Have they stated that Skeleton King is intentionally designed in Diablo III to drop 1 rare on the first kill?
Here's my thought process... Yes, I know that he is currently dropping one rare item every FIRST KILL, but remember this is BETA. It is created for BETA purposes.
Example: perhaps they did this intentionally as an incentive for people to create and play through ALL of the classes to test them out to find bugs and also share them via stream instead of doing item runs on the same character all beta...
I strongly think this is simply for beta testing.
Imagine having 100% drop rate of any unique item in all difficulty (inferno)
Have they stated that Skeleton King is intentionally designed in Diablo III to drop 1 rare on the first kill?
Here's my thought process... Yes, I know that he is currently dropping one rare item every FIRST KILL, but remember this is BETA. It is created for BETA purposes.
Example: perhaps they did this intentionally as an incentive for people to create and play through ALL of the classes to test them out to find bugs and also share them via stream instead of doing item runs on the same character all beta...
I strongly think this is simply for beta testing.
Imagine having 100% drop rate of any unique item in all difficulty (inferno)
Yea, I was trying to bring reason the guy saying that skeleton king had better drops than everything else... I'm pretty sure it's designed that way for beta. So we agree
This is not sounding fun. I don't want D2 with new graphics and different areas, I want something new to do. I loved d2 but if they designed a game that's exactly the same it wouldn't be fun.
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"A lot of fellows nowadays have a B.A., M.D., or Ph.D. Unfortunately, they don't have a J.O.B."
My bad Molster, you're right, topic was about inferno.
We given the option to redo quests in beta, not sure if this will be carried onto release.
The re-do quests will go live.
what are some rewards for finishing quest other than exp ?
Seems like it's an effective way to help friends that aren't as far as you without implementing "rushing." Forces people to experience the content/game.
Friend 1 has completed act 1
Friend 2 is on quest 3/5 of act 1
Friend 2 makes game and has friend 1 join game. Friend 1 only has the waypoints up to quest 3/5. Now you can adventure together without skipping content.
Edit: best part is that Friend 1, who is further ahead, not only helps his friend along, but also gets quest xp/gold while doing it.
No matter what you do, *some* people at least will always try to find the most efficient ways to get the job done, or in other words, follow the rules of "path of least resistance". Whether it's areas where killing speed and mob density are the factor, or bosses dropping loot more often, the players will catch on, they're not stupid. Clearing through all of inferno over and over trying for item drops is little different from clearing one act, even one area repeatedly (boss farming).
This brings me back to the discussions around what "end game" is and how inferno plays (or doesn't play) into that.
I think the boss fight in D3 should be different or let's say more diffcult and interesting then in D2, one of the ways is to introduce team play, just like the instance runs in WoW.
We need a tank, a healer and some dps, the BOSS has different phases and requires certain strategy.
I don't think the high level BOSS in infernal mode can be soloed.
Bosses shouldn't require (and don't require) team effort in a game where every character is DPS (with some side leech and self heal utility through customization).
As far as MMOs are concerned, early EQ got it right- instances were soloable, but they got harder when you added more people. Also, the drop rates went up when the party got larger... not that the instances were fun, mind you, but they were innovative for MMOs.
As most of us already know, one of the main reasons for Inferno difficulty to be equally scaled in level and difficulty across all acts is to provide players incentive to play through all stages of the game to achieve loot. In Diablo 2, there were obvious ways that were more efficient to get good loot, namely Mephisto, Pindleskin, and Baal runs. It's not too far fetched to think that bosses are going to drop the best loot in the game, no matter what, because they're the hardest things to kill. Risk should equal reward, right? If this is the case, and once I get the waypoints to all good bosses in Inferno mode, why should I even bother playing through the other dungeons and areas in the game?
Two words: Loot Goblins (Loot Bandits?). I've noticed in a few streams and videos that these little buggers appear inside dungeons in what is a seemingly random fashion. Once you start hitting them, they spew gold all over the floor, and if you manage to kill it before it runs away (not very hard to do, at least in normal difficulty it seems) it will drop quite a lot of useful loot. In the few times I saw these things go down, they dropped ~2 blue items, page of training, scroll of companion, and a few other white items.
What's up to speculation is if these things have the potential to drop the best loot in Inferno difficulty, like bosses can. If they can drop rare items, that is at least salvageable loot for crafting materials, which I'm sure you're going to want a lot of.
First thing i thought when i saw the "loot goblin" in a video was Golden Axe
And for me not having to do the same boss run over and over again is enough incentive, but these "loot goblin" makes its interesting.
Also, Skeleton King is more of a "mini-boss" rather then the main ending Act Boss. The end boss might not have the same loot restrictions Leoric does after the firtst kill.
