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My favorite improvement of D3 over D2, is that you only see the items that drop for you! A separate bunch of items drop for each character that the other players in multiplayer can't grab.
This was one of the worst parts of Diablo 2, the mad scramble for boss drops, or that faster person taking all the good stuff and not giving other people a chance. Multiplayer is so much fun, but in order to get items for yourself, you have to do solo MF runs. Otherwise it's crapshoot whether or not you'll get that extremely rare drop, like a high rune. I was always conflicted as to whether to join multiplayer or solo.
They said so during the Q&A of the Design Panel on the first day of the WWI. Someone asked a question about what they were doing to address the rush for loot that happens in many games when a boss dies, and they responded that (in essence) everybody gets their own loot drop. Basically, it drops loot like HGL, at least at this stage.
Another great thing (if it works as I think it does at this stage) is that you can mf alone and get more drops than with multiple people! If each person get's his own drop you could potentially control 2+ chars like in D2 and get twice the amount of drops (or more) and it's all yours!
Ofc the loot may be droped based on who makes the kill as well which will ruin that idea.
But to not stray from topic, I hope they keep seperate loot for each player. God knows I've lost quite a few things due to people focusing more on picking up loot than killing.
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Originally Posted by stephan
It's like having a kid put a cookie back in the jar when he took one without permission. He knows he did something wrong but he's still gonna cry about not getting it.
They said so during the Q&A of the Design Panel on the first day of the WWI. Someone asked a question about what they were doing to address the rush for loot that happens in many games when a boss dies, and they responded that (in essence) everybody gets their own loot drop. Basically, it drops loot like HGL, at least at this stage.
The type of system they have right now is a good one, but a cutoff timer for ownership of the item after a certain amount of time would make it even better, in my opinion. If you don't understand what I mean, take a look at how loot drops are set up in Guild Wars.
The type of system they have right now is a good one, but a cutoff timer for ownership of the item after a certain amount of time would make it even better, in my opinion. If you don't understand what I mean, take a look at how loot drops are set up in Guild Wars.
No real interest in investigating that, but i assume by cutoff you mean the player has a certain amount of time to claim the loot drop before it becomes open to whoever can grab it first?
i can agree that pickup spamming are irritation because it takes the cooperation to second level. Anyway if they decide to make item ownership i think something like this would be a good idea.
When a monster dies, doesnt matter who killed it, consider a party of four people, three of them in combat and one in town or doing something else.
All drops from that monster drops and is visible to all players, nothing like each persons gets its own very special drop local only, because then its like playing a single player game.
Drops are assigned with some equal randomisation for example 8 items drop.
Player 1: gets assigned 2 items
Player 2: gets assigned 3 items
Player 3: gets assigned 3 items
Player 4: (in town, or further away then 1 screens of the killed mob)
gets assigned 0 items.
This ownership of items should dissapear quite quick like 30 seconds or so, and dissapear instantly if the player with the ownership wanders away like 3 screens.
This makes everything quite fair and if i go away from party or gets behind everything that drops gets assigned to me and nothing for the rest party gets assigned to me.
Nothing is more frustrating than drops that gets assigned to persons that cant pick them up, and noone gets it.
I think any kind of assigning system that uses the same loot style as D2 is bound to fail.
So lets say Hell Diablo drops 1 unique, 2 rares, 3 blues and 2 whites.
No matter which way you cut it, the people who get assigned a white or a blue are going to feel like you do now when someone else cleans up the loot before you get a chance to get anything.
I think any kind of assigning system that uses the same loot style as D2 is bound to fail.
So lets say Hell Diablo drops 1 unique, 2 rares, 3 blues and 2 whites.
No matter which way you cut it, the people who get assigned a white or a blue are going to feel like you do now when someone else cleans up the loot before you get a chance to get anything.
No, there has to be better ways to do it.
Atleast this way there is a higher chance for people with slower reactions and less motivation to act like a machine (bashing the mouse buttons while holding ALT). If you run baal 8 times with a group of 4 you can get items by just standing back and o what a caster is supposed to do and even then get items. Also people with lesser internet connections or laggy computers can enjoy the drops.
In DS2 all loot is visible to all players in the party and get assigned randomly.
I think this is good but I would like an option to be able to let other players pick your loot too if you want. This will avoid standing around waiting for the drop to be unassigned if you have a full inventory.
Approons idea of the character just walking out of screen is also very good IMO.