895929629
    Last edited by PhoenixScar: 12/13/2013 1:45:08 PM
  • #13


    Quote from daisychopper


    Quote from Thornagol


    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.
  • #14
    Quote from eman41

    One change I immediately noticed is that champion and elite packs are larger than in 1.0.8. Another source for density change.
    Last edited by daisychopper: 12/13/2013 2:31:42 PM
  • #15


    Quote from eman41




    Quote from undefined »



    One change I immediately noticed is that champion and elite packs are larger than in 1.0.8. Another source for density change.


    Also there are new combinations of Champion/Minion mobs. Last game I had a Spine Hewer Champion with Demonic Tremor minions.
    Pietrak#2537 - changed my battle.tag just for you ;P
  • #16
    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.


    Last edited by MrMonstrosity: 12/13/2013 2:41:05 PM
  • #17

    For ROS buyers rifts will be the only place to farm.

    No. Stop making wild guesses about what the game will look like on release. This is beta, it's not balanced yet.
  • #18


    Quote from Bagstone




    For ROS buyers rifts will be the only place to farm.

    No. Stop making wild guesses about what the game will look like on release. This is beta, it's not balanced yet.

    Exactly Bagstone.

    As it is right now we'll probably see the following happen:

    • Players doing Bounties (it seems on beta this is the only way to get Rift Keys? Needs more testing)
    • Players farming Nephalem Rifts
    • Players farming bosses/unique monsters/specific types of monsters for their special legendary crafting materials to craft new legendary items.
    Questions unanswered:

    • Will there be special rare bounties (uber diablo from datamining?)
    • Will there be special Rifts or perhaps special Rift Keystones?
    • Will searching for Cursed Chests be worth it? (exclusive items from this chest?)
  • #19
    There was a hotfix today to mob densities for Act 1. Anyone try recently to see if it's better for ya?
  • #20
    @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.

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