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Diablo 3 Diablo 3

09-13-2011 , 10:13 AM
To be fair, that is partially a by-product of duping/cheating. Normally, Enigma should have been pretty damn rare, not a commodity. Acquiring those runes legitimately would take ages.
09-13-2011 , 10:15 AM
Jah, Ith, Ber? Not really. You might not stumble across them all the time, but acquiring the wealth necessary to trade for them wasn't absurdly difficult.

Depends on how well connected you are, how good you are at trading, how much stuff you already have, how much you play, etc.
09-13-2011 , 10:19 AM
It also tended to snowball. Getting the first one took me a long time, while getting number 3 through 6 is much easier if you were somewhat decent at trading. (And farming with something else than a sorceress but still having teleport was much easier too.)
09-13-2011 , 10:56 AM
They were only available via trade so easily because of the duping. Without duping, it WOULD be absurdly difficult to trade for one.

Prior to the 1.13 patch, each time a rune dropped in a high enough level, these were your odds:

Jah - 1 in 15758.2 runes (Hell act 4/5)
Ber - 1 in 13510.7 runes (Hell act 3/4/5)

The 1.13 patch made these about 10x more common, but that still means you'd have to farm 1500 runes in act 4/5 hell for each Jah.

How many people actually farmed 15000 runes from act4/5 or even 1500?
09-13-2011 , 11:03 AM
There will always be an optimal farming area, teleporting or not.

Unless they make drops TRULY random based also on some sort of monster-density formula where the lower density areas have a slightly higher drop chance than the higher density areas.

Then it's just a matter of picking whatever area you like best.

But then again, you'll also tend to pick the area with the easiest type of monster.

So there's really nothing they can do to prevent people from finding the best area to farm at the end game and then just ignoring the rest.
09-13-2011 , 12:17 PM
To be honest, on EU ladder (where I played D2) duping wasn't that rampant at all. The main problem however were botters, so all the loot was real but gotten in an illegal way, which is different than illegal items from duping, if you get my point.

Also, I think I (or more accurately, my accounts) have farmed easily over 100k runes, and of that everything under ist was basically discarded. Actively playing (this was too hard to bot) you can do hell hellforge runs in about 10 hours for 5 new characters, so that added to the rune pool as well.

And of course, spam teleporting was the way to get to the best farmable monster/boss. If they make that area more accessible or randomize/balance the drop system more, you don't need spam teleport at all to gain a competitive farming advantage. Then it just becomes a matter of playing style, and I like darting across the screen at lightning speeds tbh. That's why the only char that didn't have teleport was my frw frenzy barb which would frequently be out of sync with the server due to insane running speeds.
09-13-2011 , 12:25 PM
Quote:
Originally Posted by Inso0
There will always be an optimal farming area, teleporting or not.

Unless they make drops TRULY random based also on some sort of monster-density formula where the lower density areas have a slightly higher drop chance than the higher density areas.

Then it's just a matter of picking whatever area you like best.

But then again, you'll also tend to pick the area with the easiest type of monster.

So there's really nothing they can do to prevent people from finding the best area to farm at the end game and then just ignoring the rest.
ive made a post about that on the forums with 2 options


1: the more you kill monsters in the same game the more chances you find something rare. Would have to put a limit of time or something so people dont just try to make a game survive for 2 months.

2: make it so certain areas drop less of a type of a item (say a legendary) if the guy who dropped that comes back in the same area or the same big boss. (for example, for one day you would get 50% less chances to drop a legendary item n the level 2 of the cathedral since one dropped today already)

prob hard to program but w/e
09-13-2011 , 12:27 PM
nah, just tie item drop cooldowns to the user
09-13-2011 , 12:29 PM
lol that would be ****ing terrible
09-13-2011 , 12:55 PM
Quote:
Originally Posted by Kirbynator
ive made a post about that on the forums with 2 options


1: the more you kill monsters in the same game the more chances you find something rare. Would have to put a limit of time or something so people dont just try to make a game survive for 2 months.

2: make it so certain areas drop less of a type of a item (say a legendary) if the guy who dropped that comes back in the same area or the same big boss. (for example, for one day you would get 50% less chances to drop a legendary item n the level 2 of the cathedral since one dropped today already)

prob hard to program but w/e
that would be pretty easy to program fwiw
09-13-2011 , 02:17 PM
To the Enigma talk... Not only would you have to find them all once, but actually more like 5 times with the current state of the game where everyone has multiple chars with enigmas.

And as already said, lol @ them being easy to find. Without botting/duping you couldn't trade for dirt cheap runes and they would actually be really rare.

Quote:
Originally Posted by Inso0
There will always be an optimal farming area, teleporting or not.

Unless they make drops TRULY random based also on some sort of monster-density formula where the lower density areas have a slightly higher drop chance than the higher density areas.

Then it's just a matter of picking whatever area you like best.

But then again, you'll also tend to pick the area with the easiest type of monster.

So there's really nothing they can do to prevent people from finding the best area to farm at the end game and then just ignoring the rest.

There's nothing wrong with that, I just hope we get rid of the stupid teleporting that was so necessary in Diablo II. I wouldn't mind if it's like once every now and then, but it literally was a few minutes teleing for 10secs of fighting and then back to teleing.

