2012年4月18日星期三

Tying magic find to killing? A way of making MF gear less important.

This is something that I feel would solve a lot of the problems that Diablo II has currently made apparent. First off, I'm not asking for the removal of magic find gear, as that is something thats been in the series since the beginning and I know that simply having it gone would annoy alot of fans.

What I am asking for is putting emphasis on killing in order to get better chances of findings items. Not just killing bosses, but killing all of their minions. The more minions you kill, the better stuff you will find. This would mean a lot less people simply skipping through and running past whole dungeons of monsters simply to get to the boss, kill it then take the loot.

Simply enough, the more damage you deal within a certain amount of time (say, 30 seconds), the higher your magic find will be. After the set amount of time, your magic find will begin to diminish unless you carry on dealing damage. However much damage you're doing at any time translates directly into a boost for your MF.

This would lead to a lot of things:
  • Less of a focus on MF gear in order to find good stuff. Simply being good at dealing damage and continuing to do so will increase your chances of finding good items, meaning less necessity of gimping your character in order to find the best items.

  • No more ignoring a targets minions. Rushing in to kill pindleskin and only pindleskin is lame. Getting good items would mean you've just survived a long battle and deserve what you've found. Just rushing into a group of monsters only to kill the one with the highest chance of giving you good loot is lame, and this would encourage fighting the rest of the enemies more.

  • The chances of finding good items depends on you. Killing easier enemies normally means getting worse stuff. But killing lots of easier enemies could mean some fairly ok stuff. Killing lots of hard enemies could mean some of the much better stuff. The emphasis on only killing the best and hardest enemies for MF runs wouldn't be as much, as lower level characters could find nice stuff simply by toughing out long battles - while high level characters will need to be powerful enough to survive and kill high level enemies long enough for the MF boost to kick in. Scaling a system like this wouldn't be hard all because low level monsters can't even drop high level items.

  • There's a good reason for slogging through a dungeon. The last 2 points covered this pretty well already, but this is a big point. I found the rush to bosses and unique bosses lame, as there was never any incentive to have to slog through all the annoying and tough to beat minions.



I'm not against MF runs, but to make MF gear a necessity to get good gear is irritating. With a system like this, simply having a powerful character will net you a good amount of nice items, quickly and easily. MF gear users will still get the best items, but people who care less for MF gear/runs can simply play the game as normal without having to concentrate on killing the same bosses over and over and still get a good amount of stuff.

Perhaps this could be shared between teammates the same as EXP gain, and perhaps this could even be how EXP gain works as well. But for now I want to hear your opinion on a system like this. What would you think of a D3 where just killing and being good at it will be able to net you better items?|||I think that's not a bad idea, but I am not sure if it is something Blizzard will implement.


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I'm not against MF runs, but to make MF gear a necessity to get good gear is irritating.




One thing I like in D2 is optimizing my gear for my MF characters... Will it be better to use a Nagel ring or a SoJ? More power and faster killing or more MF with dimnishing results?|||I suspect Blizzard will be making it harder to just fly by stuff without killing, I haven't seen any talk of a teleport skill yet.

I wonder if making it possible to get decent gear off regular monsters wouldn't make it more worthwhile too. Why not allow the regular monsters around a unique capable of the same drops, even if their chance of dropping is way lower, at least they have a chance. Right now some of the gear can only be dropped by a couple monsters in the game, so they are the ones run.|||this means if you're unlucky in the beginning of your char, he/she will never get t he good stuff as he/she has crappy gear which makes him/her a slow killer.|||Quote:








I suspect Blizzard will be making it harder to just fly by stuff without killing, I haven't seen any talk of a teleport skill yet.




The Wizard class has teleport :-)

http://diablo.wikia.com/wiki/Teleport_(Diablo_III)|||i like this idea maybe mf is based on a monsterkill per minute formula 100 kills per minute = +100 mf with an exponetial increase for the number of kills per minute it could average it over the whole level your in so when you get to boss you mf is boosted this would definetly encourage a player to clear the level before Teleporting staight to the boss.|||Hmm, this could be really interesting (Although there'll have to be a balance struck between damage boosting gear and Pure MF gear, since the latter will have less killing power and may actually have less average MF than the former).

Since it's based on DAMAGE, then it would be fun to see how that plays out in boss battles (Sitting there and steadily tanking it out as opposed to TPing back and forth, when the MF bonus would wear off)|||Quote:








The Wizard class has teleport :-)

http://diablo.wikia.com/wiki/Teleport_(Diablo_III)




Blizzard already told us, that the Teleport ability will be limited somehow (slow cast animation?) so it won't be as benefitiary as in D2.|||here is some random thought that just popped into my head, might suck or might be great, whatever.

Say there is a counter for each type of item(magical, rare, set, unique). each time you kill a monster, each counter gets incremented, increasing the chances of that type of item to drop(think MF, but for each item type). As soon as an item from that category drops, the counter resets. so the magic counter would constantly be reset, while the unique counter would keep increasing.

This would encourage people to stay in game longer and kill more monsters(at least until they get 1 unique drop), but wouldnt punish character builds that inherently kill slowly.|||Quote:








The Wizard class has teleport :-)

http://diablo.wikia.com/wiki/Teleport_(Diablo_III)




Oops, thanks for the correction.

Lots of interesting idea's here. Will be interesting to see where Blizzard goes with MF this time around. I'm fairly certain they are going to try to stop the straight to boss runs like we do now, I can't wait to see what they do, and if it works.

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