One idea that we have discussed is “targeted Legendaries,” where named NPCs have an increased chance of dropping specific legendary items. For example, The Butcher could have an increased chance of dropping The Butcher's Carver.
Another idea is that we introduce a system that will help alleviate some of the bad randomness players encounter by ensuring that at least some of the Rare and Legendary items you find will be something good for your class.
We've also discussed allowing bosses the first time you kill them in each difficulty to have a guaranteed chance to drop a Legendary.
Being completely honest here... I have issues with all of these ideas, and here is my reasoning:Targeted Legendaries:
Travis made it a point to mention the D3 economy. There are some players that refuse to acknowledge its existance or impact on the game, but a vast majority know it to varying degrees and attempt to master it over time.
The issue with making some legendaries targeted will kill the item's value. The markets for those items will flood, causing the prices to plummet. Now, some of you are going to say "So? That means more cheap items for me if I go on AH." While you are correct, you are only thinking of yourself as a buyer in the short term. What if, as a farmer, you get a Legendary drop... Butcher's Carver. Is it good? Maybe. Could it have been any number of other Legendaries that are worth far more (because the value of that specific item will plummet)? You bet'cha.Favored Class Rolls:
This just defeats the purpose of the lottery aspect of the game IMO. Just because I am playing a Wizard doesn't mean that I always want to find Wizard items. I'm cool with finding anything and everything.
If I can't use it, I'll sell it. I don't want to be spoon-fed items that are pre-tailored to my current class. At that point you might as well just automatically hand me upgrades periodically and I don't need to bother putting any effort into farming. While that may sound awesome to some people it is removing lots of cause/effect and choice from the players... and over time, even if subconsciously, they will realize this.First Boss Kill Drops:
This is another type of guaranteed drops, and I do not agree with them in any shape, form, or color. Nothing should be guaranteed about drops. It defeats the purpose of farming, even if it's a one-time thing.
As an alternative, perhaps the bosses could drop materials or gems instead? That would be a means to crafting more items so that the player's hands are still in the process, instead of just getting a gold star for showing up that day.To sum up:
Players need more choices... not less. Farming should be earned, and never given. That being said, providing an increased chance for crafting materials and gems would be a good alternative to handing over items directly.On Mob Density:
I agree 100% that Acts I, II, and IV are in need of some adjustments to be on par with Act III. If possible... perhaps for 1.09... perhaps you could truely open some doors for your players and release the following:
- Added Free Roam and Story game types. Story mode will function exactly as the game functions since launch with linear progression. Players must first clear the current difficulty in order to unlock Free Roam. This mode allows players to travel from Act to Act via Waypoints. A majority of waypoints will be active.
In the case of a multi-level area only the first waypoint will be active. All bosses and sub-bosses are spawned in their standard locations and function as normal. All story cut scenes and dialogue are skipped automatically.
- Added Game Descriptors. When creating a Public Game, players can now select goals from the provided list for various farming runs, boss fights, brawling, crafting, or trading preferences. This will allow players to search for games that match their current goals.