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  1. #21
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    Quote Originally Posted by Steelstar View Post
    Sure!

    When you have the End Rewards Based On Class box checked, and turn in a quest that prompts an End Reward list, it checks three things.
    • What is your dominant class? (i.e. what do you have most levels in, excluding Epic?)
    • What level are you?
    • Are you a Warforged/Bladeforged? (This only really determines if you get Docents or not).


    Based on those three questions, it selects one out of (checks files) 720ish treasure tables, which in turn calls on other tables to try and generate items generally useful to your race and class at the right level.

    For instance, a level 10 Human Paladin is usually going to pull a few items from the following possibilities:
    • A ML10-ish weapon (could be any melee or ranged, you can rarely pull spellcasting stats on this but it'll usually be martial)
    • A ML10-ish non-tower shield
    • A ML10-ish heavy armor
    • A ML10-ish accessory (boots, rings, etc)


    Compared to a level 10 Human Wizard, who is usually going to pull a few items from the following possibilities:
    • A ML10-ish club, dagger, or quarterstaff (you can rarely pull spellcasting stats on this but it'll usually be martial)
    • A ML10-ish simple ranged weapon (you can rarely pull spellcasting stats on this but it'll usually be martial)
    • A ML10-ish set of robes
    • A ML10-ish accessory
    • A ML10ish wand
    • A ML10ish club, dagger, or quarterstaff with specifically spellcasting stats
    • A ML10ish sceptre with specifically spellcasting stats


    It is not realistically possible to adjust this system to handle your feat/enhancement choices; the system would grow exponentially, and it's already gigantic on the back end. While we could make some nudges on this system, a larger overhaul would take a significant amount of time.
    One thing that would really be great for it to check is whether you have dual shooter from the Inq. tree trained. Right now artificers don't seem to get offered light or heavy crossbows unless they toggle this option off, and despite having a whole tree that adds substantial bonuses to them.

    However if even checking that one tree would be too much work to implement, I completely understand.

  2. #22
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    Quote Originally Posted by Steelstar View Post

    It is not realistically possible to adjust this system to handle your feat/enhancement choices; the system would grow exponentially, and it's already gigantic on the back end. While we could make some nudges on this system, a larger overhaul would take a significant amount of time.
    This is definitely not worth messing with in terms of developer time. DDO has very few cookie-cutter builds at this point and very few of those are pure classed.

    I'd recommend getting rid of the option entirely if the system causes any significant load on the backend. Given the lack of value in most RNG loot it's just not worth spending any resources on trying to match up loot and character - particularly in game full of mutts.

    People will still find the loot they need via named loot, crafted loot, RNG and the various AH options. I've been playing DDO for something like 13 years now and the number of good pieces that have dropped for me to actually use in RNG can probably be counted on the fingers of both hands over that time. Well less than 1% of the RNG loot I have received has had any value other than sell to vendor or break down for crafting.

    Just my 2 cents.

  3. #23
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    It would be nice if it was also based on your main enhancement tree. e.g., mechanics rogue will never get a great crossbow reward with this toggled on.

  4. #24
    Developer Steelstar's Avatar
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    Quote Originally Posted by Pofro View Post
    It would be nice if it was also based on your main enhancement tree. e.g., mechanics rogue will never get a great crossbow reward with this toggled on.
    Neat as it would be, as we said above it's out of sane scope for this feature. Even if we only assumed it was going to give you rewards based on one enhancement tree (say, the one you have the most points in), we'd need over 2,400 treasure profiles.

    As the poster above you said,
    Quote Originally Posted by KoobTheProud View Post
    This is definitely not worth messing with in terms of developer time.
    There are likely things we could touch in the system that would be a good combination of (low development time), (low QA impact time), and (halfway decent quality of life improvement) in terms of Class-Based End Rewards; we'd like to take a look at doing some of those when we can. Adding cases based on your enhancements doesn't fall into that category, though.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  5. #25
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    While your at it, can you add plat to the end rewards? The rangen loot is still pretty useless and the end reward stuff doesn't even get loot boosts. If you aren't going to put something useful on the end reward list, at least save us a few trips to vender-trash it.

  6. #26
    Community Member fatherpirate's Avatar
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    couple of things,

    stuff I do when I first start

    Turn off hints
    Turn off combat take pres. over non-combat
    Turn off end reward based on class.

    An easier solution "if they do not already do it"
    is to only have a portion of the rewards 'like 60%' based on class
    and have the other 40% purely random.

