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View Full Version : DDOGamer: NoWorries Explains the Philosophy of Loot



geoffhanna
07-26-2016, 06:39 AM
Turbine developer NoWorries describes why we have different kinds of loot in DDO

http://www.gamergeoff.com/images/2016-07/loot.png (http://www.gamergeoff.com/noworries-explains-the-philosophy-of-loot/)

-> And it's like he's reading my mind (http://www.gamergeoff.com/noworries-explains-the-philosophy-of-loot/). Get out of my mind, NoWorries!

Dandonk
07-26-2016, 06:56 AM
I disagree with so many things in NoWorries loot "vision", but... meh...

Uska
07-26-2016, 07:00 AM
I hate his vision with a passion about what things can be crafted but not looted

FranOhmsford
07-26-2016, 07:40 AM
Ghost Touch, Sacred and Everbright need to be craftable by everyone with minimal crafting xp requirements!

If I can't put ALL the Turn Boosts on ONE SINGLE item then there's a problem.
We also desperately need stronger Turn Boosts and I'm really annoyed the Devs won't put these back into RNG and Named Loot!

Hazelnut
07-26-2016, 08:22 AM
Ghost Touch, Sacred and Everbright need to be craftable by everyone with minimal crafting xp requirements!
...

Why? I mean seriously? Everbright is pretty much optional except in a few quests and one of those is low enough that you can stock up on cheap hammer and chain clubs.

Fighting incorporeal creatures without ghost touch is annoying but doable. There are enhancements that you can take (for some classes) that give you the same effect.

Sacred is only useful to three classes. Hardly what I would call essential.

Getting past the DR of constructs and demons is at least as important and you haven't mentioned either of those as being essential.

Mglaxix
07-26-2016, 09:08 AM
Ghost Touch, Sacred and Everbright need to be craftable by everyone with minimal crafting xp requirements!

If I can't put ALL the Turn Boosts on ONE SINGLE item then there's a problem.
We also desperately need stronger Turn Boosts and I'm really annoyed the Devs won't put these back into RNG and Named Loot!

Ruby of Ghostbane Augment Min Level 1 problem solved


Why bother using Sacred its worthless in crafting a +2 to turning when you can have Silver Flame turning +6 at level 2 with masterful crafting

Bonuses to Turning

There are also items, spells, and enhancements which can help increase your turning ability by boosting your effective cleric level for turning. These bonuses are added all parts of the turn undead calculation:
Note: The first 4 item enhancements do not stack with each other.

Eternal Faith
Eternal Faith items
Hallowed
Hallowed items
Sacred
Sacred items
Silver Flame
Silver Flame items
Insightful Faith
Insightful Faith items
The spell Seek Eternal Rest will add a stacking +4 sacred bonus to your turning value.
The enhancement Improved Turning (RS/KotC) can add from 1 to 3 points to your turning value.
The feat Improved Turning will add 1 to your turning value.

FranOhmsford
07-26-2016, 09:50 AM
Ruby of Ghostbane Augment Min Level 1 problem solved


Why bother using Sacred its worthless in crafting a +2 to turning when you can have Silver Flame turning +6 at level 2 with masterful crafting

Bonuses to Turning

There are also items, spells, and enhancements which can help increase your turning ability by boosting your effective cleric level for turning. These bonuses are added all parts of the turn undead calculation:
Note: The first 4 item enhancements do not stack with each other.

Eternal Faith
Eternal Faith items
Hallowed
Hallowed items
Sacred
Sacred items
Silver Flame
Silver Flame items
Insightful Faith
Insightful Faith items
The spell Seek Eternal Rest will add a stacking +4 sacred bonus to your turning value.
The enhancement Improved Turning (RS/KotC) can add from 1 to 3 points to your turning value.
The feat Improved Turning will add 1 to your turning value.

My Clerics take Improved Turning and Extra Turning as a matter of course - Unfortunately that means they're incredibly Feat Starved! {Clerics desperately need Bonus Feats from Domains to give them some options in Feats to take!}.

Seek Eternal Rest is the very first second level spell I memorize - If I don't have a +4 or better Cha item or Pots I will also memorize Eagle's Splendour!

The Improved Turning Enhancements are an absolute must as well!

And even with all this TU is still basically useless post Lvl 16! {Orchard E-BBs}.

Being able to find or Craft Higher Level TU Items is something that is desperately needed in DDO but the absolute last thing I want is to have to get to lvl 50,60,70 whatever in Crafting to do so while the Devs refuse to put these into RNG or even Named Items!

I have a Crafter on Cannith with Levels currently around 120 but I'm worried the new Crafting will be BtC NOT BtA and with 30+ Characters on Cannith alone I don't want to have to get every one of them up to Lvl 50+ or whatever just to be able to craft!
That's not to mention that I have characters on ALL Servers and only have a Crafter with those Levels on ONE!












EDIT: Oh and Deathwarded Champion Undead that are Immune to TU really annoy me!

Nuclear_Elvis
07-26-2016, 10:20 AM
Macro Issue: the Design Philosophy doesn't match the expectations of many in the DDO Player Community, and thus - why the New Loot System and New Cannith Crafting proposed have such a love/hate reaction from the player base.

My opinion - the Dev's would have been wise to show the New Loot System in detail to the Player Community, a year ago, and put on Lam test server for a lengthy period of time, to get a better sense of the Player Community's reaction to this Design change, and tweak it, before going Live, instead of rushing to failure as they did.

Now, many months later, with the New Loot System being forcibly solidified via new Cannith Crafting, both systems become topics of controversy and angst as the Player Community stews over them both.

geoffhanna
07-26-2016, 03:23 PM
All of the things you are all asking are, if I understand you correctly, available elsewhere in the loot system. Why do they need to all.be part of Cannith crafting too?

Conversely, if they were, why would you need random or named loot at all?

Faltout
07-26-2016, 03:44 PM
I think the best post about flexible shards came from JOTMON.

NoWorries said that named and raid items did not have the slot restrictions of random loot and that makes them special over random and crafted loot. However, when the gear you're using has some specific effects slotted and suddenly you acquire a raid or named item, you need to shuffle all your gear to fit that item without losing effects. If that item has effects off-slot, then it will be hard or impossible to find the effects you lost with random loot or other named loot. Quite often, you get a new piece of loot that is better than what you're using but you find that you can't slot it without losing some important effect. Then either you make a sad face and store the raid item in the bank with the hope of finding another raid item to complement it, or you head into cannith crafting (current version) and make a basic item with the effects you missed in the slot you are emptying.

Since crafting advertises flexibility, it should provide a solution to the above problem. While allowing crafting to place effects in all gear slots would invalidate random loot and named loot even more, reducing the power of flexible shards would provide a fair trade-off for the flexibility you have.

So, what has been proposed to NoWorries was to keep flexible shards but make them have less power (perhaps the bottom of the power range).

Other than that, I agree with her vision of loot.