Change logs clarification
- dedude
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Re: Change logs clarification
Regarding the boss loot issues, I will take a look and see if something has happened there. But from the loot table scripts (which are HUGE and MESSY) it is quite clear that bosses have potential to drop the best stuff.
- Calodan
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Re: Change logs clarification
The server resets every 9 hours. Right now we have been given back our loot a dungeon 2 times per reset but there is a 6 hours window instead of a 15 minute one.Theodore01 wrote:That is exactly my expierence as well - boss loot runs seem have become utterly worthless lately. And i made much more boss runs in the last couple of months.Calodan wrote:I never see things as good as corpses and boxes have been dropping on any boss lately. Not sure what is happening there. Uber bosses like Frost King, Draco-lich have been dropping pure crap for months
All i was saying is, that if the loot clock is asynchronous to the server(up) clock, it's really difficult to tell, if it is time to loot again.Endelyon wrote:It was previously once per reset. Once per 6 hours is less than once per reset. If you'd like us to change it back to once per reset that means you'll be able to loot less overall.![]()
And no one enjoys going all the way to frostkeep, only to see 'you've looted this chest before'.
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"We should take the army head on!"
"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
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- HauteCarl
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Loot changes
I read the changelog, I can see that the loot timer was changed, increased by a factor of 2 or 4 and I am just wondering why? Was it meant to balance something or introduce a new fun concept?
Seems like a pretty big change, could be offset by removing things from the loot tables with no purpose such as poisons that do not work or crafting books for a system that is not implemented.
This would mitigate the severity of the change somewhat, possibly adding a few containers here and there on some of the maps would also help. If this was directed at the complaints we have in the UD about surface races loot looping then maybe removing some from Kro's would have been a better approach.
Seems like a pretty big change, could be offset by removing things from the loot tables with no purpose such as poisons that do not work or crafting books for a system that is not implemented.
This would mitigate the severity of the change somewhat, possibly adding a few containers here and there on some of the maps would also help. If this was directed at the complaints we have in the UD about surface races loot looping then maybe removing some from Kro's would have been a better approach.
Last edited by Tsidkenu on Mon Jul 31, 2017 7:36 pm, edited 1 time in total.
Reason: Merged! :)
Reason: Merged! :)
- Nyeleni
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Re: Loot changes
Please merge it with this thread: viewtopic.php?f=10&t=60305
Last edited by Tsidkenu on Mon Jul 31, 2017 7:36 pm, edited 1 time in total.
Reason: Merged! :)
Reason: Merged! :)
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- Marathados
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Re: Change logs clarification
dedude wrote:If you really want to time your loot runs to max efficiency, I will be happy to tell you that a device has been invented that is capable of tracking the passage of time with decent accuracy.Theodore01 wrote:All i was saying is, that if the loot clock is asynchronous to the server(up) clock, it's really difficult to tell, if it is time to loot again.![]()
And no one enjoys going all the way to frostkeep, only to see 'you've looted this chest before'.
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- Theodore01
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Re: Change logs clarification
Well, it does nothing ingamededude wrote:I will be happy to tell you that a device has been invented that is capable of tracking the passage of time with decent accuracy.

- dedude
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Re: Change logs clarification
Excellent comeback! 
- HauteCarl
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Re: Change logs clarification
Still looking for an answer to why this change was implemented, It seems that amount of loot that is useless ie; crafting books, copper rings and projectiles with no damage is quite populated in the loot tables. That could be removed or cleaned up. What is the purpose of a broad decrease in the amount of loot a player can acquire. If loot looping was the reason, and no reason has been given, then there were other ways to address it. It's not going to help the server grow.
- Valefort
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Re: Change logs clarification
Non-chest containers refilled once every 15 minutes before, contrary to the chests who were set at 1/ reset. Some areas used more non-chest containers than chests, resulting in people going there in priority. With both chests and non-chests working the same way there is no discrepancy anymore : a first step to make areas more equal in terms of loot and much less reason to stay in the same areas forever.
The decrease in loot is negligible, there are plenty of areas that you can loot, travel and you'll be fine.
The decrease in loot is negligible, there are plenty of areas that you can loot, travel and you'll be fine.
Mealir Ostirel - Incorrigible swashbuckler
- Calodan
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Re: Change logs clarification
Valefort wrote:Non-chest containers refilled once every 15 minutes before, contrary to the chests who were set at 1/ reset. Some areas used more non-chest containers than chests, resulting in people going there in priority. With both chests and non-chests working the same way there is no discrepancy anymore : a first step to make areas more equal in terms of loot and much less reason to stay in the same areas forever.
The decrease in loot is negligible, there are plenty of areas that you can loot, travel and you'll be fine.
