It's not hindering the game play at all, people that find it 'stupid' and don't want it. Can simply not look at it. People that do like it (and there are plenty of those) can watch it, increasing the amount of hours we can play in it.
I can still remember playing on Dungeon Siege 2, with it's bestiary and lore tabs. Just reading and watching monsters for fun.
And thanks to Nocturne for posting this on Bnet forums, I hope we get a reply.:D
(To bad I can't see the link, something with maintenance.)
That was the first thing I did when I posted it here - I went straight to Battle.net and posted a similar version of what I wrote here on those forums.
Quote from Equinox »
I honestly don't see at all what does a bestiary have to do with a game's genre.
People in that bnet thread do not respect Diablo.
I don't see it doing anything to the genre... I'm not too worried about that, persay. However, I think what the others were saying is that some games a written to fit strictly within a particular genre and they don't include other aspects that really add depth. I personally think that a Bestiary would be a wonderful way to add color and depth while providing background to the world of Sanctuary.
Well, I'm looking at Diablo III as a potential complete, full, finished product. The Bnet people seem to be looking at it like some drug the quality of which they don't seem to consider "add it in a patch" "they'll put it in the books". I read that as low expectations from Blizzard.
If the books provided good enough information I wouldn't begrudge them that.... I just think that it'll be less-than great though. I couldn't imagine that it would take that much work... perhaps the hardest part would be to create background stories for the monsters themselves.
I have a grudge against video game books, even more against putting info into video game books instead of said video game.
A bestiary is not hard to make, it requires writing but that's it.
Definitely. I don't really see any downside of a bestiary in comparison to books. I think it's rather dumb, too because it's rather lame that the only people that will understand the finer details of the world are those that read the books - not those that play the game.
I love ideas like this, they're fantastic. Give me a bestiary packed with potential that I have to fill out myself, and I will be overjoyed.
These are things games need! Small things that add to the overall value of the game, and increase immersion as well as give you another reason to kill monsters besides just getting loot, even though that may be the main aspect of the game.
Quote from "Pjanoo" »
Sounds like a good idea, however I doubt that Blizzard will implement something like this. If they supported addons, someone would probably make something like this.
Don't count on it, if we get anything it's an UI-modding, and I'm not too sure about that either.
Quote from "Pjanoo" »
Ofcorse they do. Every monster type has a different loot table and every item has a particular % chance to drop.
Quote from "Nocturne" »
In Diablo, loot tables were determined by monster level over monster type :(. However, that is how I'd LIKE it to be.
Actually, since patch 1.10 or maybe it was 1.09, monsters have much more general loot tables (apart from Act bosses and the like), and loot is much more dependant on monster level than monster type. Whereas before monsters indeed had specific loot tables, nowadays many monsters share treasureclasses and/or have several such, which means taht a monster of sufficient level can basically always drop the desired item.
Just thought I should point that out
Quote from "Murderface" »
Sounds like a pokedex for demons I support this idea, especially the part about a kill counter, it would be nice to know how many fallen I've squished,
And a death counter: how many times a monster has killed YOU :cool:
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Actually, since patch 1.10 or maybe it was 1.09, monsters have much more general loot tables (apart from Act bosses and the like), and loot is much more dependant on monster level than monster type. Whereas before monsters indeed had specific loot tables, nowadays many monsters share treasureclasses and/or have several such, which means taht a monster of sufficient level can basically always drop the desired item.
Isn't that exactly what I was saying? :rolleyes:
THe big thing that changed in 1.10, other than major changes in game mechanics like synergies and runewords, but they changed it so magic find %ages don't work on act bosses. The act bosses were those that were given static percentages for their loot. Kinda lame in my opinion >>
THe big thing that changed in 1.10, other than major changes in game mechanics like synergies and runewords, but they changed it so magic find %ages don't work on act bosses. The act bosses were those that were given static percentages for their loot. Kinda lame in my opinion >>
Oh, I though you meant Diablo I when you said Diablo. I have no idea how the mechanics work in that came, so I assumed you were referring to how it was in D1, and that you wanted that back as opposed to how it was in D2. My bad.
I don't know what you mean by saying that MF doesn't work on bosses though, because it surely does. However you're not likely to see an increase in good drops from bosses, since MF in itself adds a small bonus to drop, which only becomes noticeable when killing a whole bunch of monsters.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Oh, I though you meant Diablo I when you said Diablo. I have no idea how the mechanics work in that came, so I assumed you were referring to how it was in D1, and that you wanted that back as opposed to how it was in D2. My bad.
I don't know what you mean by saying that MF doesn't work on bosses though, because it surely does. However you're not likely to see an increase in good drops from bosses, since MF in itself adds a small bonus to drop, which only becomes noticeable when killing a whole bunch of monsters.
Magic find percentages do not affect Act Boss drops in Diablo 2. This was the major change in 1.09 to 1.10. When they did this the super-uniques were much less common. The possibility of unique loot on bosses are on set loot percentages so they are unaffected by the gear you wear. Their loot tables are akin to the "special rune drops" of the Countess in Act 1.
