Tuesday, July 14, 2009

Blizzard Explains Diablo III's New Loot System - Hellforge

Players of the original Diablo II may recall the hassle and bother and the problems in general with the game's loot system. As a boss was killed and loot splayed about like the innards of an angry piƱata, players would rush over to its corpse, like loot-hungry Greek warriors approaching the corpse of a slain enemy hero following some moment of Aristeia.

With certain players opting to use hacks like auto-loot, looting could become a downright hectic experience, especially in public games. The workaround to not having to deal with such situations was to play in closed, private games. Needless to say, Blizzard's Diablo III developers find this to be an unacceptable solution to a very real problem.

Blizzard's community manager for the game, Bashiok, chimes in on the game's new loot system:

Yeah, drops for everything, bosses, normal enemies, chests, etc. all drop items per player. If you see an item drop, it's for you. If you pick up an item and don't want it, when you drop it then everyone else can see it.
There are some questions the drop system raises of course about griefing or contribution, but those are really issues that are best and maybe even easier addressed when a more complete view of a final game comes into focus.

Somthing also that is very cool to know. If you are playing in a party and grab a "Health Orb" it will heal everyone in your group very cool

Health globes drop the same for everyone. I'm guessing mainly because snagging one heals your entire party. It would be kind of confusing if they weren't.

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