"If you see an item drop, it's for you. If you pick up an item and don't want it, when you drop it then everyone else can see it."
So you can't see what other players on your team gets for drops?! That's pretty sad imo. Imagine killing a boss because you know he has a chance of dropping an item perfectly suited for your character. Now there's only a certain percent chance that the item will fall into your hands and if it does not, you wont ever know if the boss really dropped the item or not because you can't see your teammates drops.
Well, its a good loot system because it is fair, even more so than D2's loot system. Just remember the times when you do Baal run. You were the one who ended up killing him but yet you didn't get the loot you wanted because someone else was faster at clicking than you were. Now that won't ever happen again, you get your own loot and it will be different from others. they will not know what you have nor will you know what they have. Until they decide to talk or drop their item, you will know. What you don't know won't hurt you, after all.
Quote from "Erebus" »
I like that idea of having an item become global to all players after a specific amount of time, however we aren't sure how the inventory system works exactly right now and they have suggested giving the player a more flexable system that doesn't require "tetris" space organizing so I can't say if it would ever really be a problem that a player can't pick up an item. I'd imagine in D3 there will be a much larger "economy" online and that no matter what drops players would be able to sell the items for cash to an NPC etc and then it would become open to the global market for a price anyway. In that case, like everyone before has said, if you are playing with a fair minded friend it shouldn't be a problem for them to share if something comes up that could help you along.
Not if you're good friend is a stingy piece of garbage who lies and decides to give you the the armor he has been wearing from lvl 5 to lvl 30 and say " thats the armor that just dropped for me, you should have it." LOlz.
I guess I'm in the minority in thinking that party globes are a good idea. Imagine you have a party with a couple tanks and some range players. If the globes are distributed evenly, how do the tank characters heal themselves? The problem with party globes is that damage is not going to be even distributed so making health evenly distributed creates a problem.
I guess I'm in the minority in thinking that party globes are a good idea. Imagine you have a party with a couple tanks and some range players. If the globes are distributed evenly, how do the tank characters heal themselves? The problem with party globes is that damage is not going to be even distributed so making health evenly distributed creates a problem.
(Plus it sounds very pinko commie ;->)
I think that may be why they are experimenting with skills for the tanks that will allow them a slightly better chance to survive a bit longer in close range ie: On death hit gain 30 health for Barb.
Well, if the orbs heal a fixed percentage of your max health instead of a flat number this problem does not exist.
Not necessarily true. Even if tank has a higher health level than the range character it comes down to who needs it more. If the tank has 2x as much health as the range character but the range character is at 99% and the tank is at 5%, then any amount applied to the range character is wasted. Granted, we don't know the algorithm so they might account for this by giving the near death person the rollover minutes of health not used by the rest of the party.
Finally you wont have to worry about some crazy item dropping and some other jerk goes and snatches it out of your hands, if only they had this for D2 uberlevels
I have been thinking about this loot system. It might seem that if everyone gets their own loot than i guess the chances of people finding a rare item is more likely because more people means more individual drops and that accounts to higher percentage in one item drop. Unless, blizzard says otherwise.
I disagree with the health orbs healing the whole party. It seems like it would make the game too easy on multiplayer and lessen the intensity of who is going to survive or grab the health globe - basically, some of the excitement disappears. I don't want multiplayer to feel like it's going to be 100% committed teamwork 100% of the time and so far that seems how it is. I want there to be a little bit of independence and "every person for themselves".
I disagree with the health orbs healing the whole party. It seems like it would make the game too easy on multiplayer and lessen the intensity of who is going to survive or grab the health globe - basically, some of the excitement disappears. I don't want multiplayer to feel like it's going to be 100% committed teamwork 100% of the time and so far that seems how it is. I want there to be a little bit of independence and "every person for themselves" included in the multiplayer groups.
I disagree with the health orbs healing the whole party. It seems like it would lessen the intensity of who is going to survive or grab the health globe - basically, some of the excitement/strategy disappears. Also, there is a chance that the multiplayer could be too easy if everyone gets healed from a single health globe depending on how everything turns out (amount of health globes, amount of health restored per health globe). I don't want multiplayer to feel like it's going to be 100% committed teamwork 100% of the time and so far that seems how it is. There should be a little bit of independence and "every person for themselves" included in the multiplayer groups.
I disagree with the health orbs healing the whole party. It seems like it would lessen the intensity of who is going to survive or grab the health globe - basically, some of the excitement/strategy disappears. Also, there is a chance that the multiplayer could be too easy if everyone gets healed from a single health globe depending on how everything turns out (amount of health globes, amount of health restored per health globe). I don't want multiplayer to feel like it's going to be 100% committed teamwork 100% of the time and so far that seems how it is. There should be a little bit of independence and "every person for themselves" included in the multiplayer groups.
As it is in D2, the monsters get stronger when you have more players. There aren't more monsters, so there won't be more health orbs. So, health orbs healing everyone as much as they would if they were playing alone is perfectly acceptable. If D3 works anything like D2 in multiplayer scaling, that is.
If that is true, then there is chance it could be quite challenging on the higher difficulty modes that the game will offer. However, there is still a lot of tweaking and changing the system of health globes in Diablo 3 so I guess it is still up in the air for how things will turn out.
There should be smaller health globes that drop and heal individual players upon contact, and larger health globes that randomly drop that heal the whole party no matter who comes in contact with it, this seems to be the best option and add the most variety.
As it is in D2, the monsters get stronger when you have more players. There aren't more monsters, so there won't be more health orbs. So, health orbs healing everyone as much as they would if they were playing alone is perfectly acceptable. If D3 works anything like D2 in multiplayer scaling, that is.
