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Population forbidden building |
Posted by: FrancoK - June 9th, 2012, 17:49 - Forum: Real-Time Game Tweaker
- Replies (3)
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Hello there,
I was modding with the RTGT the race forbidden buildings and, while it works great (thank you ILS), it doe not change the description of the population (*) to reflect the new limits.
Someone knows where can I find the flags commanding the text?
Thank you in advance.
(*) I can see it in a city, when you right click on the population.
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Alchemy bugfix |
Posted by: FrancoK - June 8th, 2012, 23:13 - Forum: Insecticide Patch
- Replies (11)
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My first thread, hope to help.
Bug present in vanilla and 1.40m.
Impact: Game do not crash, can be "solved" by modding races.
Description: The Alchemy retort is not working well with city Mithril and Adamantium resources.
Alchemy retort should allow any unit to be build as if a Alchemist guild is present in the city, but the units built in a city close to Mithril and Adamantium have "only" magic weapons.
Replicate: Start with a wizard and Alchemy retort, edit the map to have Mithril within city area, build a unit. The built unit will have a magical weapon, not a Mithril one.
WorkAround: Mod all the races to let them have Alchemist Guild.
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D3 Developer Reddit Chat. |
Posted by: Arromir - June 7th, 2012, 02:14 - Forum: Diablo
- Replies (7)
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Some pretty good information for those who are interested to read through all of it.
Link to it can be found *here*.
I'll quote a couple of answers that I think most people will find illuminating.
There seem to be a lot of misunderstandings and conspiracy theories from people who believe drop rates are directly influenced by the AH (if an item is common on the AH its drop rates will be lowered in-game). That doesn't really make any sense, but maybe can you lay this notion to rest?
It IS, however, reasonable that drop rates would be designed with the AH in mind, to avoid flooding the economy with powerful items. How did you approach this as a design challenge during development, especially without a working economy to test on? 3 weeks after launch, are the economy and player's gear roughly where you were expecting?
[COLOR="DimGray"][COLOR="LightBlue"]Wyatt Cheng: The auction house has absolutely no effect on drop rates. There are conspiracy theories and misunderstandings but I do want to re-iterate, the is NO interaction whatsoever. Bashiok mentioned earlier that we took the AH into account, so let me expand a little bit on that.
The drop rates were tuned for a player who would never use the Auction House. For the majority of internal development we didn't have an Auction House, we all played using our own drops only. I've personally leveled multiple characters from 1 to 60 internally before the game came out using only drops that I found - we all did.
When we say we "took the AH into account" that means it's one of many factors. ie. some players will choose to play without trading, some players would play in a group of 4 where they share drops among each other, and some (as it turns out, many) players would use the AH.
Three weeks after launch player's gear is much higher than what we were expecting. When I killed the Butcher on Inferno for the first time I was using a weapon with 492 DPS. There are also certain passives which are much more powerful than they were during internal development. One With Everything, for example, was basically never used internally because we didn't have an auction House. With the auction house, it feels like a mandatory passive. In retrospect we should have seen it coming. In the game's current state though, it's a powerful Monk ability that gives Monks a big survivability boost and has some interesting (some would argue fun, others would argue negative) effects on gearing.
I consider playing without the Auction House to be a very fun way to play the game. I'm personally planning on rolling some new characters that I'll set aside to be "no-AH/no-twink" characters. Much like in D2 when I would make a new character with a friend and we'd agree with each other not to twink our characters out.[/COLOR][/COLOR]
Have you seen the article at: http://www.alexc.me/a-scientific-explana...blo-2/417/ (Article is on drops, answer doesn't really require reading it.)
If so, what do you think of it?
[COLOR="LightBlue"]Wyatt Cheng: Alright so I'm going to take a stab at this question.
As mentioned in a different thread, the drop rates were carefully tuned for a single player playing through from 1 to 60 without ever using the AH.
All of our items are randomly generated, and so follow a distribution curve in power. Let's say for the sake of argument that you were to somehow distill an item down to it's "power level" and created a distribution graph of drop rate vs. power level. This graph would probably be normally distributed with outliers at high power levels dropping at a lower rate.
Looking at this graph, an average item drops every 5 minutes, a higher power item drops every 15 minutes, even higher power drops every hour. etc. As you move up the curve to ever more powerful items, the amount of time it takes to find such an item increases. This is what makes certain items more desirable, this is how things worked in D2.
What happens for a standard player who is playing solo when they first hit level 60 is they see an item upgrade every 30 minutes or so. Pretty quickly it becomes every hour, then every 2 hours. The higher the power level of your gear, the longer it takes to find your next upgrade, that's just the underlying math of this distribution. It's not really anything we set either. If we magically made all drops rates 10x higher, all it would do is shift the power curve left or right, it would not change the fundamental property that the higher up in power you go, the longer (statistically) it is going to take until you find your next drop.
So then let's say you visit the Auction House and get infusion of power that hurls you forward on that power curve. So whereas at one point your gear may be at a point that you are statistically speaking probably going to get an upgrade every 2 hours. After visiting the Auction House you hurl yourself forward on the power curve so far that now you are statistically going to get a drop every 8 hours.
To further illustrate the point, let's talk about the coming changes in 1.0.3. In 1.0.3 we're going to start dropping level 63 items in Act I of Inferno. We're also reducing incoming damage. What do I expect to happen? I expect that there will be a rapid increase in power across the entire community as all of these items become more widely accessible. It's like we took the distribution curve of items and made everything drop more. That item that used to take 10 hours to find is now a 2 hour item. An item that used to be a 2 day item is now an 8 hour item. After the initial frenzy of power increase, things are just going to settle again. People who think drop rates are too low now will probably still think drop rates are too low a week later when they move to the new point on the curve. I've spent a long time on this question so I'm going to move on but hopefully somebody who gets what I'm saying will be able to expand on it more, maybe draw some graphs to better illustrate the point.
tl;dr we could make drops 100x what they are now and it would just cause everybody to settle at a new equilibrium point. Anything you can farm in a few hours you'll already have, anything that takes longer you'll wish you could get faster.
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In Diablo 2, from my understanding, magic find took the base item of a predetermined loot table, and gave you a higher chance of rolling a higher quality version of that item. In Diablo 3, this no longer seems to be the case and with loot tables being so vast now, magic find seems almost too arbitrary, it just doesnât feel like itâs worth it. Could you explain exactly how magic find affects item drops in Diablo 3, as a lot of people seem to be unsure how the mechanic has changed from Diablo 2?
[COLOR="LightBlue"]Jay P Wilson: The mechanic is exactly the same as Diablo 2, and as you describe it hear.
And the loot tables are not more vast than D2 because we don't allow items to drop below level 50 in Inferno.[/COLOR]
I must say, between this, and the Patch 1.03 Preview, I think they are going in the right direction, and hopefully they'll only continue to do so.
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