Keith: Yeah, I thought about that, but it seems like in multiplayer that could really go nuts. I'm not sure.Any more nuts than enchant-container gathering in MP?
Well, actually, we probably need to have that divide by the number of players active on the server at the time, or something, come to think of it. If we did that, we'd need to multiply the enchant point scale a lot in order to be able to keep it an integer. And then really it would need to be Int64 to be safe if we did that. That would be... doable, I think. And in that sense, we could do it for monsters, too.
That's a good idea if the player maintains the philosophy of only killing the monsters that it needs to, but the more manic players will kill every monster, not realizing that they'd be better off spending their time on other activities in the game. Well, why? Is Diablo fun? Does it encourage killing everything? Are there more-interesting/more-fun ways to progress than intentionally clearing areas in that game? I think the answer to all those is 'yes'.
In my opinion, whatever gets implemented, needs to be something that has no chance of being misinterpreted as something that can or should be grinded.
In order to literally have no chance of that misinterpretation, the monsters need to give no reward that is more lasting than the current health drops or possibly cave-story-ish drops. If it gives anything that's even partial progress towards a permanent gain, that misinterpretation becomes possible. The real question is: is it more important to avoid that misinterpretation, or is it more important to provide an interesting (albeit very-small-bit-towards-something-interesting) reward for killing trash?
Ninja'd by HF, but he made a lot of my points for me. With Diablo, I would say, though, that the entire grinding cycle is at the very core of what that game is. That's not exactly a stretch.
But we don't really include that in any sort of satisfactory way, nor do we want to. So anything that misleads players into thinking that's what they are here for is going to a) be misleading, which is bad in the first place; and b) lead to disappointment if they think we're a not-good version of Diablo Lite, versus a (hopefully) good version of something completely else.
Perhaps there needs to be some education in the intro mission about "your only source of healing is killing the trash mobs, so be careful with that!" And in that sense, perhaps the neutral Ilari stone in the intro mission needs to go away, since he heals you. That would actually give a more correct introduction to what the game actually is, without having to twist anything. But I'm not sure.