First of all my credentials
I have averaged about 140 hours a month of DDO for over 2 1/2 years. Over 4200 hours of DDO lifetime. I am 32 years young. I have been a gamer for over 25 years
Overview
DDO is like organ system in any living thing. All organs work with a job to support the system to keep it alive, healthy and growing.
One of the vital organ systems of DDO I believe is the RANDOM LOOT TABLE.
Why?
The random loot table is like a lotto. When a player opens a chest or gets a end reward he or she has a chance to get something so rare and valuable that there is great excitement in the anticipation. This excitement is a major part of my "ENJOYMENT OF THE DDO EXPERIENCE". I have talked with many of the long time top end players on my sever and have expressed the idea of bringing back loot runs and loot table excitement and have gotting 95% positive feed back. I'm going to borrow a quot from harncw "I do agree that part of the allure of the game is random loot, in fact I think it triggers many of the same areas of the brain as does a trip to Vegas. (come on baby 1 more chest, daddy needs a new WoP rapier)" and vegas is the entertainment capital of the world I know... I grew up here.
This anticipation and excitement is a reason why other forms of entertainment have excelled in the example of Sport/gaming cards, lotto, cracker jacks, and of course christmas morning.
Notice in these charts at the link below that U will find that DDO population was highest when Loot Runs were at there highest. I'm not saying excitement in the anticipation in the loot is the only reason for population drop but I am say its apart of the equation.
http://www.mmogchart.com/Chart3.html
I used this chart because I can not find any other charts or websites online that graph MMO population... If you can find a better source please post a link.
Back in the CO6, giants caves, and early Giant hold days it seems players were looting constantly. Loot runs ran rapid. Double, and Triple LFM for loot run quests were common place. I like to say it like this I heard a lot less complaining about lag and content 2 years ago when everyone was waiting early for one of there 8 toons to come off of ransaked so they could run CO6, gaints or pop again.
Power 5, Wounding of Puncturing, and crafting and when I say DDO take a dive.
This organ system took some what of a hit in mod 4 with +1 loot weekends.
Why?
Power 5 were the big craze and everyone want them. They were rare, but Turbine's first mistake I think was that instead of keeping them rare like at the beginning mod 4, they made them more common as chest lvl increased. With +1 loot weekends there was a large influx of power 5's, since they fell like rain, and the excitement got diluted. Another very entrusting corespondent to this was that toward the end of mod 4 population started to drop from its highest point ever or its closest correction to peak.
This organ system took a big hit in mod 6 with crafting.
I want to state now that I'm not against crafting. I think it was a great addition to the game, But I think the problem lies in that tier 3 weapons basically decreased what I would guess to be about 85% of the value of the random loot table with lvl 16 loot included and today in most cases a tier 3 weapon is more efficient then all most any weapon in the random system. Instead of crafting complementing a great random loot system it almost destroyed a weakened random loot system. I think the problem here is that crafting is so strongly over shadowing random loot or named loot that this organ started to fail. The major factor in that is that crafting is a true grind where on the average you spend X ammount of time to gain Y ammount of gear which simple has little excitement to it and seems kinda dry in my opinion. With just crafting the game is very drone (grind) and clone since everyone crafts basically the same things over all.... This lack verity and we all know verity is the spice of life.
Now I know its a natural progress that as lvl cap increases higher lvl gear should be stronger then lesser lvl gear, but when a tier 3 mineral 2 lvl 14 is more effective vs undead in a majority of contexts then a +4 disruptor lvl 16 vs undead (a true counter which only work by the way on undead) then there seems we got a problem. Instead of having a natural growth in gear strength we saw a new system introduced that some what destroyed the old system it by dwarfing it instead of complementing .
Crafting, random loot, named loot, and raid loot should work in a synergistic manner all equal and all very important. As it stands now it is very lopsided
The final blow wounding of puncturing.
Wounding of puncturing is like a mutation that turned out to be a great evolution.
It is the last part of random loot table organ that is keeping it alive. It is that one gem in the ruff. It is the one pull left in the random loot table that has any real degree of excitement to it.
