Krugar
Banned
Re: Exploration ... the new experiance
As soon as the mpq files contents became accessible, all current information on drops and TC mechanics became the result of player analysis, testing and number crushing. We have a few members on these forums that "specialized" in analyzing and interpreting the data on these files.
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I'm for a system that resembles D2 TCs in its ability to tie drops to certain monsters. Again this is an issue of how I like to play the game an so again I'm forced to disagree with the opinion the game should open as much as possible the range of monsters for item farming.
With two, three, maybe even just one, years of Diablo 3 on my back, I'm pretty sure I will be less tolerant to adventuring, questing and endless item searching across the whole game maps. There's some sort of threshold that, once passed, turns adventure into repetitive boredom too. No manner of randomization can change this. Especially when randomization on this case can only be a limited preset number of base scenarios being fed into a RNG.
When it comes the time the main objective for the player is achievement in the form of items owned, anything that unnecessarily slows him down from this process becomes a grievance and source for complaints.
I really think that item hunting should stay away from the concept of adventuring and exploration. This is not to say one shouldn't be rewarded by exploring the game, doing quests, or other sort of similar tasks. For one, I think that "first kills" should be much better rewarded than they were in the past, for instance. But I still have trouble understanding -- no one could explain to me yet -- why is that there is this notion that for exploration and adventuring to work, one must sacrifice the concept of mob and area item farming.
But wasn't this pretty much what happened in D2?The thing with D2 is the sheer amount of data available about TC levels, ilevels, drop calcs etc etc. That's going to be lacking in D3. Especially if Blizzard don't release the information and it's down to player testing to crunch those numbers.
As soon as the mpq files contents became accessible, all current information on drops and TC mechanics became the result of player analysis, testing and number crushing. We have a few members on these forums that "specialized" in analyzing and interpreting the data on these files.
...
I'm for a system that resembles D2 TCs in its ability to tie drops to certain monsters. Again this is an issue of how I like to play the game an so again I'm forced to disagree with the opinion the game should open as much as possible the range of monsters for item farming.
With two, three, maybe even just one, years of Diablo 3 on my back, I'm pretty sure I will be less tolerant to adventuring, questing and endless item searching across the whole game maps. There's some sort of threshold that, once passed, turns adventure into repetitive boredom too. No manner of randomization can change this. Especially when randomization on this case can only be a limited preset number of base scenarios being fed into a RNG.
When it comes the time the main objective for the player is achievement in the form of items owned, anything that unnecessarily slows him down from this process becomes a grievance and source for complaints.
I really think that item hunting should stay away from the concept of adventuring and exploration. This is not to say one shouldn't be rewarded by exploring the game, doing quests, or other sort of similar tasks. For one, I think that "first kills" should be much better rewarded than they were in the past, for instance. But I still have trouble understanding -- no one could explain to me yet -- why is that there is this notion that for exploration and adventuring to work, one must sacrifice the concept of mob and area item farming.