Over the year, Turbine has tried three different approach at their raid loot rewards:
- Named pieces of loot
- Crafted from the ground up
- Instant loot with random change in bonuses
Now, what's important is to learn what worked and what did work.
Named pieces of loot:
The strength of the loot system found in Vision, Hound and all raids older than the Shroud is that it's instantly rewarding. If you get lucky, you instantly gain a piece of loot. You can use it immediately. It's great for those who don't raid often as they don't have to build up their loot chance. The problem is that it can become too random. If someone is pursuing one specific piece of gear, he may have to run 40 runs or more to get it. This is usually cause of frustration since players frantically search for that elusive piece of loot while never feeling they are getting closer to their goal.
Turbine attempted to address this issue, in the past, with a piece of loot at each completion that is a multiple of 20 but it's not perfect yet.
Another problem that many have is the whole party not getting a single reward for completing the raid. If another player got a piece of loot or if they get to personally roll on something, players usually feel more rewarded than if nothing drops.
Crafted from the ground up:
The strength of the crafted raid gear system like the Shroud's is that players feel that they are getting closer to their goal. Instead of randomly throwing a dice and expecting to get lucky, the player slowly builds up his ingredients until he reaches the point where he can craft the piece of loot he wants. The problem with that is that it feels grindy in nature but for a totally different reason than the previous loot system.
To address that specific issue, the Shroud's crafting system was designed to slowly build up.
However, that didn't work out so well.
It was intended for the players to start with a tier I Green Steel piece of loot and slowly improve the item until the player reaches tier III. It didn't work for the weapons (more on that later) but it at least worked as intended for the accessories. When players were only starting to collect ingredients, you would see players slowly building their pair of goggles or boots starting by the first tier and then the second tier.
However, two problem arose:
- Players quickly reached the point where only large ingredients had value
- Players later reached a point where scales and stones were the only real limiter
Since it was possible to farm the first few parts fairly quickly and without much pain, since groups sometimes failed the raid and since the drop rate for lower tier ingredients is much lower, players quickly accumulated a large amount of low tier ingredients to a point where that they were only waiting to accumulated more large ingredients.
Therefore, what was intended to be a slow and progressive amelioration of loot became a a grind for large ingredients.
Later on, the grindy nature of the raid loot system escalated because certain ingredients are more needed than others. While all ingredients all drop at an equal rate, scales and stone are far more required than other ingredients since they were more used on gems and essences than other ingredients.
If one wants to craft one of each single tier recipe, he will need:
- 75 Large Devil Scales
- 42 Large Glowing Arrowhead
- 57 Large Length of Infernal Chain
- 46 Large Twisted Shrapnel
- 29 Large Gnawed Bone
- 75 Large Sulfurous Stone
This imbalanced demand led to players only seeking scales and stones, and having plenty of the others, which further reinforces the grindy nature of the system.
As I said earlier, it worked even less well for Green Steel weapons. This is due to the monster design at the time. All dangerous enemies had elemental resistance and had DR/Good or DR/Good+Silver, which greatly devalued the low tier I weapon recipes for melee characters. As it was not enough, the most dangerous mob at the time had DR/Good+Silver which only one single recipe could bypass but that recipe is tier III recipe and players could easily find better weapons than its tier I or Tier II.
Therefore, players didn't build a tier I or tier II weapon most of the time since they had no need for it. What they needed was the tier III.
Instant loot with random change in bonuses:
The strength of the loot system found in Stealer of Souls is that it's instant gratification upon completion. Unlike the Shroud's crafted loot or the named loot loot from older raids, you automatically gain a solid piece of armor for completing the quest. That especially interesting for casual gamers.
If the problem with the previous loot system was players didn't felt like they were progressing or that the progression was too slow, this loot system takes the problem to a new level by making feel players like they are losing previous progress instead of getting closer. If the players was to obtain a bonus that good but not quite perfect, he will risk losing it for a bonus that is valuable or, even worse, useless to his character to try to get the bonus he really wants. It's not fun, at all.
As it was not enough, the chances to get the enhancement you want are so small that it takes an incredible amount of completions to get what you want unless you have an incredible luck. There has been reports of players needing over one hundred completions before getting what he wants.
Future loot systems:
As we can see, none of the system were perfect. Each had their faults but they contributed to know what the players likes and dislikes.
If the Turbine developers did their homework, future raid loot systems will have a way to avoid excessive repetition to gain finally gain your sought piece of loot and will reward the player progressively instead of suddenly. Developers will also be more careful in making sure that their loot is desirable for the content they are running, in order to avoid the problem they had with low tier Green Steel weapons.
Following this information, a good raid loot system would drop named items that can be upgraded and those upgrades will not be random and will always be improvements over the previous state. It will also avoid zero dropping no piece of loot either by setting a minimum or by doing something a little more complicated.
Finally, there needs to be a way to address the excessive repetitions (40+) for a single piece of raid loot. As previously established, that's highly frustrating and a situation Turbine should seek to avoid. to address that, developers could also allow players to select from the full list of items at completions multiple of 20 instead of only half the list.
Another way they could accomplish the same goal would be to make tokens drop in their latest raid that could be used to buy raid loot from NPCs.
The drop rate could be 50% chance at a token on Normal, 1 token on Hard and 2 for Elite completion and those would drop only from DDO's latest raid. When a new raid is implemented, the old one stops dropping the token and the new one will drop them. That's in order to prevent players farming them too easily and to avoid encouraging repetition of the olds raid from which players are tired about and will overpower anyhow.