This is not exactly true. For one we could only loot CHESTS once per reset before with reset at 9 hours. The new changes do make containers, bones and other things now the same as chests this is true. (But they were dropping waaaaay better loot than chests so.....) Yet now with all of them CHESTS and CONTAINERS set at 6 hour reset you now in fact get MORE loot chances if I am seeing the changes of connecting the RIG to CHESTS now which should increase the value and type of loot we get on average! So really there should be NO DECREASE but in fact an INCREASE in gains if I am understanding how Dedude wished to do things. Basically we want to see less loot farmers by putting a chance to get some things that are decent to epic depending on the CR of the area. This means one should not need to do loot runs of ONE area but MANY areas now instead for best chances at some good stuff! THEREBY making use of the WHOLE server.
Point I was making is that Valefort is lying.....
There is no decrease if I am right and not lying.......
Kory Sentinel
"We should take the army head on!"
"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
"We should take the army head on!"
"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
- HauteCarl
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Re: Change logs clarification
I disagree, If you decrease the interval at which a container generates loot then you decrease loot. it's a very simple concept. As far as discrepancies, if you had players that were roaming one area for long periods of time to loot objects that could have been handled in a better way than to punish the entire server. My group and I went to the UD area that this prompted this change one time since we started playing. As far as traveling goes, yes very novel idea finding ways to get people to explore the server, not a very novel idea to use the stick rather than the carrot to get them to do that. This is not large server, and the difficulty level / xp loss at death is scaled in such way that we are already encouraged to play endless hours killing enemies for 1 - 6 xp each or risk death and a weeks progress lost by venturing into higher level areas. The loot interval was one of the few things that was helpful and encouraged adventure. The group of people I play with and that I brought to this server with me as well as the several I play with regularly are treasure hunters, We are not interested in sitting around the FAi stroking 2 dimensional ego's and rambling about Xvarts on the roads everyday.
- Valefort
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Re: Change logs clarification
It's true only if you look at one area, which is not what you should be doing. Also there's the fact that everyone in the party can loot a skeleton now, instead of the first one. One type of looting is decreased : staying in one area with lots of skeletons alone, that thing is shot down hard. And a good thing it is.I disagree, If you decrease the interval at which a container generates loot then you decrease loot. it's a very simple concept.
There are plenty of areas to explore and to loot instead of staying in the same places, as for killing enemies for 1-6 exp .. please
Mealir Ostirel - Incorrigible swashbuckler
- dedude
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Re: Change logs clarification
One important thing that this dealt with, is that players can no longer stand next to a corpse and afk-loot it every 15 minutes. And yes, this was done regularly. While at the same time it also now allows for groups of players to all benefit from both chests and corpses they come by during a dungeon run.
Did the loot amount go up or down? Depends on how you played the game. If you used to run circles around the same high-density corpse areas then loot amount decreased. If you ran all around the map then it's probably about the same or higher. If you like to run with a group the amount is higher now.
Lets give this version a chance for a bit and see where it lands. Then we adjust from there.
Did the loot amount go up or down? Depends on how you played the game. If you used to run circles around the same high-density corpse areas then loot amount decreased. If you ran all around the map then it's probably about the same or higher. If you like to run with a group the amount is higher now.
Lets give this version a chance for a bit and see where it lands. Then we adjust from there.
- HauteCarl
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Re: Change logs clarification
PValefort wrote:It's true only if you look at one area, which is not what you should be doing. Also there's the fact that everyone in the party can loot a skeleton now, instead of the first one. One type of looting is decreased : staying in one area with lots of skeletons alone, that thing is shot down hard. And a good thing it is.I disagree, If you decrease the interval at which a container generates loot then you decrease loot. it's a very simple concept.
There are plenty of areas to explore and to loot instead of staying in the same places, as for killing enemies for 1-6 exp .. please
You know I can see that you have been here for a long time, and you implement the changes and put a lot of work into the server and I applaud you for that. I can also see that you have a history of getting butt hurt when you implement a change that gets negative feed back and I understand that you are human and that a pretty human reaction. So here, I made this just for you.
http://www.urbandictionary.com/define.p ... =HauteCarl
Last edited by HauteCarl on Tue Aug 01, 2017 3:38 pm, edited 1 time in total.
- mrm3ntalist
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Re: Change logs clarification
There is no need.HauteCarl wrote:Please what? Do you want screenshots of our levels, our character builds and the places we travel?Valefort wrote:It's true only if you look at one area, which is not what you should be doing. Also there's the fact that everyone in the party can loot a skeleton now, instead of the first one. One type of looting is decreased : staying in one area with lots of skeletons alone, that thing is shot down hard. And a good thing it is.I disagree, If you decrease the interval at which a container generates loot then you decrease loot. it's a very simple concept.
There are plenty of areas to explore and to loot instead of staying in the same places, as for killing enemies for 1-6 exp .. please
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