Raging_Zealot
Diablo: IncGamers Member
Re: Magic find leeching?
I still believe the best system to be the character that gets the kill, or possibly the character that does the highest percentage of damage to the monster, has their MF applied to everyone's drops. I think this will make it so it will be useless for there to be leaching chars that have high MF and no damage themselves. There MF would not be applied anyway, and thus it would be more productive for them to do as much damage as possible, to have their MF applied and thus get a chance at the best items possible. This would still allow a high level character with a balance of MF and damage output to help out others if he is willing to run through areas with little to no help.
It would however allow leachers to gain items/exp while not doing work, but that really comes back to what someone said on the first page, the player doing all the work has to be willing to be the only one doing the work. If they notice that going on, they leave. If they don't mind that others are getting their own drops, since them being in the game adds to their drop rate and exp, then they stay. I don't see a problem with this personally.
Also considering what was also said said about it being a poor game design (especially w/ the super powered items added in 1.10) that one player should even be able to do 100% of the killing in a game with multiple players in it. I agree with this, and hope this will be the case in Diablo III. If it isn't practical for the team to progress with only 1 person doing the work, then the problem will fix itself, in order to continue to kill and get items, the whole party must be contributing, and if it isn't people will not progress, new games with productive party members will be found. I don't really have a problem with this either.
Mythos had player specific drops, and I believe they were tied to the MF of who got the last hit, and the system worked well. It (and it is looking like Diablo III will as well) also was setup to where you could still get good items from normal monsters. In Diablo II, it is profitable item drop wise to run only bosses (yes I know there are areas of the game like the pit, tunnels and WS3 that have a high TC and thus even the normal monsters can drop well, these seem to be exceptions to the general rule of D2 though). My hope for Diablo III is that running through normal areas you encounter while doing quests and progressing through the game will be more comparatively profitable to boss runs. The first kill drop should be a bit fancier to give you a sense of accomplishment for defeating a boss, but the loot dropped from clearing the next available area should be good enough to compel you to do that rather than run the same boss over again.
Also early on it was said that there would be no buffs, I believe that was exaggerated slightly. The original issue in this thread was whether there would be fully support based classes possible (and how the drop mechanic would effect them if their builds made them unable to directly deal damage), and that was confirmed to be not the case, but that led to it being said that there would be no party buffs. We have already seen the Barb has at least one party buff, so there obviously are some. It will be similar to Diablo II in that all classes are capable of DPS (and with skill choice I suppose could handicap their character to being only support if they didn't get damage dealing skills), but I don't believe that rules out party buffs as well, there just wont be any character classes that ONLY have party buff skills available with limited damage output skills themselves.
I still believe the best system to be the character that gets the kill, or possibly the character that does the highest percentage of damage to the monster, has their MF applied to everyone's drops. I think this will make it so it will be useless for there to be leaching chars that have high MF and no damage themselves. There MF would not be applied anyway, and thus it would be more productive for them to do as much damage as possible, to have their MF applied and thus get a chance at the best items possible. This would still allow a high level character with a balance of MF and damage output to help out others if he is willing to run through areas with little to no help.
It would however allow leachers to gain items/exp while not doing work, but that really comes back to what someone said on the first page, the player doing all the work has to be willing to be the only one doing the work. If they notice that going on, they leave. If they don't mind that others are getting their own drops, since them being in the game adds to their drop rate and exp, then they stay. I don't see a problem with this personally.
Also considering what was also said said about it being a poor game design (especially w/ the super powered items added in 1.10) that one player should even be able to do 100% of the killing in a game with multiple players in it. I agree with this, and hope this will be the case in Diablo III. If it isn't practical for the team to progress with only 1 person doing the work, then the problem will fix itself, in order to continue to kill and get items, the whole party must be contributing, and if it isn't people will not progress, new games with productive party members will be found. I don't really have a problem with this either.
Mythos had player specific drops, and I believe they were tied to the MF of who got the last hit, and the system worked well. It (and it is looking like Diablo III will as well) also was setup to where you could still get good items from normal monsters. In Diablo II, it is profitable item drop wise to run only bosses (yes I know there are areas of the game like the pit, tunnels and WS3 that have a high TC and thus even the normal monsters can drop well, these seem to be exceptions to the general rule of D2 though). My hope for Diablo III is that running through normal areas you encounter while doing quests and progressing through the game will be more comparatively profitable to boss runs. The first kill drop should be a bit fancier to give you a sense of accomplishment for defeating a boss, but the loot dropped from clearing the next available area should be good enough to compel you to do that rather than run the same boss over again.
Also early on it was said that there would be no buffs, I believe that was exaggerated slightly. The original issue in this thread was whether there would be fully support based classes possible (and how the drop mechanic would effect them if their builds made them unable to directly deal damage), and that was confirmed to be not the case, but that led to it being said that there would be no party buffs. We have already seen the Barb has at least one party buff, so there obviously are some. It will be similar to Diablo II in that all classes are capable of DPS (and with skill choice I suppose could handicap their character to being only support if they didn't get damage dealing skills), but I don't believe that rules out party buffs as well, there just wont be any character classes that ONLY have party buff skills available with limited damage output skills themselves.