With some prominent loot-whore games on the horizon (Diablo III, Torchlight II, Path of Exile, etc), and with some prominent loot whore games being such a significant part of our history (Diablo I/II, Torchlight, Titan Quest, Borderlands, Dungeon Siege I/II, etc),
what do you think of the concept of "magic find" on wearable equipment?
Did it work positively on the games that had it? Were the games that lacked magic find stat better off for not having it?
I understand that it's an evolution of the risk/reward mechanic in the sense that adding magic find comes at the cost of not adding something that will help your damage or your survivability; essentially you are gimping yourself (risk) in order to get better loot (reward).
Some people love it, some hate it, and of course one of the most important things we should be looking at is "is this fun?", but something as subjective as "fun" is a bit hard to measure.
What I want to know is if the concept of magic find on gear in a loot-driven game makes sense.
Of course an obvious answer might be, "Of course it makes sense. The objective is to get good loot, and magic find help you get good loot!". But is that really the case?
What is the reason we want to get better loot in these kinds of games?
We want to get better loot to make our characters stronger by increasing our stats. That's one of the main points, right? However, if magic find is such an important stat that we need it to get better loot, doesn't that defeat the purpose of wanting better loot to get stronger?
I mean, if I'm killing monsters and find a really great piece of gear without magic find stat affixes, I'm left with 2 choices:
1. Wear the better gear and kill more monsters faster, but have less chance at getting good items.
2. Keep my current gear and kill less monsters slower, but have more chance at getting good items.
It seems that in a lot of games with magic find, those 2 choices are rarely equally balanced. Most of the time it's better just to go with option 2, but doing so is counterproductive to the point of the game.
What's the use of farming for better(more powerful, better stats) gear, if I'm not going to wear it anyway because it doesn't have enough magic find? Is it arbitrarily putting too much power and value in one stat like magic find when instead we should be encouraging the player to value things like skill, strategy, and stat placement?
Is this really the best way to encourage risk/reward? Couldn't we do the same thing without introducing the side effects that "magic find on gear" has?
So what can we do? I guess we could try things like increasing difficulty so that equipping MF gear is more hazardous, or perhaps introducing a cap on MF, but that seems more like band aid fixes.
If it were up to me, I'd probably do away with magic find on gear completely. It gets rid of a large hurdle in balancing it properly. It also takes the game to its basic goal: kill monsters -> get loot. Increasing your power is essentially increasing your capacity to get loot (MF) since the faster you kill, the more loot you get.
If the players feel the need to have more risk/reward in the gameplay, then actually make the game more harder instead of resorting to the players willingly gimping themselves. Allow players to choose to endure harder content for better rewards instead of gimping themselves to counteract the game's lack of difficulty.
Add magic find bonuses for having the players complete the game content and doing it competently. That way there is positive feedback for playing the game in its most fun manner.