2012年4月18日星期三

Influencing Drops

(note: I also posted this on the Battle.net forums)

After playing Diablo II for a bit today, I came up with a question and suggestion for Diablo III.

The question being: In Diablo III, is there any way to influence the drops you get? Example being; If I wanted an item relating to fire (be it fire resist, absorb, damage, etc etc) could I make it more likely that such an item would drop?

If not, then my suggestion would be to have an influencing system for drops. Of course this could ignore set and unique items -- but it could really help someone find a 'better' item. I by no means suggest that this be a system in which to abuse to acquire uber-weapons and armor. -- but merely a tool to point drops in a specific direction. Here's what I was thinking...

You talk to an NPC to give you an armor/weapon type listing.

You pick [Sword], costing you [X] amount of gold.

The NPC bestows a sword 'buff' onto your character.

The next Unique Monster you kill has a X% better chance to drop a sword.

It's not a 100% deal that the sword will drop, something else still could drop -- like an axe. It's not 100% that if a sword does drop, that it will be any good. However, if you're in need of a sword to possibly replace your current -- you at least know you're doing something that will likely produce swords for you to choose from. The system is literally just a way to point drops in a particular direction while not necessarily breaking the game.

With elements, the process could vary a little bit...

Talk to an NPC to give you a list of elements

You pick [Arcane], costing you a Amethyst + [X] amount of gold.

The NPC bestows an arcane 'buff' onto your character.

The next Unique Monster you kill has a X% better chance that the item that drops will have an 'Arcane' attribute.

The items (if any) dropped aren't 100% to have the elemental attribute selected. The attribute could be anything (pending character level, difficulty level, and monster level) such as; arcane damage, arcane resist, arcane absorb, etc etc). It might also not be on an item you want. If I wanted a Helmet with Arcane Resist, the Unique Monster -- using the Arcane 'Buff' -- might drop a wand with 1-10 Arcane Damage or something of the like.

Like I said before, the suggestion isn't meant to be game breaking. It's just a suggested system to help narrow down the search for specific items. I suggest this because right now I'm playing a new Assassin in Diablo II and I really want some armor with +resists. But I keep getting normal items, and most of them aren't armor drops. And that's where the thought originated. An influence system would at least better my chances at finding armor. The NPC quests don't have to be as I provided either, I just really wanted to get the idea across because I thought it would be a fun feature. I'm open to feedback, or any ideas you all may have about how to implement a such a system.|||The trouble with having them sort of game mechanics is it reduces the need to trade and trading is a significant part of the MP part of Diablo.|||Quote:








The trouble with having them sort of game mechanics is it reduces the need to trade and trading is a significant part of the MP part of Diablo.




Actually, even in multi-player this wouldn't have too much of an effect on trading, since it would behave like magic find (but for whatever particular thing you selected). It's just bettering the odds, but it by no means the players is getting 100% of the drop. It's like killing Diablo for a sword. Sometimes he'll drop a shield or belt. Sometimes he'll drop a ton of gold. If you're really unfortunate, he might drop nothing. But if you're really looking for a sword, you can improve the chance of a sword dropping for a little while -- and even after the buff -- it's still left to chance.

Really though, the suggestion to influence drops really shine for those who exclusively play Single Player. And for SP and MP, and advantage of using NPCs would be that the Influence suggestion also contributes to the game as a gold sink, thus making gold slightly more valuable.|||Too complicated, Diablo is a fast-paced RPG, all this redundant extra stuff will eventually kill the players and their brains.|||Quote:








Too complicated, Diablo is a fast-paced RPG, all this redundant extra stuff will eventually kill the players and their brains.




An influence system is no more complicated than magic find. Perhaps the proposed implementation may be slightly complicated, but as I mentioned before -- my intent was simply to get the idea across. If you have a suggestion in which to implement a drop influencing system that is less complicated, please share -- but the proposed system itself is pretty straight forward.|||What about having those things you said in runes in the new rune system somehow? or possibly charms? (not sure if they said those were out or not)

没有评论:

发表评论