Too many items
I cover this topic in some depth in the upcoming Item Blog that community is in the process of getting ready for release next week. I will briefly say that we agree that too many items drop and we have plans to eventually reduce the rate that players see items, while also taking measures to improve the general quality of items you do see. The end result should be fewer items that are better instead of tons of items you don’t want.
There are a myriad of reasons why Loot Quality is lacking in Diablo 3. However, a large part of why it seems like most of the items we find are worthless has a lot to do with the fact that we're fighting 2 different systems.
Item rolls are nested in quite a complicated matter. First, not only do we have to find items that have the affixes we wish to have on them, but we also must find items that roll high values.
I'll give an example. (Keep in mind this will be an unrealistic example to keep the math simple)
Let's say I have a 1/10 chance to find an item with 3 affix combinations that we like.
On top of that, I also have a 1/10 chance to find an item with a max roll for that affix.
Now what's my actual chance to now find an item with 3 desirable affixes with 3 max rolls?
Chance to get 3 Affixes x Chance for Max Roll ^ 3
I now have around a 1/10,000 chance to find an item with 3 affixes I want and all 3 as max rolls.
Now what if I kept the chance to find an item with those affixes the same, but increased my chance for a max roll to 1/5
I now have around a 1/1,250 chance to find that item I want.
So this is what the players would like correct? A system designed to give us higher loot quality.
- How to make it a possibility -
It's simple, you do 2 things.
1) Get rid of Guaranteed chance to find a rare with NV. (Everything else about NV stays the same)
2) Change the Magic Find system to not increase the chance to find something of higher rarity.
Now you might be thinking I'm crazy... But hear me out. I will show you that it is in fact going to benefit you as a player.
First, the philosophy behind getting rid of the guaranteed rare. Currently as it stands, rare items are not rare, they are actually quite common. Pre level 60 rare items were something that was pretty hard to come by. So before you hit Inferno, rare items were just that. Rare.
This is a very large issue. We deem most of the items we find worthless, because they're very common to find. So this solves one issue in the equation.
However, if that means we get less items total, doesn't this mean we're losing out?
No actually, because there's a very simple change to the formula behind how Magic Find works.
Instead of Magic Find increasing the chance to find a rare or legendary item, what if it instead tightened up the loot rolls for you?
As I had illustrated earlier, the reason why it seems a vast majority of items are worthless lies in the fact that we're fighting 2 systems. So what if Magic Find increased the roll threshold instead?
For example. Let's say currently you can roll anywhere between 15-200 for a given primary stat. Well, let's instead make Magic Find increase the lower end of the threshold for loot rolls.
If I have 625% magic find as I get from Full NV stacks at Paragon Level 100 on MP10, I will now increase that base threshold number by 625%!
15 x (1 + 6.25) = 108.75 (or 109 When rounded up)
So now, at max magic find, I am guaranteed to find stats above 109.
I have effectively raised the threshold on finding high level stats.
If we reflect this back towards the first analogy, this means I have now increased my chance to find a max level roll.
So to recapitulate.
- Less items, more quality.
- Less items are achieved through removing guarantee for a rare item.
- Rare items will become rare again.
- Change Magic Find to raise Affix Threshold Values
- Magic Find no longer gives you a surplus of items.
- As a result, you're no longer finding tons of worthless items, but very few really high quality items.
- You are no longer fighting 2 independent loot roll systems at the same time.
Keep in mind this would only be the start. Of course you would need to introduce more affixes into the pool and raise the drop rates of legendary items so they aren't frustratingly rare again, but overall you can give us less items, but in higher quality.
No more items dropping from the sky, more items with value.
Basically, this is the end result.
TheTias explains this much better than I do in this post here.
So in case others are wondering what this boils down to in a nutshell, if I gather correctly here, Drothvader's idea turns what is currently a system that uses a bonus item incentive (for non-elites), which is what makes people think they have to farm higher MP levels since the per kill item drop chances literally doubles (100% bonus roll on MP10 white mobs) into a system where you get to choose how you go about getting your items and crafting materials.
That is, if you want expediency while still getting a chance to get an uber item, you farm a lower MP level, where the lowest level you farm happens to be where you can at least match the kill time per mob of the next lower MP level. That's your quantity while still having a chance for higher quality (you retain the ability to get max rolls on the affixes).
And if you want a guaranteed higher quality to the items that drop, you choose a higher MP level, with each greater MP level you're able to farm netting you a much higher and narrower affix roll range, but at the expense of not getting as many items per kill as you would on a lower MP level. To keep the system balanced, ideally the bonus item drop would be eliminated so the devs could more properly balance how many items drop on the lower MP levels vs. how many drop on the higher MP levels without distorting the higher levels with extra items that make a player feel the need to farm there.
One thing to note is that this idea in its current form is considered a separate remedy where itemization issues and/or fixes are not considered (that's something that has to be done separately anyway). This is not a be-all and end-all of ideas. It is a piece of the puzzle that allows one to choose lots of items with a smaller chance of getting an uber item per drop chance, fewer items that are inherently more narrowly focused and thus having a much higher chance of being awesome, or a balance between the two.
One might say "well, I still would feel like I have to farm MP10 in the end". And you know what? That's actually just fine, because it's "in the end". Just as you gear up and replace older gear now, which allows you to move to a higher MP level, so too can you do so in this system, only now you'll be able to choose between something you can more easily kill rapidly and thus feel like you're hitting loot piñatas all over the place, or you can go up against opponents that are harder and take longer to kill, and might not always drop something, but when they do, it's got a massively greater chance to be good.
Naturally as you find those good items (or craft them), you can make the choice to move up to greater guaranteed rewards without losing efficiency, since as you gear up your kill time per mob will improve such that you'll meet or beat your previous MP level efficiency, or you can simply plow through the mobs even faster with more impunity with lots of smaller chances to get that next great item. It no lnoger becomes "I have to farm MP10", but "I can choose how to farm and decide which way is best for me". As you gear up it gets easier, but it never becomes mandatory to do it one way or the other, and since both can reward equally in different ways, you can choose to "mix it up" and do whatever MP level you're in the mood for at the time.
Something to consider is that if the devs really are listening to us this time about itemization, any efforts they make on that front will also benefit you on both ends of the spectrum in this system as well, as basic quality goes up, while the top end goes up as well.
Find what makes you happy and smash away. That's the name of the game.
I would highly recommend reading it as it summarizes what I have proposed in a way that's much easier to understand.
Let me know what you guys think!
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Nothing I say is Official word from Blizzard, everything is of my own conjecture.
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