Also, Skeleton King is more of a "mini-boss" rather then the main ending Act Boss. The end boss might not have the same loot restrictions Leoric does after the firtst kill.
Diablo is a game of probabilities. Always has been, from D1 through LoD, and D3 should be the same.
Let's say you want Ormus's Robes. If Meph runs give you a 1:1000 chance every 10 minutes (total 1:166 per hour), while Baal runs give you a 1:900 chance for every 20 minutes (total 1:300 per hour), and full-clearing Act 4 gives you a 1:500 chance every hour, it is pretty clear that Mephy runs are the best. On the other hand, if you are trying to get a Stone of Jordan, NM Andariel gives you the highest chance of loot.
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That said, I definitely think that the game would be most fun if players had a good reason to clear multiple different areas instead of just sticking to a single run. There are several possible ways to encourage this:
1) Non-overlapping loot: If every boss and every trash zone has special (presumably useful) loot that doesn't drop anywhere else in the game, then players will have to farm a little bit of each boss.
2) Rare Bonuses: Loot goblins are only one example of this. Rare super-rewards could include things like randomly spawned bonus dungeons or bonus quests with exceptionally good loot. You would have to explore real zones to find these things, teleporting straight to a boss would risk skipping over a random reward.
3) Bonus loot for "Random Zone Run": Like random instance runs in WoW, this would encourage players to run a random zone instead of just picking one zone/boss and running it forever.
4) Lockouts: This doesn't have to be a hard lockout like in WoW, although it could. If you get reduced loot for killing the same boss multiple times in one day then you might clear something else instead.
5) Difficulty: Most important of all, the relative difficulty of trash and bosses has a HUGE influence on the prevalence of boss runs. In Diablo II, a randomly spawned EF-ES-LEB could kill a player far faster than Mephisto or Baal. That was definitely a big factor pushing players away from full clears and toward teleport boss runs. If game balance made Bosses far more lethal than random uniques, things might be different.
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I strongly think this is simply for beta testing.
Imagine having 100% drop rate of any unique item in all difficulty (inferno)
what are some rewards for finishing quest other than exp ?
Yea, I was trying to bring reason the guy saying that skeleton king had better drops than everything else... I'm pretty sure it's designed that way for beta. So we agree
[SIGPIC][/SIGPIC]
Seems like it's an effective way to help friends that aren't as far as you without implementing "rushing." Forces people to experience the content/game.
Friend 1 has completed act 1
Friend 2 is on quest 3/5 of act 1
Friend 2 makes game and has friend 1 join game. Friend 1 only has the waypoints up to quest 3/5. Now you can adventure together without skipping content.
Edit: best part is that Friend 1, who is further ahead, not only helps his friend along, but also gets quest xp/gold while doing it.
This brings me back to the discussions around what "end game" is and how inferno plays (or doesn't play) into that.
We need a tank, a healer and some dps, the BOSS has different phases and requires certain strategy.
I don't think the high level BOSS in infernal mode can be soloed.
And for me not having to do the same boss run over and over again is enough incentive, but these "loot goblin" makes its interesting.
That's a valid point.
Let's say you want Ormus's Robes. If Meph runs give you a 1:1000 chance every 10 minutes (total 1:166 per hour), while Baal runs give you a 1:900 chance for every 20 minutes (total 1:300 per hour), and full-clearing Act 4 gives you a 1:500 chance every hour, it is pretty clear that Mephy runs are the best. On the other hand, if you are trying to get a Stone of Jordan, NM Andariel gives you the highest chance of loot.
==========
That said, I definitely think that the game would be most fun if players had a good reason to clear multiple different areas instead of just sticking to a single run. There are several possible ways to encourage this:
1) Non-overlapping loot: If every boss and every trash zone has special (presumably useful) loot that doesn't drop anywhere else in the game, then players will have to farm a little bit of each boss.
2) Rare Bonuses: Loot goblins are only one example of this. Rare super-rewards could include things like randomly spawned bonus dungeons or bonus quests with exceptionally good loot. You would have to explore real zones to find these things, teleporting straight to a boss would risk skipping over a random reward.
3) Bonus loot for "Random Zone Run": Like random instance runs in WoW, this would encourage players to run a random zone instead of just picking one zone/boss and running it forever.
4) Lockouts: This doesn't have to be a hard lockout like in WoW, although it could. If you get reduced loot for killing the same boss multiple times in one day then you might clear something else instead.
5) Difficulty: Most important of all, the relative difficulty of trash and bosses has a HUGE influence on the prevalence of boss runs. In Diablo II, a randomly spawned EF-ES-LEB could kill a player far faster than Mephisto or Baal. That was definitely a big factor pushing players away from full clears and toward teleport boss runs. If game balance made Bosses far more lethal than random uniques, things might be different.