Coming Soon: Discussion Thread (2020)

Moderators: Moderator, Quality Control, Developer, DM

User avatar
Steve
Recognized Donor
Posts: 8127
Joined: Wed Jul 08, 2015 5:42 am
Location: Paradise in GMT +1

Re: Loot Rebalance

Unread post by Steve »

Valefort wrote: Tue Dec 01, 2020 12:21 pm There is quite a lot of variance so I suggest to keep on looting and send your feedback over a long period of time rather than a single session, which doesn't amount to much. We'll probably tweak the system further anyway, unless we unexpectedly nailed it right enough on the first try.
Man!! But that’s the problem—who wants to have rinse-repeat grind visits to the same Area over and over to get treasure that IS ACTUALLY VALUABLE to our PCs, and by this I mean actually finding something my Character can use that suits its build?!?

This whole concept of loot items then sell to X NPC merchant just devalues the experience to trash clean-up and recycling cans for money, along with all the other hobos! Is my adventuring now a type of Cleric of Waste Management?!?

For me, maybe I’m just way different than others, but revisiting the same Area over and over is not role-play fun, nor is it more than RL time suck, just so that I may possibly, randomly, get a +4 long sword with some random, not-available-at-NPC extra property?

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
User avatar
Valefort
Retired Admin
Posts: 9779
Joined: Thu Apr 28, 2011 5:07 pm
Location: France, GMT +2

Re: Loot Rebalance

Unread post by Valefort »

If you always get great loot what's the point ? In no time everyone will have everything they need and adventuring would become completely pointless as far as getting an important item goes. Fundamentally we can not get out of this schema that you'll need to open several hundreds, or even thousands, chests.
Mealir Ostirel - Incorrigible swashbuckler
chad878262
QC Coordinator
Posts: 9333
Joined: Thu Sep 18, 2014 6:55 pm

Re: Loot Rebalance

Unread post by chad878262 »

Steve wrote: Tue Dec 01, 2020 12:46 pm Man!! But that’s the problem—who wants to have rinse-repeat grind visits to the same Area over and over to get treasure that IS ACTUALLY VALUABLE to our PCs, and by this I mean actually finding something my Character can use that suits its build?!?
The rarity of this happening is also what makes it so awesome when it does.
Steve wrote: Tue Dec 01, 2020 12:46 pm This whole concept of loot items then sell to X NPC merchant just devalues the experience to trash clean-up and recycling cans for money, along with all the other hobos! Is my adventuring now a type of Cleric of Waste Management?!?
I agree. We upped the chance of really good drops, so we should in turn update epic merchants to only sell generic +4 stuff with maybe a low-ish extra or two... Shift focus back to what you find in PvE and/or what you can trade for with others through RP. You want a Longsword +4 with cool extra's, but you found a Warhammer? Well, perhaps you can find a way to trade your hammer for a sword, + or - a few gold. Or was that a worse system? I honestly don't know if it is preferred by the majority or not.
Steve wrote: Tue Dec 01, 2020 12:46 pm For me, maybe I’m just way different than others, but revisiting the same Area over and over is not role-play fun, nor is it more than RL time suck, just so that I may possibly, randomly, get a +4 long sword with some random, not-available-at-NPC extra property?
Is it more fun to visit an area at level 30 that you were going to at level 3? Once the Server splits area's can be added back in that were previously removed as has been discussed elsewhere. In addition Area builder's can work to add new area's, which will hopefully bring the level 11-30 experience closer to that of the level 1-10 experience. Obviously epics take longer and we will never be likely to have a scenario where a character can have a full PvE experience 1-30 never repeating a single adventuring area/dungeon, but we can probably get close enough to make it a really great experience. Won't happen overnight, but guys like you and me been around long enough to assume the server isn't going anywhere for now, right?
Valefort wrote: Tue Dec 01, 2020 1:03 pm If you always get great loot what's the point ? In no time everyone will have everything they need and adventuring would become completely pointless as far as getting an important item goes. Fundamentally we can not get out of this schema that you'll need to open several hundreds, or even thousands, chests.
This is really the biggest piece that folks seem to miss. If the first epic area you clear gives you 3 end game items then you're going to be fully geared out with end game gear pretty damn fast, likely even before you reach 30. So where is the 'carrot' from a PvE perspective?

