So inferno mode is all level 61 mobs with similar loot tables. I'm assuming bosses will be as well.
Problem: players will still take the path of least resistance. They will find the easiest level and boss to grind over and over.
Solution: instead of just incentives (blizzards current plan) i propose that bosses all drop their own necessary components for gear sets and weapons. This will force players to farm the whole game, not just the easiest sections (relatively for inferno mode).
The only issue with that is I think the idea of inferno is for you to want to play the whole level, not just run to the bosses, which is what your idea would promote.
They want you to enjoy fighting act 1 against fallen and hulks and advancing up to Andariel as much as doing continuous meph runs.
I am thinking if they do incentives, it will be based on clearing all of the acts type of setup.
The only issue with that is I think the idea of inferno is for you to want to play the whole level, not just run to the bosses, which is what your idea would promote.
They want you to enjoy fighting act 1 against fallen and hulks and advancing up to Andariel as much as doing continuous meph runs.
I am thinking if they do incentives, it will be based on clearing all of the acts type of setup.
Incentives will work if they are really good, i just hope that they are something other than gold. (players will already be max level so xp wouldn't make sense)
I really don't like your idea at all. The only reason they added Inferno is so people can actually choose which parts of the game they want to replay, with similarly even drop tables throughout the difficulty.
Your method just creates one huge wall between the player and the desired loot, as if the low drop rate of a specific item wasn't enough, you have to actually play through everything to get something. I'd even rather have the old system (1-3 bosses being viable for loot) than yours.
People will not find the "path of least resistance" so easily, because that will be different depending on which character you have and which monsters you're fighting on each act.
I think this is a good idea, but it can't be the whole solution. In fact killing any boss over and over is something they don't want players to keep doing (something Wilson mentioned at Blizzcon '10). Instead the farming should include what players normally consider the most fun- that is, just progressing through the game. So I have a feeling that in order to reward just general monster killing, they are going to do that in the procedural generated elements of the game: killing Super Uniques monsters, finding treasure rooms, or random encounters/quests (in Inferno of course). That way players can have the flexibility to pick their own favorite spots (not the one spot that is dictated by the best drops) and expect the similar level of quality loot.
I'm not entirely sold on the fact they want to plant certain items in specific areas or bosses, but there will likely be different levels of treasure classes like in D2. The varying difficulty of the monsters then will decide where the most efficient places are to farm. I just hope it's not going to be limited to one boss or area.
I think the problem is that your premise is still that some levels and bosses will be easier than others in inferno. Would it be easier to fight a level 100 Andariel than a level 100 Diablo? Is it easier to fight a level 100 fallen shaman than a level 100 fetish shaman? I could be wrong but I also remember reading that bosses will have additional abilities in inferno.
I think the problem is that your premise is still that some levels and bosses will be easier than others in inferno. Would it be easier to fight a level 100 Andariel than a level 100 Diablo? Is it easier to fight a level 100 fallen shaman than a level 100 fetish shaman? I could be wrong but I also remember reading that bosses will have additional abilities in inferno.
I'm sure that certain classes with certain runestone combinations will have an easier time with boss x. Then all players with that setup will farm boss x. Even if it's only a slight advantage.
Solution: increase MF chance by a % for each boss you or your party kills. Thus you are rewarded for clearing the whole thing and even encouraged (possibly) to consider what order you go in (linear might well be the best, who knows). You could also give an increased chance to drop something that is normally not on, or very scare on the loot table. Certain runes, gems, etc.
Solution: increase MF chance by a % for each boss you or your party kills. Thus you are rewarded for clearing the whole thing and even encouraged (possibly) to consider what order you go in (linear might well be the best, who knows). You could also give an increased chance to drop something that is normally not on, or very scare on the loot table. Certain runes, gems, etc.
You think they could tweak that even further with a normal monster kill count. i.e. If you kill a boss all additional monsters will add up to some extra % on top of the boss. This will give incentive to clear as much as possible.
Rollback Post to RevisionRollBack
Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I think farming bosses is still a very simplified DII way of framing this issue. The scope of farming options won't limit players to just bosses. Example: You may discover a build that will generate enough gold from killing normal monsters to buy the items you want sooner than waiting for them to drop.