    Let us be honest, I really don't need to be offered
    6 nearly identical tower shields.

    plus my alts need gear too.

    just a thought.

  7. #27
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    There are so many flavor builds I am not sure how you can ever solve this problem 100%. Currently the system allows you to turn class rewards on/off under option-gameplay. Perhaps allowing someone to instead choose the class they want to use for the options would be helpful.

    In my current build 18 paladin / 2 rogue wearing light armor for evasion and a greatsword paladin doesn't really reflect perfectly what I want to drop so I turn class rewards off. However I would want to keep class options on as an artificer using a repeating crossbow because it would give me exactly what I want.

    Either way I am happy with the currently ability to turn options on/off, but would love the ability to change class. There was a time I was trying to upgrade my deathblock light armor and choosing rogue would have been perfect for that. Paladin is an especially difficult class because people might be sword and board or two weapon fighting or two handed fighting.

  8. #28
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    If you could tweak one thing, add more crossbows to the rewards list of Rogues. I joke with other players the first step to playing a crossbow Rogue is to roll an Artificer.

    Artificers get offered about 5 crossbows every quest, while Rogues get offered maybe one crossbow every 5 quests.

  9. #29
    Community Member Dragavon's Avatar
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    Quote Originally Posted by Steelstar View Post
    Sure!

    When you have the End Rewards Based On Class box checked, and turn in a quest that prompts an End Reward list, it checks three things.
    • What is your dominant class? (i.e. what do you have most levels in, excluding Epic?)
    • What level are you?
    • Are you a Warforged/Bladeforged? (This only really determines if you get Docents or not).


    Based on those three questions, it selects one out of (checks files) 720ish treasure tables, which in turn calls on other tables to try and generate items generally useful to your race and class at the right level.

    For instance, a level 10 Human Paladin is usually going to pull a few items from the following possibilities:
    • A ML10-ish weapon (could be any melee or ranged, you can rarely pull spellcasting stats on this but it'll usually be martial)
    • A ML10-ish non-tower shield
    • A ML10-ish heavy armor
    • A ML10-ish accessory (boots, rings, etc)


    Compared to a level 10 Human Wizard, who is usually going to pull a few items from the following possibilities:
    • A ML10-ish club, dagger, or quarterstaff (you can rarely pull spellcasting stats on this but it'll usually be martial)
    • A ML10-ish simple ranged weapon (you can rarely pull spellcasting stats on this but it'll usually be martial)
    • A ML10-ish set of robes
    • A ML10-ish accessory
    • A ML10ish wand
    • A ML10ish club, dagger, or quarterstaff with specifically spellcasting stats
    • A ML10ish sceptre with specifically spellcasting stats


    It is not realistically possible to adjust this system to handle your feat/enhancement choices; the system would grow exponentially, and it's already gigantic on the back end. While we could make some nudges on this system, a larger overhaul would take a significant amount of time.
    If that is how it is supposed to work then I can tell you it is absolutely not working.

    I get heavy armours on characters without a class that would use heavy armour or heavy armour proficiency.

    I get handwraps on characters without any monk levels.

    I get docents on other races than warforged.

    The only thing that appears to be working is if you play an artificer, then you get lots of repeaters and great crossbows.

  10. #30
    Community Member Alrik_Fassbauer's Avatar
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    Quote Originally Posted by Dragavon View Post
    If that is how it is supposed to work then I can tell you it is absolutely not working.

    I get heavy armours on characters without a class that would use heavy armour or heavy armour proficiency.

    I get handwraps on characters without any monk levels.

    I get docents on other races than warforged.

    The only thing that appears to be working is if you play an artificer, then you get lots of repeaters and great crossbows.
    Personally, I don't care much, because I can sell these unwanted things, or, even better ! - turn them into Cannith Essences !
    Plus, I made it a rule to send items to other alts of mine. This way, the best is always distributed to those alts which need these items most.
    The only problem I have are BTC items from raids. But even there, I could at least glamer them (or wait for another "wish for inheritance" item appearing in the shop).

    So, as long as I can sell or dissolve these items, I have no problems with that, personally.
    Not everything needs to be streamlined towards efficiency. We are not robots.
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  11. #31
    Community Member HungarianRhapsody's Avatar
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    Quote Originally Posted by Eantarus View Post
    While your at it, can you add plat to the end rewards? The rangen loot is still pretty useless and the end reward stuff doesn't even get loot boosts. If you aren't going to put something useful on the end reward list, at least save us a few trips to vender-trash it.
    This would make me SO happy.

