Blizzard with More Details on Co-Op Improvements and Monster Density


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.

    Comments

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    1. /We’ve also discussed allowing bosses the first time you kill them in each difficulty to have a guaranteed chance to drop a Legendary./

      This sounds cool at first glance, but it worries me. I’d be concerned that you’d basically turn farming into “power level new a character, kill bosses, delete, repeat.” I know that takes a few hours even with the best power leveling, but with a guaranteed 4 Inferno legendaries (if it’s act bosses only) plus some late Hell ones, plus possible other drops from mini-bosses, plus regular random drops might be compelling.

      Think about it this way — you’re already talking about increasing monster density in Acts 1, 2, and 4 to make them worth farming. So questing through Inferno mode with a well-geared character *should* be a perfectly good way to farm. Throw in half a dozen or more bonus legendaries for a new character, and that’s going to be tough to beat as long as leveling doesn’t take you too much overhead time.

      • Even if powerlevelling could be a problem with legendaries from bosses – which I doubt – then powerlevelling itself is what they should fix, not the legendary drops.
        Such as if powerlevelling took 3 or 4 times as long.

        • yeah hellfire-ring and ruby kinda trivialize the whole leveling process

        • Fair point. And, yeah, the Hellfire Ring is a huge part of the problem. If they altered the way its damage scales (N * level, % of weapon damage, etc.), you’d still get a good experience benefit, and you’d still have an item that’s decent at low levels, but it wouldn’t be absurdly overpowered.

      • That’s a guaranteed CHANCE, not a guaranteed legendary

    2. Anything that makes alt play at least remotely rewarding is a good thing. Just make sure it is balanced with multiboxers in mind or there will be much crying/gnashing of teeth!

      If suddenly it becomes optimal to power level 3 alts for one time drops over and over again, the system is too good.

    3. I dont think d3 needs 8 players in a game, in fact I think it would be too much.

      Five however? Beautiful, I want to be able to roll with one of each class in my party if thats how we want it. That is how I feel it should be.

      1 more person per game.

      I also personally feel having 1 CM wizard in any size party is too many people in the game… oh that screen spam clutter.

    4. A chance to drop high level legendaries at low levels? WTF?

    5. These statements show they have no clue what they are doing.

      The only remotely cool idea, the, “targeted legendaries”, will be ruined by the RMAH as all items from those bosses will become so common they aren’t worth running

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