Solution: increase MF chance by a % for each boss you or your party kills. Thus you are rewarded for clearing the whole thing and even encouraged (possibly) to consider what order you go in (linear might well be the best, who knows). You could also give an increased chance to drop something that is normally not on, or very scare on the loot table. Certain runes, gems, etc.
You think they could tweak that even further with a normal monster kill count. i.e. If you kill a boss all additional monsters will add up to some extra % on top of the boss. This will give incentive to clear as much as possible.
I dunno, I think the bonus for killing normal monsters should be minimal in order to discourage simply farming every single waypoint in the game before hitting the bosses. It shouldn't feel like a monumental task to be somewhat efficient.
That said, I don't think anyone (except blizzard) knows enough about gold, loot, mf, and drop rates to make a guess as to what the newest method of "farming," will be. I'm just hoping it's slightly weighted toward those who want to clear more per game and doesn't go overboard at the same time.
I think farming bosses is still a very simplified DII way of framing this issue. The scope of farming options won't limit players to just bosses. Example: You may discover a build that will generate enough gold from killing normal monsters to buy the items you want sooner than waiting for them to drop.
Hmm interesting perspective on that, granted there has to be items available to sell and it depends on how well the exchange rates are managed by blizzard. If people find a way to create large amounts of gold wouldn't it inflate the currency, then eventually causing poor exchange rates and thus driving up prices?
Rollback Post to RevisionRollBack
Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
You bring up a good point. But I hope they do it right. People may want the area with the most resisitance because it may be the hieghest populated area = more drops per minute... however the problem here is that this is inferno we are talking about it also carries more risk.
You bring up a good point. But I hope they do it right. People may want the area with the most resisitance because it may be the hieghest populated area = more drops per minute... however the problem here is that this is inferno we are talking about it also carries more risk.
If each boss dropped the same type of components each time then that would eliminate the idea of randomness in the world of Diablo. What you have proposed here is a system similar to WOW where when you raided certain bosses, you knew what kind of gear they were going to drop thus only running the raids that you needed to fill empty gear slot. This will not work in diablo b/c the whole idea of randomness must be maintained. There would be more of said "farming" if people knew where to go for specific items or components. Also, this would lead to a stagnant AH b/c there would be more epic gear b/c that would be all people would want to farm.
Solution: increase MF chance by a % for each boss you or your party kills. Thus you are rewarded for clearing the whole thing and even encouraged (possibly) to consider what order you go in (linear might well be the best, who knows). You could also give an increased chance to drop something that is normally not on, or very scare on the loot table. Certain runes, gems, etc.
This is actually a pretty cool idea, possibly go a step further and have extra loot, or gold, or a random gem/rune or something drop after clearing all bosses for those who do manage to clear it all in one sitting.
Solution: increase MF chance by a % for each boss you or your party kills. Thus you are rewarded for clearing the whole thing and even encouraged (possibly) to consider what order you go in (linear might well be the best, who knows). You could also give an increased chance to drop something that is normally not on, or very scare on the loot table. Certain runes, gems, etc.
This is actually a pretty cool idea, possibly go a step further and have extra loot, or gold, or a random gem/rune or something drop after clearing all bosses for those who do manage to clear it all in one sitting.
That would be cool. I would do it. Even if it was .05 percent per boss heh. It encrourages an entire game walkthrough. Love the idea
Hmm that hadn't occurred to me, I just assumed if some monsters were harder to kill they would drop better stuff, and if your right it goes against their whole intention, every one will be doing ( act 1 loot runs inferno 001) because that is the easiest place ( theoretically )
so instead of baal runs were going to see act 1 runs =/
What about you get an achievement for killing EVERY single monster in inferno? The achievement could be a chest item that gets dropped in your pack and when you open it you get a random unique/set item. The way it could work is you would get a note or some similar item after completing each act (because you would not complete the entire game in one run!) After collecting all them you can combine them to make the chest and then use it.
What about you get an achievement for killing EVERY single monster in inferno? The achievement could be a chest item that gets dropped in your pack and when you open it you get a random unique/set item. The way it could work is you would get a note or some similar item after completing each act (because you would not complete the entire game in one run!) After collecting all them you can combine them to make the chest and then use it.
