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Diablo III Hotfixes; Magic Find Debate; Endgame Woes

The Diablo III Website outlines a couple of hotfixes Blizzard rolled out yesterday for their action/RPG sequel. One of the two bullets mentions fixes for game and service crashes, and the other: "Fixed a bug that allowed players to earn additional stacks of Nephalem Valor or guaranteed item drops by killing multiple monsters simultaneously from the same Champion or Rare pack." There's also a new article on Magic Find Gear Swapping discussing how to deal with players swapping to gear that boosts their chances of finding magic items shortly before a kill. They say they do not have a problem with the practice, but they are seeking to address it due to player demand, leaving open the hope they will address other such complaints. There's more on that concept in a thread called End game solutions where community manager Bashiok admits that Blizzard misjudged the appeal of item hunting as an end game, and is looking to redress this with future updates beginning with the upcoming version 1.04 patch:

We recognize that the item hunt is just not enough for a long-term sustainable end-game. There are still tons of people playing every day and week, and playing a lot, but eventually they're going to run out of stuff to do (if they haven't already). Killing enemies and finding items is a lot of fun, and we think we have a lot of the systems surrounding that right, or at least on the right path with a few corrections and tweaks. But honestly Diablo III is not World of Warcraft. We aren't going to be able to pump out tons of new systems and content every couple months. There needs to be something else that keeps people engaged, and we know it's not there right now.

We're working toward 1.0.4, which we're really trying to pack with as many fixes and changes we can to help you guys out (and we'll have a bunch of articles posted with all the details as we get closer), and we're of course working on 1.1 with PvP arenas. I think both those patches will do a lot to give people things to do, and get them excited about playing, but they're not going to be a real end-game solution, at least not what we would expect out of a proper end-game. We have some ideas for progression systems, but honestly it's a huge feature if we want to try to do it right, and not something we could envision being possible until well after 1.1 which it itself still a ways out.

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