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View Full Version : Suggestions to add value to random dungeon loot



sirgog
08-09-2009, 04:44 AM
First, a fairly long preamble explaining why I'm making this suggestion.

In Mod 9, there will be almost no reason to open chests that do not have named items associated with them, except for trash to sell to vendors. Almost no items have any value at all - now there's only WoPs, +2 tomes, Sup Pot 6 Kamas and the very, very best WoEs, Fiend beaters, Greater Banes and Vorpals. After mod 9 comes, WoPs will fall significantly too.

In short, there's very little on the random tables that is good, and almost every item that can drop is either obsoleted by a named item (e.g. +5 Holy of Pure Good Rapier) or is so common that it's not funny (e.g. +6 Con ring, +2 Vorpal Battleaxe).

As a way to solve this, I'm proposing a new type of random loot, that is (potentially) better than standard dungeon pulls, and is binds-on-equip.

Why?

There's something to learn, from the one item type - Tomes - that have always been sought after. Whilst tomes add very little to your character compared to other items (e.g. a Mineral 2 helm will help your survivability much more than a +2 Con tome ever will), Tomes are popular because they do something unique and are, unlike almost all other loot in this game, bind-on-equip.

For an example of why this keeps them valuable:
If you use a +3 Holy Rapier at level 8, then loot a +5 Holy Rapier and start using that, you can turn around and sell the +3 one on the Auction House. Over time, the number of good level 8 twink weapons increases and increases.
On the other hand, if you use a +2 Dex tome at level 14, then later loot and eat a +3 one, the +2 one is gone out of the economy for good.


Now to the suggestion itself. Bind-on-equip semi-static items.

For each level from 1 to 20, create 1 to 5 different items with one or two fixed magical properties. These items can be found in any chest in any quest of their exact level, so the level 17 items have a set chance, say 1% per chest, to be found in the Shroud, PotH, Kobold, Monastery or SoS and cannot be found elsewhere.

Each item has a list of possible extra magical abilities. When the item is looted, it has one or two of them (one on Normal, two on elite, 25% chance of two and 75% chance of one on Hard). These abilities can be seen normally, but do not function until the item is bound and attuned to your character.

Example:
Level 13 item, 0.6% drop rate from any chest in a quest that is level 13 when done on Normal.
A player runs Trial by Fire Elite and gets the following item:

Helm of Warding
Helmet slot
Min Level - 13
Heavy Fortification
Suppressed Magic - +5 Constitution (This ability only functions if this item has been bound and attuned to your character)
Suppressed Magic - This item grants DR 4/-. (This ability only functions if this item has been bound and attuned to your character, and does not stack with other items that grant DR).

The fixed item here is the helmet granting Heavy Fortification - different Helms of Warding can and will have different Suppressed Magic abilities. For instance, another player running TbF Normal could pull a Helm of Warding with Heavy Fortification and Suppressed Magic - Resist Electricity 20.



I think this system, by adding more binds-on-equip loot to the game, would create more incentive for lootrunning, create an actual incentive to run quests on Hard and Elite aside from once-only for favor, and would get people into more diverse quests.

Borror0
08-09-2009, 04:55 AM
As a way to solve this, I'm proposing a new type of random loot, that is (potentially) better than standard dungeon pulls, and is binds-on-equip.

Why?

There's something to learn, from the one item type - Tomes - that have always been sought after. Whilst tomes add very little to your character compared to other items (e.g. a Mineral 2 helm will help your survivability much more than a +2 Con tome ever will), Tomes are popular because they do something unique and are, unlike almost all other loot in this game, bind-on-equip.
Interesting perspective.

I don't like it but that is a different topic.

Varis
08-09-2009, 05:23 AM
The idea is on the money though. Big part of the game used to be opening chests.

Now it's just for noobs and cash.


I would totally support the idea of adding named items with near or equal stats like raid items. Make the rare or make use get pieces of it to combine.. whatever... just return what used to be a big motivation for capped characters to run or help run lower level quests.


The altar is a starting idea to make more use out of collectibles but stop there, keep that line of thinking up.

Borror0
08-09-2009, 05:25 AM
The idea is on the money though. Big part of the game used to be opening chests.

Now it's just for noobs and cash.
I agree with him in that there is a problem, I don't see flaws in his idea but I dislike the idea of giving up on normal loot.

sirgog
08-09-2009, 08:52 AM
I would totally support the idea of adding named items with near or equal stats like raid items. Make the rare or make use get pieces of it to combine.. whatever... just return what used to be a big motivation for capped characters to run or help run lower level quests.

I didn't see the point of this idea to be that you get raid level items - instead, with quite a bit of luck you get something just less than raid loot.

For instance, a good weapon of this type from a level 14 Elite chest might be a +5 Holy Shock Silver Shortsword of Pure Good (with the Shock and Pure Good effects visible but suppressed until you bind the item). Pretty darn good, but not up there a with +5 Holy Acid Burst Slicing Keen Transmuting +4 AC Rapier of Stoneskin with an enhanced damage die.



I agree with him in that there is a problem, I don't see flaws in his idea but I dislike the idea of giving up on normal loot.

I can't see any other way to do it. Normal loot, on the plus side, will still have tomes. Once in a blue moon, at least.

Borror0
08-09-2009, 09:04 AM
I can't see any other way to do it.
I have been working on one idea for months now and I just can't get it right.

I agree that your idea is a good way to make chest loot worth something if we give up on normal loot, though.

Nyvn
08-09-2009, 09:12 AM
Something anything needs to be done. Loot runs? Haven't done one in a long time. Hell chests get skipped now, especially if it's even a little bit out of the way. More good named items would help with this, even if they are bind on equip (not bind on pick up though). That's another strength of the Shroud vs another not as popular system. Even if you don't get what you want you can always trade around for it.

sirgog
08-09-2009, 09:46 AM
Something anything needs to be done. Loot runs? Haven't done one in a long time. Hell chests get skipped now, especially if it's even a little bit out of the way. More good named items would help with this, even if they are bind on equip (not bind on pick up though). That's another strength of the Shroud vs another not as popular system. Even if you don't get what you want you can always trade around for it.

It would be a very big strength of the Shroud system if the ingredients were all roughly equally useful. Presently I see Shroud crafting as 'repeat until you gather X Scales and Y Stones, create item, minor hassle may exist if you run out of one other ingredient'.

Nyvn
08-09-2009, 10:00 AM
It would be a very big strength of the Shroud system if the ingredients were all roughly equally useful. Presently I see Shroud crafting as 'repeat until you gather X Scales and Y Stones, create item, minor hassle may exist if you run out of one other ingredient'.


True it's not a perfect system, but at least they are tradable.