View Full Version : Drop Systems
Rashiminos
01-02-2009, 15:05
Should Diablo III stick with (modified of course) the Treasure Class system (http://forums.diii.net/showthread.php?t=392254), or should it have another way of determining item drops?
I don't mind the current treasure class system as it adds a certain amount of randomness to the game. Still, if they wanted to make it so that certain monsters dropped certain types of items while other monsters cannot, I wouldn't be opposed to it.
I don't mind the current treasure class system as it adds a certain amount of randomness to the game. Still, if they wanted to make it so that certain monsters dropped certain types of items while other monsters cannot, I wouldn't be opposed to it.
Does the one exclude the other? All you have to do is make custom treasure classes right?
I don't know if a lot of people will have an opinion on this, since not a lot understand TC. It seems fine, as far as I know.
Phat Wolf
05-02-2009, 01:24
Personally I like this current system, this makes it fun for me, I'd be disappointed if they changed it.
Ingolifs
09-02-2009, 22:47
It definitely needs reworking so that each item in a TC has the same chance to drop and that the TCs are filled with roughly equal numbers of items so that you don't get any one item dropping arbitrarily more often than others. (e.g. breastplate)
tommerbob
09-02-2009, 23:01
It definitely needs reworking so that each item in a TC has the same chance to drop and that the TCs are filled with roughly equal numbers of items so that you don't get any one item dropping arbitrarily more often than others. (e.g. breastplate)
I'm not totally familiar with D2's TC system, but with what I do know, I agree with this. Set items should have roughly the same drop chance. You see griz and trang armor everywhere, but getting other parts of the set can be a huge hassle. (maybe that's the whole point...?)
Also, I think difficulty levels and monsters in their respective difficulties should have improved TC's, or reworked ones. I'm sick of running hell and having a leather armor drop. WTF!? Give me an exceptional version at the least!
Drops need to be more realistic. NM baal dropping a Sigons Gloves isn't gonna help me one bit. I'm not saying specific bosses should always drop the same items, but it definitely needs some improvement.
tetracycloide
10-02-2009, 15:19
the drop system needs to be reworked so that running the same 2 min run for 8 hours is no longer the optimal way to aquire gear. encounters should be adjusted so that almost every boss is a 1 or 2 (or more) hour time investment reguardless of the class making the run and drop rates should be adjusted significantly so that there is a much higher chance of a much higher quality payoff. i'd rather run one boss in 8 hours that drops a token that gives me the option to choose between several high level items than run the same easy boss every 2 mins for 8 hours and let random chance pick my items for me.
tommerbob
10-02-2009, 20:42
i'd rather run one boss in 8 hours that drops a token that gives me the option to choose between several high level items than run the same easy boss every 2 mins for 8 hours and let random chance pick my items for me.
While I agree that drop systems and boss runs need to be improved, let's not copy WoW. I think a good mixture of both would be good, making each boss run fun and difficult (and longer), and the rewards better than finding a million nagelrings before you finally get that beautiful SoJ drop.
TC system is near perfect I'd doubt they'd do much else to it.
Though I would like the potential of low level set pieces dropping in Hell difficulty eliminated. If they could make the drops match what the player is expecting at that level I'd be happy.
Srikandi
18-02-2009, 01:21
I think single players should have a better chance on set pieces :) Assuming they can't trade with battle.net games.
tetracycloide
18-02-2009, 03:16
TC system is near perfect I'd doubt they'd do much else to it.
Though I would like the potential of low level set pieces dropping in Hell difficulty eliminated. If they could make the drops match what the player is expecting at that level I'd be happy.
low level drops in high level areas IS the TC system, near perfect indeed.
there really are only two options that don't result in high level items becoming extreamly common extreamly fast, absurdly low random chances on absurdly easy encounters or very high drop chances on encounters that actually take time. as someone that plays the PvE game to actually play the PvE game i'd prefer the latter.
Sedmeriah
25-02-2009, 16:55
The treasure class system in D2 works pretty well, but there are definitely some tweaks they could make. For example, at some point the lower-level quality items seem like they should not drop anymore. It's extremely frustrating to battle a high-level monster in hell difficulty for awhile only to see that the best thing you get is a low-quality cracked leather armor that you could have found in Act 1 on normal difficulty.
The comment above me that indicates low-level drops is the TC system is wrong from my understanding, unless I'm misunderstanding. (See: http://extreme-gamerz.org/diablo2/viewdiablo2/itemguides) The treasure class system just groups the items into a set of items that are rolled for... so just make those bundles proportional to the monster level and treasure class for the monster you're fighting. So a level 90 monster shouldn't drop TC 3 anymore, or at least have much higher odds of those lower TCs being exceptional or elite quality... set minimums.
Brother Laz
01-03-2009, 16:34
there really are only two options that don't result in high level items becoming extreamly common extreamly fast, absurdly low random chances on absurdly easy encounters or very high drop chances on encounters that actually take time.
How about low random chances on encounters that aren't 'absurdly easy'? Rolling over normal monsters without noticing the bump was a LoD invention.
I am not sure what you mean when talking about "TC system". The dropping system Blizzard developed in D2 could be easily customed, it's recursive now, so all previous TCs are used, but it's not imperative, a monster in hell could drop only from 2 highest TCs if the developers would like it.
The only thing that limits D2 TC System is that you can't group basic equippable armors and basic equippable weapons in custom groups. They are groupped automatically into TCs according to their quality level and in this TC they have the same (excluding class specific items) probability to drop from monsters.
What I would like to see is an option to put any weapons (armors) into custom groups, so if you meet a magician, only robes and leather armors and their exceptional/elite versions could drop from them...
On the other hand I really don't like Titan-quest like drops where from one type of monster there are only two weapons and two armors it can drop.
TC system is near perfect I'd doubt they'd do much else to it.
Though I would like the potential of low level set pieces dropping in Hell difficulty eliminated. If they could make the drops match what the player is expecting at that level I'd be happy.
Like it was before LOD, you didn't really see normal items in hell difficulty. Mainly superior exceptionals.
teh_Thrasher
08-03-2009, 05:45
it could use some work... make the drops more realistic.. monsters using weapons drop those kinds of weapons and what not... although this would pop up farming for items based on monster item use locations and all that.
btw blizzard wants to get rid off boss running so u cant just easily farm them over and over.
^^^ Part of Diablo is the completely random items, like a swarm of flies dropping plate mail. Switching to themed drops seems kind of redundant, especially since Titan Quest already does that.
it could use some work... make the drops more realistic.. monsters using weapons drop those kinds of weapons and what not...
Then you would expect the monster to effectively use that weapon. If a unique axe drops, that monsters most have been fighting with it. I'm not sure fighting unique weapons and armour is something we want. That might overpower the monsters just a bit to easy.
Doing things a bit more realistic isn't a bad thing. Small monsters not dropping giant axes can be a good thing, yet I wouldn't go further then that.
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