    When I go back to do lower level quests when I'm "too high" for them, I don't want a piece of loot anymore. It's nice that the Haverdasher wants to thank me in a substantial way for dealing with those scorpions, but I just don't want to take the backpack space.

    Having a few plat or 5 guild renown as a "you can always pick this if you don't like any of the other options" reward for every quest would be fantastic because then I can take my end reward without having to actually have another item to deal with.
    No one in the world ever gets what they want
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    Everybody dies frustrated and sad
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  12. #32
    Community Member Jerevth's Avatar
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    Quote Originally Posted by Steelstar View Post
    Neat as it would be, as we said above it's out of sane scope for this feature. Even if we only assumed it was going to give you rewards based on one enhancement tree (say, the one you have the most points in), we'd need over 2,400 treasure profiles.

    As the poster above you said,


    There are likely things we could touch in the system that would be a good combination of (low development time), (low QA impact time), and (halfway decent quality of life improvement) in terms of Class-Based End Rewards; we'd like to take a look at doing some of those when we can. Adding cases based on your enhancements doesn't fall into that category, though.
    Can there be a drop-down selector coded for specific item types then? Let the player make the choice, "If I run this quest for you, I want a xxx," essentially.
    It may still be random gen, but it would at least be a random gen that applies to what we're looking for.
    In all posts: Assume I'm just providing a personal opinion rather than trying to speak for everyone.
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  13. #33
    Static Guy Xgemina's Avatar
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    Quote Originally Posted by Dragavon View Post
    If that is how it is supposed to work then I can tell you it is absolutely not working.

    I get heavy armours on characters without a class that would use heavy armour or heavy armour proficiency.

    I get handwraps on characters without any monk levels.

    I get docents on other races than warforged.

    The only thing that appears to be working is if you play an artificer, then you get lots of repeaters and great crossbows.
    I run with End Rewards based on Class checked when I play on a server where I don't have a lot of gear - like on the hardcore servers - and I've not had the same experience.

    I've never gotten a docent on a fleshy nor armor on a toaster.
    I've only seen handwraps on characters with monk levels.
    I can't say I remember getting ever getting heavy armor as a reward choice while playing a class that doesn't have the proficiency.

    Now, I've been offered stuff that was clearly not class based on chain rewards - are you maybe confusing those with end rewards? I don't think those would follow the same reward tables, but maybe Steelstar can comment on that.
    Per Cocomajobo - Ranged has easy access to AOE - apparently 3 feats, BAB 11 and Dex 19 is considered easy access these days. post here

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  14. #34
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    Quote Originally Posted by Steelstar View Post

    There are likely things we could touch in the system that would be a good combination of (low development time), (low QA impact time), and (halfway decent quality of life improvement) in terms of Class-Based End Rewards; we'd like to take a look at doing some of those when we can. Adding cases based on your enhancements doesn't fall into that category, though.
    My preference would be if you just hardcoded it to NOT give you 8 sets of armor. Also making the end reward list size dynamic so that on larger resolution screens you can see the whole list without having to scroll would be ossum.

    I'd be fine if reward lists looked like this:

    Simple Weapon Based on Class
    Martial Weapon Based on Class
    Exotic Weapon Based on Class
    Armor Type 1 Based on Class (light or medium or docent)
    Armor Type 2 Based on Class (medium or heavy or docent)
    Shield or Orb
    Jewelry
    Jewelry
    Clothing
    Clothing
    Random can be anything
    Random can be anything
    Guild Renown

    (I forget exactly how many slots the end reward is)
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  15. #35
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    Quote Originally Posted by Roonfizzle View Post
    While not the OP, I'm a 1st life dwarf barbarian, and on my trip from 1 to 20, I've seen a large selection of handwraps ... and strangely very few gloves, ....I can't say that I've gotten zero gloves, but I can say that I never replaced the pair I'm wearing, and tried to keep a look out for new ones, even when I was trying to keep up with my party and grabbing things quickly.
    I hit 21 last night, put on a shiny pair of gloves that were just what I wanted ... and got a pair of gloves in the next quest end reward.

