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If you dont want make motivation to do monster power level 10, what for reason it is there Lyllira? What for reason should I farm mp3+? Mf is total useless stat now and experience bonus is unbalanced with extra health absolutly... So tell me one reason, (no only keywardens).
Please, you should copy simple solution from Diablo 2 once and you will see much better result. Also paragon level motivation... This game isnt wow. This game must have diversity, many spells, customization of skills, points, stats, theorycraft, but if you forget to balance reward for paragon level and monster power, progress of these challenges is total useless. So in one sentece: No motivation to do anything, no reason why to have it in game.
Edited by zobudeny#2800 on 12/18/2012 6:53 PM PST
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Community Manager
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No, that's not really how that works. =/ Even so, we've definitely heard your concerns and feedback about mob density in certain Acts, and are examining ways for how that might be improved. We don't really have any more information to share at this time, though (but the discussion is absolutely on our radar). |
#44
12/18/2012
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So, from a programers perspective, how many seconds would it take to increase the mob density in act by flat 25%? I know, you guys take ages to decide on anything, but lets be honest here. If you were to increase mob density, it would only take a moment of work. Its beyond me why you dont "just do it". |
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Dude this isn't your MS paint 'put stuff and hit submit' man, you're not being logical with this... |
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As Grimiku pointed out in the an [url="http://us.battle.net/d3/en/forum/topic/7004458205?page=3#47"]earlier post[/url], one of the things we want to avoid with the reward structure for Monster Power is creating a situation where players feel forced to run on the higher levels, even if they happen to feel more comfortable at somewhere between MP1 - MP3. Ideally, the added challenge should be the primary motivation for how you select your MP level, with the bonuses simply being a really cool perk that you get in return. It was so obvious that, we discussed this a long time ago at PTR test and said that to you, MP scale is not adjusted correctly like many times, you did not listen to us at all... and after 3 months of Patch 1.0.5, you decided to listen? are you kidding me? You are a joke... I can link my title about "MP/MF and how they are broken" to you, on PTR discussion, and many people agreed with us, you did not even care about those subjects. Noone plays MP5+ at all, maybe just for fun sometimes, go and check hours playing in MP5+ and MP5- and see 1% of playing MP5+ for whole players... It is not EFFICIENT! It was discussed long long time ago! http://us.battle.net/d3/en/forum/topic/6712952928#2 http://us.battle.net/d3/en/forum/topic/6679198028?page=1 Here is the link!
Edited by Oray#2440 on 12/18/2012 8:38 PM PST
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Simply put, the ultimate resource in comparing farming efficiency is to look at time. The number in the game which most closely corresponds to time is the Monster Health factor. Monster A has 3439% as much health as Monster B (which has 100% health). So approximately speaking, going through a game that is populated with Monster A's takes 3439% as much time to have killed the same number of monsters (a little less than that actually because the the time spent traveling does not change in the two cases, but time spent dealing DPS is directly proportional to monster health, and time spent dealing DPS is a large proportion of time spent in Diablo 3). Therefore Monster A should have approximately 3439% as much rewards as Monster B when it is killed. This goes for XP, MF, GF-- all of them have just as much of a "time tax" due to the monster's increased health. Since there are 3 reward "metrics" which are getting boosted by the Monster's health, it seems reasonable to evenly divide that 3429% boost to each of the 3 things (1146% boost to each of the three). Note that this analysis does not account for gear-based bonuses, which do not scale according to Monster Power and are therefore inherently more beneficial on the lower health monster where your gear bonus is not "mitigated" by the health of the monster. I know that's a very abstract way of looking at it, but think of this all from the time spent to actually kill the monster. 300% gear boost on MF against a monster that has 100% health you can kill several monsters and get that 300% gear boost many times in the time it would have taken to kill a single monster having 3439% health boost to get that 300% gear boost a single time. |
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As Grimiku pointed out in the an [url="http://us.battle.net/d3/en/forum/topic/7004458205?page=3#47"]earlier post[/url], one of the things we want to avoid with the reward structure for Monster Power is creating a situation where players feel forced to run on the higher levels, even if they happen to feel more comfortable at somewhere between MP1 - MP3. Ideally, the added challenge should be the primary motivation for how you select your MP level, with the bonuses simply being a really cool perk that you get in return. I can never understand why in a diablo game you wouldnt want o encourage people to gear up and play at higher MP. It just makes no sense. It seems like the development team is really catering d3 to casual gaming |
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my earlier posts on making co-op and a couple other things better.
http://us.battle.net/d3/en/forum/topic/7004045343#17 http://us.battle.net/d3/en/forum/topic/7200082709#1 |
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Well, now Blizzard knows we're all forced to do MP 0.