If that is true, then there is chance it could be quite challenging on the higher difficulty modes that the game will offer. However, there is still a lot of tweaking and changing the system of health globes in Diablo 3 so I guess it is still up in the air for how things will turn out.
There should be smaller health globes that drop and heal individual players, and larger health globes that randomly drop and heal the whole party, this seems to be the best option and would add the most variety. Can someone post this idea to Bashiok?
I wonder if there will be mana globes, that would be neat too. The reason for this is because I'm actually wanting a new potion replenish system. I'm tired of the same old inventory potion stacking system that has been used in every action RPG in the past.
I believe that Adrenaline is increased by killing creatures? So I guess infrequent Adrenaline globes would be more of a bonus.
I still think it would be a nice concept if they incorporated two types of health globes that came in different sizes, type one would heal individual party members and type two would heal the whole party. The health globes that heal the party could drop at a lower rate than the health orbs that heal individual players. A simple marking or aura could differentiate the two types of globes so they are not mixed up.
Not sure if this has been discussed, but; If the drops are individual, will they be class-based? Because that would kill alot of the trading and randomness which was a big part of D2 and which made it, imo so unique. I'm very skeptical regarding globes and drops atm.
I believe that the person demostrating one of the first tech demos of Diablo 3 mentioned that there will be drops that do not pertain to one's class. He said the drops can still be used by other characters by doing an item transfer. I'm guessing the item transfer method will be similar to Titan Quest in which items were stored in a caravan. The caravan was used as a large external inventory that gave all of one's characters access to the items/armor/weapons.
I actually liked this concept because instead of trading with halfwits, I was able to keep a good piece of equipment that dropped and place it in storage for another character that could use it. I guess this does kind of lower the replayability, but there will probably be enough rare weapons/armor that it won't matter too much. Just trading is still an option too.
Do Blizzard not realise that a huge part of the fun of Diablo was the crazed scrambles for loot when something good dropped, or when someone kills something beside you and you just happen to pick up an awesome piece of loot.
I really doubt you are in the majority
Now there are certainly drawbacks to individual loot too, like an item you needed dropping for someone who didnt (but then again, thats what multiple chars and trading are for).
Imo it could be nice if people could see what others got though.
Well, its a good loot system because it is fair, even more so than D2's loot system. Just remember the times when you do Baal run. You were the one who ended up killing him but yet you didn't get the loot you wanted because someone else was faster at clicking than you were. Now that won't ever happen again, you get your own loot and it will be different from others. they will not know what you have nor will you know what they have. Until they decide to talk or drop their item, you will know. What you don't know won't hurt you, after all.
Not if you're good friend is a stingy piece of garbage who lies and decides to give you the the armor he has been wearing from lvl 5 to lvl 30 and say " thats the armor that just dropped for me, you should have it." LOlz.
(Plus it sounds very pinko commie ;->)
I think that may be why they are experimenting with skills for the tanks that will allow them a slightly better chance to survive a bit longer in close range ie: On death hit gain 30 health for Barb.
>{Dynasty DiabloFans Thread}<
Artist Portfolio: http://www.JonathanSabella.com
Not necessarily true. Even if tank has a higher health level than the range character it comes down to who needs it more. If the tank has 2x as much health as the range character but the range character is at 99% and the tank is at 5%, then any amount applied to the range character is wasted. Granted, we don't know the algorithm so they might account for this by giving the near death person the rollover minutes of health not used by the rest of the party.
individual loot = not good idea
its not supposed to be a nice game
autostats are rediclous
lack of pots is not welcome
if it aint broke dont fix it! (diablo2)
101% buying this game
If that is true, then there is chance it could be quite challenging on the higher difficulty modes that the game will offer. However, there is still a lot of tweaking and changing the system of health globes in Diablo 3 so I guess it is still up in the air for how things will turn out.
There should be smaller health globes that drop and heal individual players upon contact, and larger health globes that randomly drop that heal the whole party no matter who comes in contact with it, this seems to be the best option and add the most variety.
If that is true, then there is chance it could be quite challenging on the higher difficulty modes that the game will offer. However, there is still a lot of tweaking and changing the system of health globes in Diablo 3 so I guess it is still up in the air for how things will turn out.
There should be smaller health globes that drop and heal individual players, and larger health globes that randomly drop and heal the whole party, this seems to be the best option and would add the most variety. Can someone post this idea to Bashiok?
I wonder if there will be mana globes, that would be neat too. The reason for this is because I'm actually wanting a new potion replenish system. I'm tired of the same old inventory potion stacking system that has been used in every action RPG in the past.
I believe that Adrenaline is increased by killing creatures? So I guess infrequent Adrenaline globes would be more of a bonus.
Eg (Before picking up globe)
P1: 5% Health
P2: 10% Health
P3: 40% Health
P4: 50% Health
After picking up globe
P1: 25% Health
P2: 25% Health
P3: 40% Health
P4: 50% Health
I believe that the person demostrating one of the first tech demos of Diablo 3 mentioned that there will be drops that do not pertain to one's class. He said the drops can still be used by other characters by doing an item transfer. I'm guessing the item transfer method will be similar to Titan Quest in which items were stored in a caravan. The caravan was used as a large external inventory that gave all of one's characters access to the items/armor/weapons.
I actually liked this concept because instead of trading with halfwits, I was able to keep a good piece of equipment that dropped and place it in storage for another character that could use it. I guess this does kind of lower the replayability, but there will probably be enough rare weapons/armor that it won't matter too much. Just trading is still an option too.
Now there are certainly drawbacks to individual loot too, like an item you needed dropping for someone who didnt (but then again, thats what multiple chars and trading are for).
Imo it could be nice if people could see what others got though.