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  1. #1

    Default Story-based argument against raid token system

    Just a minor point here I want to put out. I'm not saying a token system or dragon scale-type system is a bad idea. I am explaining one reason why devs may not change all the previous quests to use such a system.

    First off, I do realize the game is not completely logical story-wise. Many different groups have killed the same villians again and again, and run around with multiple copies of the supposedly unique items that the villians had. Seriously, how many special napkins or swords or loincloths would one evil creature have?

    That said, to go along with the story, many of the raid rewards are supposed to simulate defeating the big evil baddy and then taking his sword or cloak or other special item. It won't always make sense FOR THE STORY to be able to collect some type of Chuck E. Cheeze tokens which you bring back to town to some type of 7-11 where the owner pulls out his selection of Reaver Swords, Dragon Orbs, and Thor's Hammers for you to take your pick of.

    Because of that, the devs probably won't change the existing raids to such a system quickly or easily. They still have writers who work on the game's story. It makes sense to collect adamantine or dragon scales and have someone make an item from them. It won't always make sense to collect generic tokens to turn in for any "one of a kind" item you want.

    Again, this is not an argument for or against any loot distribution system. I'm just saying that the game's writers might not be keen on affecting the game's storyline in such a manner.
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  2. #2
    Community Member deepshadow's Avatar
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    You're 100% correct but,

    At the end of the day, the loot system can never be a perfect story based system. Chests lying on the ground which can't be looted until an adventure is completed. There are holes all over the place where the story and realism aspect of DDO can be challenged.

    The token based system would reward everyone on a raid. It would even give PUG raid groups some reward if they're not able to win any raid loot.

    My Story suggestion that would fit perfectly in our game world:

    Keep the system as is (two raid items per raid), and add rare Khyber Dragonshards based on difficulty of the raid. Dragon Raidnormal rewards 1, Dragon Hard rewards 2, Titan normal rewards 3 (you get the idea).

    These Khyber Dragonshards are prized by a powerful artifacter wizard who has access to create rare and powerful items (aka Raid loot). Each item would take a varying amount of these special shards. This could be used to scale the current crapola raid loot like Ruby Gauntlets which might cost a few shards to more powerful items like the Dragon Sword which might cost dozens.
    Last edited by deepshadow; 08-01-2007 at 03:47 PM.
    ShadowStorms (PermaDeath)
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  3. #3
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    i really like that idea rewards everyone in the group and it gives ppl somthing to work on and look forward too

  4. #4
    Community Member Yabba's Avatar
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    Quote Originally Posted by rfachini View Post
    Seriously, how many special napkins or swords or loincloths would one evil creature have?

    That said, to go along with the story, many of the raid rewards are supposed to simulate defeating the big evil baddy and then taking his sword or cloak or other special item. It won't always make sense FOR THE STORY to be able to collect some type of Chuck E. Cheeze tokens which you bring back to town to some type of 7-11 where the owner pulls out his selection of Reaver Swords, Dragon Orbs, and Thor's Hammers for you to take your pick of.
    Funny you should mention Napkins. That's exactly what the loot was in the Reavers Raid last week. 2 x Napkins.

    It's not inconceivable that the big end boss had more than 1 Sword of Shadows in his loot.

    After all. How many of the same outfit does Richie Rich have?

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