Magic find percentages do not affect Act Boss drops in Diablo 2. This was the major change in 1.09 to 1.10. When they did this the super-uniques were much less common. The possibility of unique loot on bosses are on set loot percentages so they are unaffected by the gear you wear. Their loot tables are akin to the "special rune drops" of the Countess in Act 1.
Where did you find this info?
Magic Find is a global modifer that applies to all item drops that can exist as Uniques, sets and rares and improves the chance of any given dropped item to be of a certain type. It doesn't care what the actual treasureclass is, since it only checks the item and not the treasureclass.
The countess obviously doesn't get an increase since runes are unaffected by MF.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Magic Find is a global modifer that applies to all item drops that can exist as Uniques, sets and rares and improves the chance of any given dropped item to be of a certain type. It doesn't care what the actual treasureclass is, since it only checks the item and not the treasureclass.
The countess obviously doesn't get an increase since runes are unaffected by MF.
The countess has special loot tables for her rune drops, but she also has loot like any other monster as a previous post has stated. However, boss loot is ONLY boss loot. They are not on the same loot tables as the monsters, thus their drops have different mechanics. The mechanics that they follow are based on the same vein as that of the special rune drops.
I'll have to sift through years and years of discussion and notes about the game, but that is the bottom line.
As a side note, this is why Shenk/Pindle/Eldritch runs are the best way to get more consistent loot. These monsters are affected by your Magic Find percentages. Bosses have a higher chance to drop unique loot than monsters do, but it becomes more time-effective to fight super-unique monsters (like Eldritch, etc) for your magic find runs.
However, I think it's best to bring the discussion back to the Bestiary.
Yes, though it could incorporate other various statistics that are character-related such as the death count. Perhaps even how many times that monster has killed you.
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~Nocturne, previously known as Eve
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That was the first thing I did when I posted it here - I went straight to Battle.net and posted a similar version of what I wrote here on those forums.
I don't see it doing anything to the genre... I'm not too worried about that, persay. However, I think what the others were saying is that some games a written to fit strictly within a particular genre and they don't include other aspects that really add depth. I personally think that a Bestiary would be a wonderful way to add color and depth while providing background to the world of Sanctuary.
Amongst other things, of course...
A bestiary is not hard to make, it requires writing but that's it.
Definitely. I don't really see any downside of a bestiary in comparison to books. I think it's rather dumb, too because it's rather lame that the only people that will understand the finer details of the world are those that read the books - not those that play the game.
These are things games need! Small things that add to the overall value of the game, and increase immersion as well as give you another reason to kill monsters besides just getting loot, even though that may be the main aspect of the game.
Don't count on it, if we get anything it's an UI-modding, and I'm not too sure about that either.
Actually, since patch 1.10 or maybe it was 1.09, monsters have much more general loot tables (apart from Act bosses and the like), and loot is much more dependant on monster level than monster type. Whereas before monsters indeed had specific loot tables, nowadays many monsters share treasureclasses and/or have several such, which means taht a monster of sufficient level can basically always drop the desired item.
Just thought I should point that out
And a death counter: how many times a monster has killed YOU :cool:
Isn't that exactly what I was saying? :rolleyes:
THe big thing that changed in 1.10, other than major changes in game mechanics like synergies and runewords, but they changed it so magic find %ages don't work on act bosses. The act bosses were those that were given static percentages for their loot. Kinda lame in my opinion >>
I don't know what you mean by saying that MF doesn't work on bosses though, because it surely does. However you're not likely to see an increase in good drops from bosses, since MF in itself adds a small bonus to drop, which only becomes noticeable when killing a whole bunch of monsters.
Magic find percentages do not affect Act Boss drops in Diablo 2. This was the major change in 1.09 to 1.10. When they did this the super-uniques were much less common. The possibility of unique loot on bosses are on set loot percentages so they are unaffected by the gear you wear. Their loot tables are akin to the "special rune drops" of the Countess in Act 1.
Magic Find is a global modifer that applies to all item drops that can exist as Uniques, sets and rares and improves the chance of any given dropped item to be of a certain type. It doesn't care what the actual treasureclass is, since it only checks the item and not the treasureclass.
The countess obviously doesn't get an increase since runes are unaffected by MF.
The countess has special loot tables for her rune drops, but she also has loot like any other monster as a previous post has stated. However, boss loot is ONLY boss loot. They are not on the same loot tables as the monsters, thus their drops have different mechanics. The mechanics that they follow are based on the same vein as that of the special rune drops.
I'll have to sift through years and years of discussion and notes about the game, but that is the bottom line.
As a side note, this is why Shenk/Pindle/Eldritch runs are the best way to get more consistent loot. These monsters are affected by your Magic Find percentages. Bosses have a higher chance to drop unique loot than monsters do, but it becomes more time-effective to fight super-unique monsters (like Eldritch, etc) for your magic find runs.
However, I think it's best to bring the discussion back to the Bestiary.
Yes, though it could incorporate other various statistics that are character-related such as the death count. Perhaps even how many times that monster has killed you.