In d3 each player will get individual drops at boss kills, right ? But what's the case with regular drops like zombies, skeletons or chests? Does a chance of drop roll individually for each player is some Wizard kills a zombie? Does a Witch Doctor get a chance of drop too in that case - even if he had nothing to do with the killing?
And chests - do they give drops to all players regardless of who opened it ?
And one more question, that i think its very important - if someone kills a monster and gets a drop - Are we all going to get our individual drop from that monster OR we will all have a Chance of drop OR only he (who kills) gets that drop?
And the Response with a bit of added information about health globes
Yeah, drops for everything, bosses, normal enemies, chests, etc. all drop items per player. 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.
There are some questions the drop system raises of course about griefing or contribution, but those are really issues that are best and maybe even easier addressed when a more complete view of a final game comes into focus.
Somthing also that is very cool to know. If you are playing in a party and grab a "Health Orb" it will heal everyone in your group very cool
Health globes drop the same for everyone. I'm guessing mainly because snagging one heals your entire party. It would be kind of confusing if they weren't.
I for one am very happy that "Health Globes" will heal everyone so people are not rushing in to try and snag them for themselves and then you die being the meat shield. That would be a huge headache in multiplayer, what do you guys think?
(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.
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
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.
But, if Bnet 2 actually takes a stance against hacking and bots, the toggle could work.