More blue posts today on our favorite issues; co-op issues and monster density. First up here’s a follow up from DiabloWikiWyatt Cheng, which adds to his comments from yesterday on possible improvements.

    Lots of good comments here! Just a few quick points

    1. As a point of clarification, “dropping less loot on the ground” is not slated for 1.0.8. It’s part of our general philosophy for beyond the 1.0.8 timeframe.

    2. I really like the suggestions that don’t make multiplayer feel mandatory. Suggestions along the lines of “I don’t want to feel penalized for playing with my friends” or “provide a small bonus to overcome the logistical overhead” are in the scope of what we’re thinking.

    3. We totally see the appeal of having more than 4 players in a game, but it has its downsides, and the big one is that the screen becomes so crowded you can’t tell what’s going on. It’s important that a player can discern important information from the game world and make tactical decisions based on this information. We know some of you may disagree and you’ll always want 8 players, and I can respect that. This is something we’ve debated heavily though, and feel strongly about.

    4. We’ve discussed the “leecher” problem. Nothing to share yet but it’s definitely rough when it happens.

    Elsewhere, CM Vaeflare shared some of the potential strategies for improving issues with monster density, as well for dropping more/better Legendaries. Click through for that post, as it’s a longish one.

    Vaeflare: We’re fairly satisfied where the with the overall mob density in Act 3, and the mob density changes we’re currently working on will apply to Acts 1, 2, and 4 of Inferno difficulty only.

    Some people actually like leveling characters that aren’t end game, how about some love for them?
    Vaeflare: That’s one of the reasons we added the Monster Power system: it allows players to further tune how challenging enemies are in each difficulty setting, regardless of level. Also when Travis Day spoke about allowing Legendary items to scale up in our recent Developer Journal: Itemization Update, that means they will be able to drop at lower levels too. We’ll be looking not only at letting low-level Legendaries drop at higher levels, but we’ll also be allowing higher level Legendaries to drop at lower levels. In addition, the targeted drops we mentioned in the Itemization Update are intended to improve the level up game as well.

    Below are some specific examples we’re considering which we feel will benefit all players, regardless of level:

  • One idea that we have discussed is “targeted Legendaries,” where named NPCs have an increased chance of dropping specific legendary items. For example, The Butcher could have an increased chance of dropping The Butcher’s Carver.
  • Another idea is that we introduce a system that will help alleviate some of the bad randomness players encounter by ensuring that at least some of the Rare and Legendary items you find will be something good for your class.
  • We’ve also discussed allowing bosses the first time you kill them in each difficulty to have a guaranteed chance to drop a Legendary.
  • All are really cool but when will we know everything in the patch so we don’t get our hopes up. 🙂
    We’re currently working on DiabloWikipatch 1.0.8, and as part of that process, we’re still busy determining what will make it into the final patch. Once we get closer, however, we’ll be posting more discrete details. 🙂

    The devs continue to make every sign of listening to and valuing fan feedback, and they keep saying the right things about agreeing with us on what needs to be changed. It’s encouraging to hear, but as always, the issue with Blizzard is when. DiabloWikiSoon™?

    You’ll also note that they’ve said nothing about any skill changes or other new game features in v1.0.8, as their focus seems to be entirely on larger game systems and the balance issues of items and monsters. I’m not complaining about that as the devs have a lot on their plate for 108 already, but if any of you guys are hoping for some skill or rune effects overhauls in the immediate future, you’re probably going to be disappointed.

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