The planned nerf
I see players who support the w/p nerf and say that its a exploit or overpowered.... w/p rapiers from my tests is only about 125%-150% more effective then the common vorpal in swing to kill ratio. I don't think thats overpowering at all, if they killed all trash mobs in the game in 3 to 1 swing then, it might be a case of imbalance. To add on average there may be 1 w/p rapier per ever 25 to 50 active accounts, so to find a player that has 2 of these weapons with a properly spec end game toon is more rare... all for a simple 25%-50% edge over the common vorpal, over simple trash mobs which for the most part R not the challage of this game.
Also to this Idea I say that first of all I think its very important to reward older players by making there many hours of effort worth something. This will mean something to newer players in that the more they played the game the more there seniority will give them edge. I know good players who left the game simple because they felt that 95% of a year and a half of there effort was discarded by the crafting system, and that the new crafting system was much less exciting then the old random loot system.
So now we move on to resolution
Now first of all to those who say that's not pin and paper I would like to say this: "your right its not"
Pin and paper is to DDO like a horse and buggy is to a ferrari the times have change and dungeons and dragons has changes with it. I have played pin and paper for years and MMOG are the next level evolution. This is whats so great is now we have a universal realm where we can all give are input and playing experience into the suggestion of the next stage of evolution of D&D
These are some of the ideas I have mentioned to many older and very experienced players, some of the best players on my server who have been here for 2 years plus, and I got about a 95% positive feedback.
1. Reduce drop rate of power 5's back to where they were when giant hold was released rewarding all players who have played up to this point who have them. Add improved power 5's RR LVL 16 or 18 regular at the old mod 4 drop rate in the newer lvl 20-and up quests to come in mod9 and mod10.
2. Add improved disruption at a +1 RR lvl 16 regular 18 that in all cases on normal hard and elite is more effective then a tier 3 weapon vs undead.
3. Add improved smite at a +1 RR lvl 16 regular 18 that in all cases on normal hard and elite is more effective then a tier 3 weapon vs constructs.
4. Add improved banish at a +1 RR lvl 16 regular 18 that in all cases on normal hard and elite is more effective then a tier 3 weapon vs banishable mobs .
5. of all the power 5's I think vorpal has some beat the odd and held its ground. I would continue with the theme add improved vorpal at RR lvl 16 regular 18 but I think it may need something besides vorpals on 19 and 20 due to that maybe to strong unless the mob death ward theme continues to some degree, so give improved vorpal something similar to vorpal plus limbchoper effects
6. I think paralyzing needs some major help in that paralyzed mobs should lose all dex bounce to AC and add improved para with a high dice check at a +1 RR 16 or normal 18.
7. Remove the prefix suffix rule to add more VERITY and even tho I would make them 10 time more rare then the newly rarer made improved power 5's make it possible to have a + 1 vorpal-paralyzer min LVL 20 or RR 18, or any other 2 power five combo. Also making it possible to have greater undead bane disruptor, or greater construct of smiteing ect all min lvl 16 or RR 14.
I think 1-7 implied would greatly improve the game bring back many who have left the game in a rush to recap the good old loot runs days.
8. Make it possible to have keen stack with improved crit since in almost all cases feats stack with weapons and item effects so that 1 out of 50 w/p's would be a keen w/p doubling the puncturing effect or keen smiting semitars etc. This would create a super lotto of excitement.
9. Add Superior bane to the pool at +1 RR 12 and +1 lvl 14 normal thats +8 8D6. Many players rarely use bane weapons any more due to the great over power of teir 3 crafting.
10. Bring named items back to life. There R some many great named items that players still use today at level 16.
11. Add a loot search engine to the game where U can put in an example like.... +1 w/p rapier-end reward-shroud and it would come up with 1 out of 3000
Or large scales shroud part 5 ingredient chest and it would come up with 1 out of 9
12 Add a mob search engine to the game example Arreatrikos shroud hard it would come back with AC 41 +| to hit 45 | damage 30-50 | delayed blast fire spell 50-200 etc. but this is off subject and if I get started ill post the other 90 ideas I have.....
If you to would like to see these changes added to the game or think these are good ideas then show some support, and reply with a signed
Lets recognize this and bring this part of the DDO experience back and stronger then ever.....