[DEVELOPER PREVIEW] Loot System Redesign

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Genisaurus
Former Staff
Posts: 1054

[DEVELOPER PREVIEW] Loot System Redesign

Post#1 » Sat Feb 20, 2016 1:35 am

Nothing so major as new armor sets, I just wanted to give you lovely people ample warning about some upcoming changes to the way loot works.

tl;dr: I've re-written the loot system from scratch, including the way loot tables work for enemies. Virtually none of this work will be visible to players, but it makes our job much easier, and gives us much, MUCH more control over how loot works. Here is the stuff you will see:
  1. Lair Bosses:
    1. Lair boss items will now be BoP again. Items on the AH should remain listed, but they will be bound to whomever buys them. Move your gear soon.
    2. Lair bosses will drop 2 pieces of gear, 100% of the time.
    3. The gear they drop is guaranteed to be usable by at least one member of the party.
  2. PvE:
    1. Rare and Very Rare items will now drop from PvE kills again. Our stance toward botting remains the same; please farm responsibly.
    2. All cultivation seeds and materials will no longer drop.
    3. Trash loot is now based on creature type/subtype. If you see something drop that looks weird, like a human dropping animal guts, please report it on the bugtracker.
    4. Quest items should now only drop from killed creatures if you have the quest active. As usual, the drop rate for quest loot should be 100%. If quest items are not dropping, please file a bug report!
  3. PvP/RvR:
    1. Medallions will no longer drop in scenarios. Their drop rates have been slight increased, and double around keeps and BOs. Additionally, we're working on getting loot chests working on keeps, so gear should come a little quicker in the future.
    2. The drop rate for emblems has been slightly increased. They still only drop in scenarios.
    3. Drop rates for gear (all rarities) is increased in large RvR fights. Drop rates from PvP/RvR kills are higher all around than PvE kills.
Last edited by Genisaurus on Sat Feb 20, 2016 2:44 am, edited 1 time in total.

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Renork
Posts: 1212

Re: [DEVELOPER PREVIEW] Loot System Redesign

Post#2 » Sat Feb 20, 2016 1:54 am

Oohhh quite interesting. Thanks for all your work Gen!

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TenTonHammer
Posts: 3632

Re: [DEVELOPER PREVIEW] Loot System Redesign

Post#3 » Sat Feb 20, 2016 2:11 am

well there would have been demand.... till i read you guys were making it BoP


NVM



can you guys possibly include lair weapons from t1lairs to t3 lair too?
Last edited by TenTonHammer on Sat Feb 20, 2016 2:28 am, edited 1 time in total.
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Razid1987
Posts: 1321

Re: [DEVELOPER PREVIEW] Loot System Redesign

Post#4 » Sat Feb 20, 2016 2:12 am

Awesome changes. Any ETA on the changes?

Cornerback
Posts: 142

Re: [DEVELOPER PREVIEW] Loot System Redesign

Post#5 » Sat Feb 20, 2016 2:30 am

Whats the intention behind removing the medaillon-drops in scenarios?

Forcing people to participate in unbalanced zerg action rather than playing scenarios which are at least a bit balanced?
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Genisaurus
Former Staff
Posts: 1054

Re: [DEVELOPER PREVIEW] Loot System Redesign

Post#6 » Sat Feb 20, 2016 2:40 am

Cornerback wrote:Whats the intention behind removing the medaillon-drops in scenarios?

Forcing people to participate in unbalanced zerg action rather than playing scenarios which are at least a bit balanced?
Frankly, yes. Different activities give different rewards. That was a core principle in Warhammer Online, and I see no reason to change it here. When dungeons are working and Redeye is available, would you also complain about having to do "boring, skill-less PvE" to get the set, instead of PvP? The principle is no different.

It should be good enough that kills in scenarios count toward the kill quests for medallions. Beyond that, like I said, we will be returning RvR sets to keep loot bags once the system is finished and working, which is the current focus for some of the team. Completing your RvR sets will be much easier in the future.

skutrug
Posts: 131

Re: [DEVELOPER PREVIEW] Loot System Redesign

Post#7 » Sat Feb 20, 2016 2:41 am

I guess one can never please everyone - But I am happy - Well done
Skut
“You go to WAR with the Pugs you have, not the Premades you might want or wish you had”

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Caffeine
Legacy RR80
Posts: 524

Re: [DEVELOPER PREVIEW] Loot System Redesign

Post#8 » Sat Feb 20, 2016 2:49 am

Exciting news! Thank you for keeping us up to date.
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Annaise16
Posts: 341

Re: [DEVELOPER PREVIEW] Loot System Redesign

Post#9 » Sat Feb 20, 2016 2:52 am

Ever thought about offering BOP renown pots in Keep chests. The pots could be consumed to give some amount of renown. They could be available in blue or purple bags.

An option to encourage keep defenses is to offer loot chests for the losing side at a keep take. The chest would spawn in the warcamp like it did during the old Murderball live event.

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Valnak
Posts: 104

Re: [DEVELOPER PREVIEW] Loot System Redesign

Post#10 » Sat Feb 20, 2016 2:54 am

Genisaurus wrote: [*]PvP/RvR:
[*]Medallions will no longer drop in scenarios. Their drop rates have been slight increased, and double around keeps and BOs. Additionally, we're working on getting loot chests working on keeps, so gear should come a little quicker in the future.
So basically NA players can't get Dev gear.
Tury06 wrote:I agree about premade doesnt require skill at all
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This is 2016. Why do the devs allow the magus to continue to be overpowered?

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