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  •  Topic MF in D3
  •   |  02/09/2010 10:46:02 AM PST 
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Grimgroth
  • Europe
  • 0. MF in D3   08/26/2009 06:25:04 AM PDT
I would like to know what you all think about idea of MFing in Diablo2 and in future in Diablo3.
In my opinion MF is important part of the game (everyone wants to have the best items) but on the other hand waisting hours on MF instead of just enyoing the game just sucks. Will in D3 will be system of MFing like in D2 ( % chance of magical item drop ) or maybe there will be just like on D1 (no items to MF, you just have to play, slay demons and you will get equipment just by playing and having fun)? Well I guess that in the system of D1 item finding, equipment will be more expensive but on the other hand more unique and valuable. What do you all think? I would really like to here some suggestions and opinions.
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The_architect
  • Europe
  • 1. Re: MF in D3   08/26/2009 07:44:42 AM PDT
As far as MF in D2 goes I believe it has been discussed to death, so I will leave that out. We all know the pros and cons.

In D3 however I really would like to see, as in this year demo, the Fortune Shrine giving +magic and +gold find. I think that by taking MF from the items and transforming it into a buff, it might actually become a fun mechanic to use.

I do not know if the shrines are random or not, I think I would not be disappointed if there were several shrines inside cities and you gave the player the choice "to which deity to pray" and receive its buff for x amount of time, you could balance it by only allowing one shrine buff at a time, actively empowering the player with the choice to i.e. get the buff of +magic find to farm, +xp for leveling, etc.

Random spawns works also obviously... just putting it out there for consideration.

I would hate to see MF back on items though. I also don't mind getting MF% from "killing sprees" as we now know they are implemented.

[ Post edited by The_architect ]


Bashiok

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Iceinfinity
  • USWest
  • 2. Re: MF in D3   08/26/2009 07:58:15 AM PDT
What about if every time u hit a monster u get +1% mf but if u get hit it goes back to 0% and it only works on monsters your level and higher? That would be awsome
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The_architect
  • Europe
  • 4. Re: MF in D3   08/26/2009 08:06:14 AM PDT

Q u o t e:
What about if every time u hit a monster u get +1% mf but if u get hit it goes back to 0% and it only works on monsters your level and higher? That would be awsome


I actually do not know... melee and ranged would be completely unbalanced. Melee being in disadvantage obviously by having to be in the middle of the fray and ranged well away hitting from a distance without being hit.

Monster death seems much more fair, since the devs said it is their priority to actually make all classes get the same amount of kill per minute over time.

You could also make MF a party stat instead of on a character basis.

[ Post edited by The_architect ]


Bashiok

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Grug
  • USEast
  • 5. Re: MF in D3   08/26/2009 08:36:53 AM PDT
At this years demo, it was possible to find items with the "lucky" prefix which increased the chance to find magic items.
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The_architect
  • Europe
  • 6. Re: MF in D3   08/26/2009 08:45:19 AM PDT

Q u o t e:
At this years demo, it was possible to find items with the "lucky" prefix which increased the chance to find magic items.


I heard about that, hope they do not keep it though. MF on items = fail imo. There are other ways of allowing players to get MF.

Bashiok

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Bashiok
Blizzard Poster
  • 7. Re: MF in D3   08/26/2009 11:22:32 AM PDT
There is indeed currently magicfind (MF) on items in Diablo III, as well as a temporary shrine buff. I think though it's a system we're just sort of dipping our toes into for the moment.

I don't think it's accurate to say or even guess that the inclusion of MF means the system will mirror that of Diablo II. We could easily set rules for affix combination, requirement, frequency, and strength to control how and where MF appears in the game.

We may decide that MF as a stat is a fun alternative and building sets purely to that end, similar to Diablo II, is what we want to do. Or, we could say that it should just be a fun affix and not something you could stack to meaningful amounts.

Putting things like MF, additional XP, additional gold, speed increase, etc. on items now and having them in the demo is really just begging for discussion so please do give some feedback.
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Risingred
  • Asia
  • 9. Re: MF in D3   08/26/2009 11:29:25 AM PDT

Q u o t e:
We may decide that MF as a stat is a fun alternative and building sets purely to that end, similar to Diablo II, is what we want to do.


Would the inventory support "stashing" that kind of gear then?