I can probably farm MP 3-5 with ease, and it's a whole lot more fun too...but I'm stuck on MP 0 because it is far more rewarding. That is a fact, and it's happening to so many of us exp farmers. |
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While you may be right, he still has a point. Blizzard seems to have become bloated with Management Processes. It wouldn't surprise me at all if they have meetings about meetings about meetings to do ANYTHING over there. Some of the fixes people have been asking for (and Blizzard admits needs fixing) shouldn't take 3-5 months to implement. They should be patches or hotfixes on their own. They need to stop rolling every fix into one giant patch every 5 months. Some things are more important and need to be addressed sooner rather then later. It's a subject that always comes up with friends of mine discuss Blizzard and their games in general. It takes them a colossal amount of time to do the smallest things. |
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As Grimiku pointed out in the an [url="http://us.battle.net/d3/en/forum/topic/7004458205?page=3#47"]earlier post[/url], one of the things we want to avoid with the reward structure for Monster Power is creating a situation where players feel forced to run on the higher levels, even if they happen to feel more comfortable at somewhere between MP1 - MP3. Ideally, the added challenge should be the primary motivation for how you select your MP level, with the bonuses simply being a really cool perk that you get in return. I kind of agree with what you're saying. I was kind of disappointed to see that the MP system (which sounded great on paper) was yet again executed so poorly. I have friends who've stopped playing because they find MP0 boring as hell because it's too easy and don't want to do high MP's because they are wasting their time. The best item farming /XP gains should NOT come from the easiest setting. |
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On the flip side, though, we know that lot players currently feel "forced" to run on the lower MP levels because it's more efficient to do so (especially if you're looking to farm XP). That's not a great situation either. So, while we don't want to change up the entire reward system for MP, we do agree that the XP bonuses could be more enticing at the top end, and we're looking to make some improvements. NOOO!!! No no no NO NO No! XP is the most meaningful reward for running low MP, it should stay that way. The MP system is ALREADY quite delicately balanced, please be careful not to mess it up. Right now, people can, say, do: - low MP (say, 0..2) = XP - mid MP (say, 3..6) = best loot - high MP (say, 6..8) = keys - max MP you can go (say 8..10) = ubers Increasing XP at higher MP levels will go against your (well thought out) design goal of not "forcing" people to play high MP. And have the unfortunately impact of reducing build diversity (since fewer builds are viable at higher MPs), and reducing the fun value overall. Speeding people's advancement to 100 isn't necessarily good either. It's fun occasionally playing high MP for keys and ubers. It's not fun to do it ALL the time cos it becomes a grind. It's better to mix it up a bit and go back and slaughter stuff in MP2 as well for XP, great fun. Then mixing it up some. The current MP system allows that. |
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Challenges are fun once or twice. Say, achievements. Waiting a few seconds without hitting Belial so your follower can kill him and get you an achievement, that's fun. Once. If you had to do it every single time you fight Belial, now that would be boring as hell. The same applies here. It's fun to play an higher MP level for the challenge a few times. But when you realise that it doesn't offer you anything beside the challenge, it stops being fun. You're having a difficult time killing the packs and even some tougher white mobs... While you see other players just rolling through MP1.. and they're the one getting the best items/XP, due to the number of monsters killed WAY offsetting the small bonuses you get for playing at higher MP. As Grimiku pointed out in the an [url="http://us.battle.net/d3/en/forum/topic/7004458205?page=3#47"]earlier post[/url], one of the things we want to avoid with the reward structure for Monster Power is creating a situation where players feel forced to run on the higher levels, even if they happen to feel more comfortable at somewhere between MP1 - MP3. There's an easy way to do that... You have access to lot of things we don't have, but, just a guess... The lowest DPS you can get when you start inferno is maybe... around 5k? Say, if you're the most unluckiest person EVER and don't find anything even remotely good grinding hell up to level 60. The highest DPS people have right now is something around 700k? I think I saw 1m DPS once but it was a barb with WOTB insanity I think. Anyway, as I said you have access to more numbers than I do, you can figure out what's the highest possible DPS in game. Let's say it's 5k to 1m. All inferno players should deal something between 5k and 1m. Now, everything in D3 is scaling very fast ( beside, ironically, XP/MF from higher mp levels ), so you have to scale that estimated DPS exponentially. You probably know how to figure logs, so, long story short, I get numbers like this : 5, 9, 16, 29, 52, 95, 171, 308, 554, 1000 From this point, you consider that optimal MP level should be found according to those numbers. So someone with 5k DPS should play in MP1 He should move to MP2 as soon as he gets to 9k DPS MP3 at 16k DPS MP4 at 29k DPS MP5 at 52k DPS MP6 at 95k DPS MP7 at 171k DPS MP8 at 308k DPS MP9 at 554k DPS MP10 at 1m DPS Now, all you have to do is to set the XP/MF bonus to make the MP levels optimal around that kind of DPS. |
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MP really needs fixing. When I play D3 usually 95% of my friends list grinds MP0/MP1 trying to make fastest runs possible on A3 last q and 5% is farming MP5-MP7 to get keys.
I dont think that was devs intention. MP levels need serious boost to actually make it worth while to progress to higher mp, not to keep grinding lowest cause loot is the same and its more efficent in speed/xp. I would like to see sth done about A1/A2/A4, because everyone is play A3 now, its so boring. Increase mob density, do sth to make ppl play whole game, not the small portion of it over and over again. This was original idea, right? For us not to run certain boss over and over again. Well now everyone keeps killing Azmo and doing crater runs, not fun. |
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Is this the same kind of excuse you are using with the problem of viewing more than 5 active buffs? |
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What is BAD about making High MP lvls worth playing? ATM playing any mp higher than 3 is a PURE waste of time - don't even try to argue unless you learn the maths.
You SHOULD encourage people to up their gear and feel forced to farm higher MP levels! Stop making this game retard-friendly all the time - it was supposed to be a great game but you removed all the content that would require 50+ IQ from your players (skill trees, unique builds, unique modifiers, on-map events, bonus quests etc, etc). |
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alot of the issues pointed out buy blues here as goals could be fixed buy upping trash mob density across the board to match keep depths 2
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