Well, that would only solve the problem for some time. After you completed inferno once you're back to square one. Also, that chest would have to be good enough to make people actually want it, and if it was that good then probably most people would be running around with the exact same chest which is probably not what Blizzard wants.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Link: Inferno difficulty mode
So inferno mode is all level 61 mobs with similar loot tables. I'm assuming bosses will be as well.
Problem: players will still take the path of least resistance. They will find the easiest level and boss to grind over and over.
Solution: instead of just incentives (blizzards current plan) i propose that bosses all drop their own necessary components for gear sets and weapons. This will force players to farm the whole game, not just the easiest sections (relatively for inferno mode).
What do you think?
They want you to enjoy fighting act 1 against fallen and hulks and advancing up to Andariel as much as doing continuous meph runs.
I am thinking if they do incentives, it will be based on clearing all of the acts type of setup.
Incentives will work if they are really good, i just hope that they are something other than gold. (players will already be max level so xp wouldn't make sense)
Your method just creates one huge wall between the player and the desired loot, as if the low drop rate of a specific item wasn't enough, you have to actually play through everything to get something. I'd even rather have the old system (1-3 bosses being viable for loot) than yours.
People will not find the "path of least resistance" so easily, because that will be different depending on which character you have and which monsters you're fighting on each act.
I think this is a good idea, but it can't be the whole solution. In fact killing any boss over and over is something they don't want players to keep doing (something Wilson mentioned at Blizzcon '10). Instead the farming should include what players normally consider the most fun- that is, just progressing through the game. So I have a feeling that in order to reward just general monster killing, they are going to do that in the procedural generated elements of the game: killing Super Uniques monsters, finding treasure rooms, or random encounters/quests (in Inferno of course). That way players can have the flexibility to pick their own favorite spots (not the one spot that is dictated by the best drops) and expect the similar level of quality loot.
I'm not entirely sold on the fact they want to plant certain items in specific areas or bosses, but there will likely be different levels of treasure classes like in D2. The varying difficulty of the monsters then will decide where the most efficient places are to farm. I just hope it's not going to be limited to one boss or area.
I'm sure that certain classes with certain runestone combinations will have an easier time with boss x. Then all players with that setup will farm boss x. Even if it's only a slight advantage.
You think they could tweak that even further with a normal monster kill count. i.e. If you kill a boss all additional monsters will add up to some extra % on top of the boss. This will give incentive to clear as much as possible.
I dunno, I think the bonus for killing normal monsters should be minimal in order to discourage simply farming every single waypoint in the game before hitting the bosses. It shouldn't feel like a monumental task to be somewhat efficient.
That said, I don't think anyone (except blizzard) knows enough about gold, loot, mf, and drop rates to make a guess as to what the newest method of "farming," will be. I'm just hoping it's slightly weighted toward those who want to clear more per game and doesn't go overboard at the same time.
Hmm interesting perspective on that, granted there has to be items available to sell and it depends on how well the exchange rates are managed by blizzard. If people find a way to create large amounts of gold wouldn't it inflate the currency, then eventually causing poor exchange rates and thus driving up prices?
If each boss dropped the same type of components each time then that would eliminate the idea of randomness in the world of Diablo. What you have proposed here is a system similar to WOW where when you raided certain bosses, you knew what kind of gear they were going to drop thus only running the raids that you needed to fill empty gear slot. This will not work in diablo b/c the whole idea of randomness must be maintained. There would be more of said "farming" if people knew where to go for specific items or components. Also, this would lead to a stagnant AH b/c there would be more epic gear b/c that would be all people would want to farm.
http://www.soundcloud.com/salerno
That would be cool. I would do it. Even if it was .05 percent per boss heh. It encrourages an entire game walkthrough. Love the idea
so instead of baal runs were going to see act 1 runs =/
Well, that would only solve the problem for some time. After you completed inferno once you're back to square one. Also, that chest would have to be good enough to make people actually want it, and if it was that good then probably most people would be running around with the exact same chest which is probably not what Blizzard wants.