    Quote Originally Posted by PsychoBlonde View Post
    I'd be fine if reward lists looked like this:

    Simple Weapon Based on Class
    Martial Weapon Based on Class
    Exotic Weapon Based on Class
    Armor Type 1 Based on Class (light or medium or docent)
    Armor Type 2 Based on Class (medium or heavy or docent)
    Shield or Orb
    Jewelry
    Jewelry
    Clothing
    Clothing
    Random can be anything
    Random can be anything
    Guild Renown

    (I forget exactly how many slots the end reward is)
    This? This sounds awesome. I can't count how many times I had ~6 suits of light or medium armor and ~2 axes in my pool (1~21, dwarf, pure barb), and by can't count, I mean at least 80% of the time. I'm not complaining, just expressing enthusiasm for someone else's suggestion.
    Last edited by Roonfizzle; 09-11-2020 at 12:56 PM.

  16. #36
    Community Member Itchybeard's Avatar
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    Question Is this possible?

    Quote Originally Posted by Steelstar View Post
    ... Adding cases based on your enhancements doesn't fall into that category, though.
    If this solution is impractical (which I totally understand), is it possible instead to do one or more of the following?
    • Add a checkbox option to never get [Insert Item Category X] such as Thrown Weapons, Heavy Armor, etc.
    • Add Cannith Essences &/or Collectible Crates
    • Add Plat (as an above poster recommended, though I don't need any personally)
    • Add Mysterious Remnants
    • Add a tiny XP Cube
    • Add a tiny chance for Astral Shards (perhaps only at the end of quest chains)

    Thank you for your considerations.
    >>>Itchybeard (Crafter), Greensmash (Main), All Others (Mules)<<<

  17. #37
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    Quote Originally Posted by Dragavon View Post
    If that is how it is supposed to work then I can tell you it is absolutely not working.

    I get heavy armours on characters without a class that would use heavy armour or heavy armour proficiency.

    I get handwraps on characters without any monk levels.

    I get docents on other races than warforged.

    The only thing that appears to be working is if you play an artificer, then you get lots of repeaters and great crossbows.
    Exactly the same situation.
    In HC I did a Paladin Aasimar tred to Human Paladin.
    No multiclass.
    I dont have the warforged race.
    In 10 chests I had about 7 docents pulled (this is my media, not a one time chain of events, happens all the time)
    In 20 lvls pulled like 5 longswords, but hundreds of bastard swords i dont have proficiency with.
    Something is not really working as it should with the class reward thing.
    I know the combinations are way too many, but 7 docents in 10 chests?
    I give this example because its a toon I created from scratch, no previous lives, no multiclass, no nothing.
    The heavy armor I use at end game lvl was passed by a sorc. In that same chest I got a docent

  18. #38
    Community Member Stravix's Avatar
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    Quote Originally Posted by As_The_Bat View Post
    Exactly the same situation.
    In HC I did a Paladin Aasimar tred to Human Paladin.
    No multiclass.
    I dont have the warforged race.
    In 10 chests I had about 7 docents pulled.
    In 20 lvls pulled like 5 longswords, but hundreds of bastard swords i dont have proficiency with.
    Something is not really working as it should with the class reward thing.
    I know the combinations are way too many, but 7 docents in 10 chests?
    I give this example because its a toon I created from scratch, no previous lives, no multiclass, no nothing.
    The heavy armor I use at end game lvl was passed by a sorc. In that same chest I got a docent
    Chests are not end-of-quest rewards. It is my understanding that this only applies to end-of-quest rewards.

  19. #39
    Developer Steelstar's Avatar
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    Quote Originally Posted by Stravix View Post
    Chests are not end-of-quest rewards. It is my understanding that this only applies to end-of-quest rewards.
    This, yes.

    The option for class-based end rewards only affects end reward lists. Chests are not impacted, and do not care about your class at all.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  20. #40
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    Quote Originally Posted by Dragavon View Post
    If that is how it is supposed to work then I can tell you it is absolutely not working.

    I get heavy armours on characters without a class that would use heavy armour or heavy armour proficiency.

    I get handwraps on characters without any monk levels.

    I get docents on other races than warforged.

    The only thing that appears to be working is if you play an artificer, then you get lots of repeaters and great crossbows.
    Exactly the same situation.
    In HC I did a Paladin Aasimar tred to Human Paladin.
    No multiclass.
    I dont have the warforged race.
    In 10 chests I had about 7 docents pulled (this was a constant media, not a one time chain of pulls)
    In 20 lvls pulled like 5 longswords, but hundreds of bastard swords i dont have proficiency with.
    Something is not really working as it should with the class reward thing.
    I know the combinations are way too many, but 7 docents in 10 chests?
    I give this example because its a toon I created from scratch, no previous lives, no multiclass, no nothing.
    The heavy armor I use at end game lvl was passed by a sorc. In that same chest I got a docent

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