Creating good random map generators is a difficult task in video games, and something we’ve seen done with relative success in all of the Diablo games. Diablo 1 had four dungeon types with quite different maps for each area, though all were just big squares with different arrangements of the pieces within them. (The Hellfire […]
Last week Blizzard replied to questions about the goal of Greater Rifts and how they are balanced. Here’s the meat of last week’s address: Today he returned to that thread and added a couple of replies about what sort of changes we might see for the future of Greater Rifts. Greater Rift Changes Coming: Less […]
- Skill-less tournament (3rd edition)
- What Was Your Best Drop Today?
- The Daily -- All Daily, Every Daily
- Etdlahq Memorial Bar - your shelter from forum…
- Toughness is Useless at Higher Greater Rifts?
- The wonderful what are you listening to thread
- DiabloWiki not up-to-date
- Movie Review thread.
- How is Diablo 2 good?
- Off-Topic in the OTF
- Wierd stuff on the Internets
Diablo 3 Console Loot Drop InformationPosted 29 Oct 2013 by
Blizzard shared some semi-specific details about how the “Loot 1.5″ system works in the console, vs. how loot drops are selected in the PC/Mac version of Diablo 3.
To start with, here are a few facts:
- As you go upwards in game difficulty, you have a lower chance to see low-quality items drop.
- As you go upwards in game difficulty, the loot that does drop will be of a higher quality overall.
- This has been the case in the console versions of Diablo III since the game launched.
So, what we did for consoles was make it so that you are getting, on average, less loot, but you are getting better quality loot from the drops you do get as you level. At lower levels you are frequently upgrading gear, so there is more value in getting lower quality items in such abundance. As you move upwards towards level 60 and inferno mode however, most common, magic, and even many rare items become less desirable as upgrades and end up as vendor/salvage fodder. Rather than forcing high level heroes to constantly play the inventory game, we decided to cut out the middle man and basically convert the value of most low quality items you would see directly into extra gold drops. The thought being that with less junk to clutter up your inventory, you can spend more time smashing demons rather than standing in front of vendors.
I hope that clears up some confusion about how loot works (and has always worked) on console.
The whole thing was spurred by one of those, “the new patch stealth nerfed drop rates!” posts that appear after every patch when some guy gets a bad run of RNG and thinks the universe has turned against him.
Click through for a brief follow up on the issue.
That’s a big if of course, suppose it depends on the definition Blizzard has on “low quality”.
With that said, I personally like the change. Keeps the focus on killing
Tsarnis: Like I said, I don’t want to get into the nuts and bolts, but when I say low quality I mean Common (Gray/White) and Magical (Blue) items. Rare (Yellow) items have very slightly altered drop rates at higher levels, but in practice this directly translates to more high-level Legendary items.
Additionally, this is armor, jewelry, and weapons only. Any other materials that drop such as Demonic Essences, Gems, and Tomes are unaffected.
I can hardly wait for Loot 2.0 to hit PC version and spawn 50 versions of this post every day on the B.net forums.