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Post by kid on May 5, 2024 2:23:47 GMT
I figured I'd put down some thoughts here about random items and perhaps spark some discussion about them. I'll warn you in advance, this may be a bit rambly. So to start with; I personally think the introduction of random item drops was one of the best things that ever happened to the server, it made farming far more rewarding and opened up entire branches of builds that were impractical before. I would go so far as to say it perhaps revolutionised the server to a degree. I was that impressed with it that frankly if I had my way, I'd scrap the entire tier system for loot and replace it with random drops, leaving only basic items still sold at shops. Now, regardless on if you think the tier loot system should remains or not, I think a lot can be done with random items for the good of build variety. I think it will be easier if I just set out how I would handle it and people can take from that as they will. The problem I see with the tiered loot system is that the items on it tend to influence what builds are viable or not. As an example, in the past people would take specific races for rak builds as it would allow them to use the Earth shroud. So firstly I would remove all tier items from the loot table, leaving only basic equipment that can be bought from the shop. Secondly, I would introduce all possible attributes from the original tier list to the list that random items can draw upon. This would include negative attribute as I believe this would add more weight to gear choices as you will now have to look at some potentially serious trade offs on gear, balancing the benefits to your character as well as the negatives. Thirdly, I would add in items, much like the forge stones that could be used to improve weapon, but instead for all other items. Allowing you to upgrade your gear, both at endgame as well as during the levelling process, rather then the general trend being to replace it entirely. Regardless of whether the tier system stays or goes, I think these changes could be beneficial to the server.
Anyways, ramble over, what are your thoughts on the matter?
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Post by perrit on May 5, 2024 13:25:40 GMT
I agree that random items was one of the best things to happen, and it definitely made more builds viable due to being able to max multiple stats. They gave fresh life to the server and kept people interested. I really hope they make a return along with the new forge stones. Unrelated but I'd also like to see the ammo changes come back and the seasonabl drops, although i'm not sure if Chree has shared all the coding for these with Findell
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Post by psv38 on May 5, 2024 15:18:35 GMT
Wholeheartedly agree, randoms were the best thing for this server, it made so much more viable and possible, and they were endlessly tradeable for other randoms.
Also agree that the whole forgestone system from 1d2 (or was it 1d4) up to 2d12 needs to come back, along with of course the eb stones, mighty stones, and minor stones etc.
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Post by apecraze on May 5, 2024 16:09:42 GMT
Guess everyone agrees on randoms, great stuff.
Just be aware, that with the hardware crash of old 1.69, that code vanished for good. So please be patient, it might be a highly elaborate undertaking now
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Post by Belligerent Cr0uton on May 6, 2024 8:48:45 GMT
Chiming in in support of random drops, forge stones, and of course seasonal things - all of these helped revitalize the server. I too look forward to their (eventual) return
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Chaelvin
Arakan Scribe
Probably Playing On 3T
Posts: 60
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Post by Chaelvin on May 7, 2024 0:07:35 GMT
Would it be possible for random drops to have a focus on dropping items that the character could use as opposed to completely random. Say like a 1 in 10 chance of that occurring? This would mean loot tables designed for specific classes?
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Post by taroc on May 7, 2024 3:02:24 GMT
Would it be possible for random drops to have a focus on dropping items that the character could use as opposed to completely random. Say like a 1 in 10 chance of that occurring? This would mean loot tables designed for specific classes? I'm not in favour of that. Part of the fun of finding random drops was that you could use them to help boost weaker characters you had through trade, not just the character that found them. They also provide leverage for trading with other players who may have an item you want. In most cases the stats on random items benefit all builds in some ways since they're not class specific although requests for skill boosts for trapping has been mentioned.
