|Mob Density Nerfed Once Again in Latest Patch||February-6-2014 10:31 PM PST (6 years ago)|
1.0.8's density change was an interesting beast that ended up solving some problems, and then creating a few more in its wake.
The benefit of increasing density in 1.0.8 was that the world felt less empty and, based on feedback we received, combat became super action-packed. There was plenty to kill, and it kept you moving. There were *assumes Buzz Lightyear pose* monsters, monsters everywhere. In terms of raw gameplay and personal fun factor, we loved the result and definitely enjoyed the increased density when playing ourselves.
The downside to increasing 1.0.8 density, however, was two-fold. First, it landed an unfortunate blow to build diversity, encouraging a very specific style of play (AoE or bust). Based on all the data we pulled, build variety narrowed quite quickly – even now, you can see the effects with Archon, WW, Zero Dogs, and other similar builds trumping almost everything. Overall, increased density led to much less interesting game play (for the game as a whole), even if it may have been super fun on the surface. Second, by adding a boatload of more monsters, server performance took a hit, which some of you may or may not have experienced.
This is why we originally lowered density. We realize we may have turned the density dial down too low, though, and that's what these recent changes are about – and really what PTR is all about too. We want pacing in the game to feel good, but without the additional technical or build diversity issues. We want to open up a greater variety of ways to play the game, and this is one of many steps we’ve taken to achieve that. Density is one of these things we can continue to evaluate and tweak, and we have every intention of doing that. We won’t, however, be returning 1.0.8 levels, but there’s likely a sweet spot somewhere in between.
|Mob Density Nerfed Once Again in Latest Patch||February-7-2014 10:48 AM PST (6 years ago)|
|Holy misinterpretation, Batman! I think I might need to clarify a sentence in my original post, because it's been misquoted quite a lot. Apologies for potentially giving some of you the wrong impression. Hopefully I can make amends. :)|
First up, monster density was not lowered or nerfed in the latest Beta/PTR patch. In fact, it was more or less buffed compared to where it was at when Closed Beta launched. With this last Beta/PTR patch, pacing has been improved and, although there are fewer mobs spawning now compared to 1.0.8, individual monster rewards have been adjusted and monster kill experience has been greatly increased. We definitely heard player feedback from the PTR and Beta about density levels and have made changes which should help address some of the concerns we were seeing. Our goal is to still have monster slaughter be rewarding and engaging (contrary to popular belief, we actually do want you to have fun!) while also avoiding many of the technical and mechanical issues introduced in 1.0.8. There are many parts of the whole experience to consider aside from a simple monster count and our goal is find a good balance.
As always, if you have feedback regarding these changes, I encourage you to try out the current PTR build and leave us feedback in the applicable forum.
[Post edited two times, last edit by Lylirra at February-7-2014 12:20 PM PST (6 years ago)]
|Mob Density Nerfed Once Again in Latest Patch||February-7-2014 12:23 PM PST (6 years ago)|
Monster density in the new patch is definitely better than what it was before. Still not ideal in my mind, but better for sure. There is not as much downtime between combat encounters. However, there are some areas that could use some additional tweaking like Festering Woods. Hopefully you folks will continue making adjustments until it's just right as it's not quite there yet.
Glad to hear it! If you've got additional specific areas in mind (i.e. Festering Woods), let us know. Knowing what areas in particular feel like an outlier to you is actually super helpful in this regard.