Diablo is meant to be hacknslash game, not teleing around only looking at the map. I don't believe anyone actually likes the teleing (yes sure, they like the speed it gives you... but not the teleing itself)
09-13-2011 , 02:19 PM
Quote:
Originally Posted by Slick Strawberry
Also, I think I (or more accurately, my accounts) have farmed easily over 100k runes, and of that everything under ist was basically discarded. Actively playing (this was too hard to bot) you can do hell hellforge runs in about 10 hours for 5 new characters, so that added to the rune pool as well.
Only the runes you got in Act4/5 Hell count towards Jah drops.

Hellforge runs won't help either. The highest gem you can get from a hellforge run is a Gul (1:11 chance). It would take like 360 hellforge runs to make a single Jah.

64 Gul Runes (~360 hellforge runs, if you chip everything else up to Gul)
32 Rubies
16 emerald
8 diamond
4 flawless topaz
2 flawless amethyst
1 flaWless sapphire
=
1 Jah rune

There were thousands of non-legit Enigma's for every 1 legit Enigma.
09-13-2011 , 02:22 PM
commonly known as the jah rule
09-13-2011 , 02:25 PM
Quote:
Originally Posted by Kirbynator
1: the more you kill monsters in the same game the more chances you find something rare. Would have to put a limit of time or something so people dont just try to make a game survive for 2 months.
I like this idea. Don't even worry about the time, just make it so that the bonus stops going up after x% of monsters are cleared. For example:

Mobs killed%, Drop rate

0%, 100%
10%, 105%
20%+, 110%

There is still incentive to clear as much as possible before repeating anything, but without making you feel like you have to do a marathon session to avoid getting cheated.
09-13-2011 , 02:30 PM
Quote:
Originally Posted by Benholio
Only the runes you got in Act4/5 Hell count towards Jah drops.

Hellforge runs won't help either. The highest gem you can get from a hellforge run is a Gul (1:11 chance). It would take like 360 hellforge runs to make a single Jah.

64 Gul Runes (~360 hellforge runs, if you chip everything else up to Gul)
32 Rubies
16 emerald
8 diamond
4 flawless topaz
2 flawless amethyst
1 flaWless sapphire
=
1 Jah rune

There were thousands of non-legit Enigma's for every 1 legit Enigma.
I may be mistaken, but I think I saw some really high drops from Hellforge, I forgot the exact sequence but rune 2 or 3 (sadly not mine).
09-13-2011 , 02:39 PM
I think Benholio is right -- you can't get the highest runes like Zod, Cham, or Ber from Hellforge. I thought you might be able to get a Vex but I guess not.
09-13-2011 , 02:45 PM
I was just going by d2wiki: http://diablo2.diablowiki.net/Rune_h...#The_Hellforge

But I am open to the fact that they could be wrong about it. Anyway, according to them:

Normal: El (r01) - Amn (r11).
Nightmare: Sol (r12) - Um (r22).
Hell: Hel (r15) - Gul (r25).

I think Jah is like r31 on that scale.
09-13-2011 , 05:18 PM
just reading through the "what's new" page is great. lol at anyone saying there won't be much customization available. this is going to be way more diverse than d2.

09-13-2011 , 05:34 PM
Is there any good videos or articles describing the new skill (and other changed game mechanics) system in detail? Shared stash between all your characters is a great feature btw, bb mules not gonna miss ya.


edit: I had somehow managed to miss all the new stuff on the official homepage

Last edited by chinz; 09-13-2011 at 05:44 PM.
09-13-2011 , 05:43 PM
Oh man, is anyone else going nuts playing around with the skill calculator even though we have no idea how most of them are going to function in-game yet?

Also, the current rumor is that the beta starts today or tomorrow. I'm gonna be so disappointed if I don't get in
09-13-2011 , 06:38 PM
Quote:
Originally Posted by chinz
Is there any good videos or articles describing the new skill (and other changed game mechanics) system in detail?
seems very simple, highly customizable and overall i think they are going to be a lot more viable "builds" in d3 than there were in d2.

you start off with 2 skill slots at lvl1 and get up to 6 by the time you hit 30, similarly unlocking the actual skills as you level up to that point as well. plop them in, throw in runestones (which apparently rank on a scale of 1-7) and tweak each skill. on top of that, you get 3 different passive skills. by the time you're 30, you have six active skills and three passive. looks like probably any time you're out of combat, you can swap in and out skills that you've learned... I wonder if you lose the runestone you've used with it, however.

not to mention it's the same thing by on a lesser scale for your hirelings.

edit: oops, didn't see you found the page.

Quote:
Originally Posted by Clever Nickname
Oh man, is anyone else going nuts playing around with the skill calculator even though we have no idea how most of them are going to function in-game yet?
definitely
09-13-2011 , 06:40 PM
has it been announced how the realms will work? is it just going to be one North American realm instead of two this time?
09-13-2011 , 06:55 PM
Had a quick look at the skill system and it actually looks more complicated than before, and I mean it in a good way (more customizable)

I'm getting pretty excited!
09-13-2011 , 06:56 PM
Quote:
Originally Posted by Kirbynator
commonly known as the jah rule
lol'd, well done
09-13-2011 , 07:51 PM
Quote:
Originally Posted by Kirbynator
commonly known as the jah rule
lol well played.

Also I found plenty of "uber rare" stuff in my time playing. I played a ton but I could have afforded enigmas with legit items. I think I found 1 ber rune when I was playing, but I found other high runes and items worth high runes.

I found a windforce when it was the least likely item to drop in the game. (At least as I recall)

You could argue that botting may have lowered the cost of those runes, and I would agree, but I still think finding similarly valued stuff was doable.

      
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