I like the shrine idea for MF because you're getting reward for actively playing through large amounts of content. It's randomized, I assume, so you're flying through the desert and you get a bonus. I would also hide the effect of shrines until you actually click on it.

Some D1 players are cringing right now but this is running under the assumption that one would not put in shrines that are harmful to the player...especially like the D1 shrines which could really gimp you badly.
I would not want to see it on items for reasons stated a bajillionogggle times but I wouldn't mind if they came in like a gem form that you had to socket into a piece of equipment. Especially since you can pay money to take that gem out. You'd be putting a lot of money back into the game that way for when people decide they're done with MF runs and want to swap out their gems for a "battle" set or whatever.
That way you wouldn't have to take up a bunch of space in your stash for a full set of MF gear either, instead taking up (theoretically since I don't know if all equipment is 2-slot or not) half the amount of inventory slots just to stash the gems instead.
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Cjc5814
  • USWest
  • 10. Re: MF in D3   08/26/2009 11:32:04 AM PDT

Q u o t e:
There is indeed currently magicfind (MF) on items in Diablo III, as well as a temporary shrine buff. I think though it's a system we're just sort of dipping our toes into for the moment.

I don't think it's accurate to say or even guess that the inclusion of MF means the system will mirror that of Diablo II. We could easily set rules for affix combination, requirement, frequency, and strength to control how and where MF appears in the game.

We may decide that MF as a stat is a fun alternative and building sets purely to that end, similar to Diablo II, is what we want to do. Or, we could say that it should just be a fun affix and not something you could stack to meaningful amounts.

Putting things like MF, additional XP, additional gold, speed increase, etc. on items now and having them in the demo is really just begging for discussion so please do give some feedback.


I'm against the D2 style of MF where you basically had to have an MF set and an MF build. You essentially needed this character if you planned to have decently gear other characters.

I'm sure Blizzard can think up some new spins on magic find. I'd hope to not see it on equipped items or any items really. The thought of having to make a magic find character in D3 sickens me. I'd rather item finding in the end game be more of people gearing their characters to be stronger and just the faster killing was your better odds. I'd hope we'd see an exponential increase based on players per game as well to encourage co-op playing and less mindless farming.

I'm perfectly fine with random MF shrines as long as they aren't game breaking. I don't want to clear my way to a boss and then basically be required to search for an MF shrine or have had one saved and go back to it so I have that bonus for the boss fight.

I'm quite interested in seeing some other takes on how MF could be implemented.

I am very happy to hear that end game type items will likely be the better rares :)

E: For MF shrines maybe the effect could just be on a radius from the shrine approach. Lets say my team find a shrine and unlocks it. We'd all get +100% MF on all monsters/chests withing the next 4 frames or so.

The tier idea for MF is interesting if you meant apply something like breakpoints to MF where say 1-20, 21-50, 51-100, 101-200, 200+ were all tiers. This way we could try to hit the minimum for each, but against this sort of forces a character built for finding your items...

[ Post edited by Cjc5814 ]

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Risingred
  • Asia
  • 11. Re: MF in D3   08/26/2009 11:33:46 AM PDT

Q u o t e:


I'm perfectly fine with random MF shrines as long as they aren't game breaking. I don't want to clear my way to a boss and then basically be required to search for an MF shrine or have had one saved and go back to it so I have that bonus for the boss fight.




That's precisely why I think they should hide the effects of shrines if they are going to have some with item-based bonuses. Just for that reason.
This is, again, assuming that all shrines will have a beneficial effect.
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The_architect
  • Europe
  • 12. Re: MF in D3   08/26/2009 11:37:02 AM PDT

Q u o t e:
There is indeed currently magicfind (MF) on items in Diablo III, as well as a temporary shrine buff. I think though it's a system we're just sort of dipping our toes into for the moment.

I don't think it's accurate to say or even guess that the inclusion of MF means the system will mirror that of Diablo II. We could easily set rules for affix combination, requirement, frequency, and strength to control how and where MF appears in the game.

We may decide that MF as a stat is a fun alternative and building sets purely to that end, similar to Diablo II, is what we want to do. Or, we could say that it should just be a fun affix and not something you could stack to meaningful amounts.

Putting things like MF, additional XP, additional gold, speed increase, etc. on items now and having them in the demo is really just begging for discussion so please do give some feedback.


I agree that it might be fun to work around building MF and build around that. I disagree however that to do that you might need to lower you gear level.