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perfiddy
Arakan Scribe
Logon: Glen Levy
Posts: 78
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Post by perfiddy on May 7, 2024 16:26:35 GMT
I figured I'd put down some thoughts here about random items and perhaps spark some discussion about them. I'll warn you in advance, this may be a bit rambly. So to start with; I personally think the introduction of random item drops was one of the best things that ever happened to the server, it made farming far more rewarding and opened up entire branches of builds that were impractical before. I would go so far as to say it perhaps revolutionised the server to a degree. I was that impressed with it that frankly if I had my way, I'd scrap the entire tier system for loot and replace it with random drops, leaving only basic items still sold at shops. Now, regardless on if you think the tier loot system should remains or not, I think a lot can be done with random items for the good of build variety. I think it will be easier if I just set out how I would handle it and people can take from that as they will. The problem I see with the tiered loot system is that the items on it tend to influence what builds are viable or not. As an example, in the past people would take specific races for rak builds as it would allow them to use the Earth shroud. So firstly I would remove all tier items from the loot table, leaving only basic equipment that can be bought from the shop. Secondly, I would introduce all possible attributes from the original tier list to the list that random items can draw upon. This would include negative attribute as I believe this would add more weight to gear choices as you will now have to look at some potentially serious trade offs on gear, balancing the benefits to your character as well as the negatives. Thirdly, I would add in items, much like the forge stones that could be used to improve weapon, but instead for all other items. Allowing you to upgrade your gear, both at endgame as well as during the levelling process, rather then the general trend being to replace it entirely. Regardless of whether the tier system stays or goes, I think these changes could be beneficial to the server. Anyways, ramble over, what are your thoughts on the matter? Firstly, this post captures perfectly some of my thoughts regarding drops and build feasibility perfectly, so thanks for that.
I am still a relative 3t noob (just passed my 4th year anniversary on the server), but had accrued quite a pile of very decent loot in that time. And, whilst I am really enjoying the challenge of levelling a toon with the significantly weaker gear currently available on the server, I fear that once I get to 40, my interest may wane significantly given the difficulty of navigating/farming end game areas and the reduced regularity and quality of drops.
Additionally, given that randoms were already a thing when I joined the server, I have a really poor knowledge of what is actually available in terms of named items. Is there any chance that the loot tables could be published? Or, if they already have been, could someone point me in their direction?
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Post by apecraze on May 7, 2024 16:42:14 GMT
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Post by tils on May 8, 2024 2:53:11 GMT
Keep in mind those items may or may not exist in current version and if they do many of the stats are different than 1.69 T11’s
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Post by donojono on May 8, 2024 17:43:30 GMT
Stab has many many more I almost collected them all i think !.
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Post by jarrod on May 9, 2024 0:01:34 GMT
I do think randoms will help the server a lot. The only problem with them is trying to work out what the right gear combo to wear is a major puzzle headache to be able to fit in what you need. I started to really hate how long it takes to work out what gear to wear and having to hoard random gear so that in future you had enough random gear to cover the different possibilities so you can gear a char.
With what kid said: "Secondly, I would introduce all possible attributes from the original tier list to the list that random items can draw upon. This would include negative attribute as I believe this would add more weight to gear choices as you will now have to look at some potentially serious trade offs on gear, balancing the benefits to your character as well as the negatives."
Having negative attributes just makes that even more of a headache to gear a char. I also recall mostly randoms were junk anyhow as they have things that are not really useable as attributes like disease, appraise, bluff and there were loads of them. There were many junk attributes that prevented many decent randoms from being good as most of the attribute slots were used up with them and then a few good stats but still not really viable to use.
Very few had all attributes with good stats they were the uber gear and helped you to fit everything in. Maybe a few times a year you might see an uber random drop like that. So i think that the negative attribute idea is already covered by these junk attributes. If anything remove some of these useless junk attributes or make them appear less on the items so we can make use the randoms.
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Post by taroc on May 9, 2024 0:26:09 GMT
I have to agree, no real need to add negative attributes. There are plenty of attributes that could be added that are useful to some classes/builds but useless to others without the need for negative attributes, meaning that very few random items will be 100% completely useful to a character.
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Post by siberspook on May 9, 2024 1:38:56 GMT
I have to agree, no real need to add negative attributes. There are plenty of attributes that could be added that are useful to some classes/builds but useless to others without the need for negative attributes, meaning that very few random items will be 100% completely useful to a character. A lot of the negative attributes were added to make the level requirements to be lower. If the possitive stats are too high an item might have a level 50 requirement.
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Post by taroc on May 9, 2024 3:35:32 GMT
I have to agree, no real need to add negative attributes. There are plenty of attributes that could be added that are useful to some classes/builds but useless to others without the need for negative attributes, meaning that very few random items will be 100% completely useful to a character. A lot of the negative attributes were added to make the level requirements to be lower. If the possitive stats are too high an item might have a level 50 requirement. I don't remember any particular negative attributes being added to the random items in 1.69. The key part there is, as you say, making sure the stats that are added aren't too high, probably not as high as they were in 1.69 so that T11 items still have value.
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