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  #481  
Old 06-12-2012, 09:15 PM
jamoke57 jamoke57 is offline
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Originally Posted by Sharne View Post
Here's a marvel idea, instead of a focus in item farming what if there was a way to "lure" more monsters?

I mean instead of 20% chance to find items what if you had items that "attracted" monsters, meaning there were simply 20% more monsters spawned to fight?

It adds to immersion imo (since it was mentioned) by simply allowing to kill more stuff. There could also be an opposite version that would simply allow you to wander and explore more without being constantly interrupted by fights.

This is also another interesting idea, but how would this scale with the difficulty of the game? If you have more monsters the game will naturally get more difficult. Would this also increase the chance of spawning a unique monster instead of just trash mobs?
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  #482  
Old 06-13-2012, 12:26 AM
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Originally Posted by jamoke57 View Post
This is also another interesting idea, but how would this scale with the difficulty of the game? If you have more monsters the game will naturally get more difficult. Would this also increase the chance of spawning a unique monster instead of just trash mobs?
Actually, I am not sure it gets more difficult in the long run, based on xmax

Yes, it takes you a while to get out of the first area and is dangerous, but you level up so fast, that it compensates for the additional monsters.
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  #483  
Old 06-13-2012, 01:11 AM
Sharne Sharne is offline
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Actually, I am not sure it gets more difficult in the long run, based on xmax

Yes, it takes you a while to get out of the first area and is dangerous, but you level up so fast, that it compensates for the additional monsters.
Well D3 has this system where gold/magic items/experience are all unique modifiers (which is okay, they were in d2, so d3 naturally would), but the idea here is simply allowing a player to maximize or minimize how he wants to adventure. (Even called Adventure in the detailed stats)

It also doesn't rely on RNG and diminishing returns like mf% does. Personally I hope GD doesn't make things 1:1,000,000,000 like d2/d3 do. I think it's okay to have a handful of items like this, but the general "end-game" stuff should be reasonably possible to find in a solo play with some decent effort.

20% more monsters would be simple to understand:
"Oh I fight more stuff and get more loot/gold/exp." It could also be scaled based on RNG type bosses, or even stats. D2/D3 has bosses that don't always occur like champions or elite packs. If you have a 10, 20, 30% bonus to "attracting enemies" then surely you would fight more "packs." Of course I don't know how TQ or GD will do mobs, so this is all theoretical and I'm of course not a designer ><
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  Click here to go to the next staff post in this thread.   #484  
Old 06-15-2012, 12:56 PM
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Zantai Zantai is online now
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A stat like "attract monsters" is actually potentially dangerous (not to the player mind you, at least not directly). If someone were to stack attract monsters on all their gear and walked into a particularly sensitive area, you could potentially overload your client with too many creatures.

Though I can see the Youtube videos now..."150% monster find, watch me get swarmed by zombies".
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  #485  
Old 06-15-2012, 03:01 PM
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Harlequin Harlequin is offline
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Originally Posted by Zantai View Post
A stat like "attract monsters" is actually potentially dangerous (not to the player mind you, at least not directly). If someone were to stack attract monsters on all their gear and walked into a particularly sensitive area, you could potentially overload your client with too many creatures.

Though I can see the Youtube videos now..."150% monster find, watch me get swarmed by zombies".
I see you never played Sacred 1 with a "split" build.
Now that was a monster-army.
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  This is the last staff post in this thread.   #486  
Old 06-15-2012, 03:13 PM
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No...I have not. >_>
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  #487  
Old 06-15-2012, 03:40 PM
LostSoul LostSoul is offline
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Originally Posted by jamoke57 View Post
This is also another interesting idea, but how would this scale with the difficulty of the game? If you have more monsters the game will naturally get more difficult. Would this also increase the chance of spawning a unique monster instead of just trash mobs?
Or perhaps that could/should be the whole idea of it in the first place.

Not "more monsters" but more champions and unqiues? It has the same effect as magic find, but you still have to manage the kill in the first place. A more suitable profit:risk ratio that Magic Find doesn't really capture. Besides, magic find, by itself as a stat, is boring.
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  #488  
Old 06-16-2012, 12:16 AM
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"spil" in Sacred added a chance to split the enemy into two on hit. You can imagine how it looked like if you had a high chance and low dmg. :P
Anyway OT over.
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  #489  
Old 06-16-2012, 12:31 AM
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Originally Posted by LostSoul View Post
Or perhaps that could/should be the whole idea of it in the first place.

Not "more monsters" but more champions and unqiues? It has the same effect as magic find, but you still have to manage the kill in the first place. A more suitable profit:risk ratio that Magic Find doesn't really capture. Besides, magic find, by itself as a stat, is boring.
Diablo 2 of course has its Monster Shrines, which transforms a normal monster in the vicinity to a Unique. There could be a charm/amulet/../ that could give you the ability to summon a unique otherworldly spirit into a monster the same way.
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  #490  
Old 06-19-2012, 12:02 PM
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Allright. I only read the very first 4-5 pages of this thread, since it would take me a good couple of hours to really read and comprehend all that is written in these 24 pages, but here is a my take on the whoe item/farming/loot topic.

What made me play Diablo 2 and LoD for over 10 years, were these simple (yet ingenious) mechanics:

*After having finished the game on normal, I love reading on forums on builds, stragegies and such.
*In order to get those builds optimal, I need items (uniques, legendaries, whatever you will call them) that have mostly (if not all) static stats, that I can hunt for.
*In order to get those items, I need to build a rather capable MF character.
*That said MF character needs to then find the bosses/areas that they are most effective at farming, and then start building up the my item-base.
*With the found items, new builds are not possible and effective, thus making me create a new char and play it in way I couldn't before finding that item.
*There ALWAYS need to be items that are extremely rare and hard to find, but not impossible (or close to it) for a single player. Anything above IST, or things like the hellfire torch, were practically out of reach before they made runes drop like flies (1.12 I believe).

In other words, I want fabled legendaries that the community builds and and the hunt for them is fun! To me, that IS running the same 3-4 bosses for 1000's of times, as long as I have the option to also do other types of runs for not getting bored. I want items (legendaries and sets) that are MEANT for specific playstyle, like a set for a gunslinger, a set for a sword and board, a set for a fire mage and so on.. uniques that make you a better lighting mage, a better teleporter, you get the idea.

Basically, I want the item hunt and farming as close as possible to D2, but I don't want the best items to be excluded simply for being self found or a single player. A tough thing to balance, guys, I am well aware
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