And I fear that if you control the rules as to when MF might pop up, that you create MF compulsory gear, if I can make myself clear in this way.

It will become somewhat a recipe if you engineer the items to allow for MF without losing power. Either you do this to all gear and MF loses usefulness, or you do just to some and you create instant compulsory MF gear.

I might be wrong though, I do not know how well it is possible to code randomness such as this with algorithms.

I do love the shrine and "killing spree" ideas though. With the shrine is just a buff and it might be difficult to stack. With the ratio of speed/number of killing you would be able to stack based on gear (because your dps and protection will be dependent on them) and skill (since you might want to risk a little bit more health to get that more MF for a while).

Bashiok

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  • Level: 1
  • Gateway: Azeroth
  • 13. Re: MF in D3   08/26/2009 11:40:34 AM PDT
just dont make items have too much MF. Cap it at about 10% per item. In diablo 2 there were some items with 30% and up MF and and most of them were brown rarity or runewords which means they were pretty easy to farm if you knew where to farm them. But the ones that were somewhat harder to get if i remember correctly were the rings and amulets because there wasnt a good unique item for MF except nagel ring but it didnt have much.

If you just don't put too much MF on each item and don't make too many brown items have MF then It wouldn't be too bad. If they are on yellow items they can't really be farmed as easily because you can't farm them at a specific boss or difficulty easier. If you don't put much MF on the items then that would give you more points to allocate on other things like the stats of the character. In diablo 2 the good items with MF did't do much else usually.

In conclusion
1: Cap the MF per item at about 10%ish so that people don't have 300%+ like they did in d2
2: Don't make too many brown items with MF so that you can't easily farm a MF set, put them on yellows instead so they are harder to farm and will have more trade value.
3: Don't put too much MF on items to where they do nothing else and it ends up making the character weak
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Silvast
  • USEast
  • 14. Re: MF in D3   08/26/2009 11:42:35 AM PDT

Q u o t e:
Putting things like MF, additional XP, additional gold, speed increase, etc. on items now and having them in the demo is really just begging for discussion so please do give some feedback.

Well, then here it goes. I don’t think that players should sacrifice wearing their best gear so that they can max out MFing. It is just not fun. I see two alternatives:

1. There should be no items whose main stat is Luck. For example, Goldwrap in D2 was a belt that was only used because of its magic find. Instead, magic find should come with items that are potentially good as far as other stats are concerned.
2. Have a special item type that adds magic find and only does that. I could think of something like charms in D2. You could collect magic find charms and sacrifice inventory space to increase your chances.

These are probably flawed and there could be better ones, but I strongly think that in Diablo III the player should not have to stack magic find by scarifying other things to the extent that it was done on Diablo II.

[ Post edited by Silvast ]


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Silvast
  • USEast
  • 16. Re: MF in D3   08/26/2009 12:01:45 PM PDT

Q u o t e:


so the lucky people who find lucky items
get even luckier...man, that sounds fair.

That is not what I said. Read my post again, carefully.

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Cjc5814
  • USWest
  • 17. Re: MF in D3   08/26/2009 12:07:10 PM PDT

Q u o t e:

That is not what I said. Read my post again, carefully.


Maybe you should reword it. I took it as the better items would have the mf even though those mf levels would be lower. Therefore people with better items have better MF and find better items and so forth.
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Wogrim
  • USWest
  • 19. Re: MF in D3   08/26/2009 12:13:30 PM PDT
I still believe (MF was discussed a while back) that the amount of MF on an item should be independent of the other stats on the item, so that every piece of gear can have MF without it hurting the other bonuses on the item. Sure, people who can't find a good-MF Verdungo's will have to settle for their (example; numbers subject to change) 25% MF String of Ears when they want to go item-hunting, but it's a lot less crippling (most people don't like having to gimp their character for MF, especially considering that some classes and builds are much more gear-dependent than others) than having to go all the way down to a Goldwrap, and since any item can potentially have the same MF as other items of its type it doesn't restrict or bias MFing to certain builds/classes that can more effectively use the "good" MF items.

Edit: I'm fine with there being some unique items with a set MF, but it should never exceed the available MF on other items of its type.

[ Post edited by Wogrim ]


Diablo 3 DotA: http://forums.battle.net/thread.html?topicId=16101821339&sid=3000
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