There are a lot of complaints in this thread that have to do with nothing related to the actual change. The change has *IMPROVED* the chances of getting really good loot as you a) get higher level and b) go to area's designed specifically to challenge your PC. Can't find a party at level 30? Ok, go to Trollclaws instead of Cloakwood run. The loot there is fine, better than it was before in some cases, worse in others. Overall better wins out though. Or do the Ice Cave, Durlags, Reaching Woods, Haunted House, Yuan-Ti and Naga's, or Ziggurat. I am probably forgetting a few. Point being, how is it seen as 'boring' to go loot those places for the 100th time rather than looting the Sharpteeth Orcs or Lion's Way Gnolls/Trolls for the 1,000,000th time? Especially when over time going to those places with the changes and rebalancing of chest tiers means you will get better finds now?
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

Tarent's Wands and Elixirs

A Wand Crafter's guide to using wands
User avatar
Hoihe
Posts: 4721
Joined: Thu Nov 03, 2011 2:25 pm

Re: Loot Rebalance

Unread post by Hoihe »

chad878262 wrote: Tue Dec 01, 2020 1:24 pm
Steve wrote: Tue Dec 01, 2020 12:46 pm Man!! But that’s the problem—who wants to have rinse-repeat grind visits to the same Area over and over to get treasure that IS ACTUALLY VALUABLE to our PCs, and by this I mean actually finding something my Character can use that suits its build?!?
The rarity of this happening is also what makes it so awesome when it does.
Steve wrote: Tue Dec 01, 2020 12:46 pm This whole concept of loot items then sell to X NPC merchant just devalues the experience to trash clean-up and recycling cans for money, along with all the other hobos! Is my adventuring now a type of Cleric of Waste Management?!?
I agree. We upped the chance of really good drops, so we should in turn update epic merchants to only sell generic +4 stuff with maybe a low-ish extra or two... Shift focus back to what you find in PvE and/or what you can trade for with others through RP. You want a Longsword +4 with cool extra's, but you found a Warhammer? Well, perhaps you can find a way to trade your hammer for a sword, + or - a few gold. Or was that a worse system? I honestly don't know if it is preferred by the majority or not.
Steve wrote: Tue Dec 01, 2020 12:46 pm For me, maybe I’m just way different than others, but revisiting the same Area over and over is not role-play fun, nor is it more than RL time suck, just so that I may possibly, randomly, get a +4 long sword with some random, not-available-at-NPC extra property?
Is it more fun to visit an area at level 30 that you were going to at level 3? Once the Server splits area's can be added back in that were previously removed as has been discussed elsewhere. In addition Area builder's can work to add new area's, which will hopefully bring the level 11-30 experience closer to that of the level 1-10 experience. Obviously epics take longer and we will never be likely to have a scenario where a character can have a full PvE experience 1-30 never repeating a single adventuring area/dungeon, but we can probably get close enough to make it a really great experience. Won't happen overnight, but guys like you and me been around long enough to assume the server isn't going anywhere for now, right?
Valefort wrote: Tue Dec 01, 2020 1:03 pm If you always get great loot what's the point ? In no time everyone will have everything they need and adventuring would become completely pointless as far as getting an important item goes. Fundamentally we can not get out of this schema that you'll need to open several hundreds, or even thousands, chests.
This is really the biggest piece that folks seem to miss. If the first epic area you clear gives you 3 end game items then you're going to be fully geared out with end game gear pretty damn fast, likely even before you reach 30. So where is the 'carrot' from a PvE perspective?

There are a lot of complaints in this thread that have to do with nothing related to the actual change. The change has *IMPROVED* the chances of getting really good loot as you a) get higher level and b) go to area's designed specifically to challenge your PC. Can't find a party at level 30? Ok, go to Trollclaws instead of Cloakwood run. The loot there is fine, better than it was before in some cases, worse in others. Overall better wins out though. Or do the Ice Cave, Durlags, Reaching Woods, Haunted House, Yuan-Ti and Naga's, or Ziggurat. I am probably forgetting a few. Point being, how is it seen as 'boring' to go loot those places for the 100th time rather than looting the Sharpteeth Orcs or Lion's Way Gnolls/Trolls for the 1,000,000th time? Especially when over time going to those places with the changes and rebalancing of chest tiers means you will get better finds now?

You mention the Haunted House.

Level 1 - CR 13
Level 2 - CR 14

Kind of WAY out of the describe "lowest level range" for level 30s. Which is especially miffed for me as it's one of the few areas that make sense to revisit due to undead. The bossfight with chaos is not something everyone is capable of, even in groups of 2-3.

You also mentioned ice cave. Said ice cave, last I checked, is brutal for characters who don't happen to have very high touch AC, evasion and HiPS. Even at 30.
It's CR 22 at least.



Troll claws - ogre cave is cr 16, 14 levels below level 30. Troll cave is cr 20, but has very few chests. Elder ogre stronghold? CR 15.
Now, stone giants are cr 24. They're also crit immune, high DR with caster mobs. I can solo it, but only when using a rather rare loot.

Ziggurat was a (soon to be if not retreat) party wipe last I tried with 3 level 25 characters. The dispel after dispel after spam some mobs are capable of stripped us of wards even with multiple preps and a full CL progression caster among us, and without wards they hit too often and too hard.




Speaking of rare loot -

Making vamp regen 2 or 3 weapons more easy to acquire would help with CR issues greatly I believe, as they allow characters to not waste all their money on consumables (either Mirror image or healing).
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
User avatar
Snarfy
Posts: 1430
Joined: Sun Jun 12, 2011 12:14 pm

Re: Loot Rebalance

Unread post by Snarfy »

Valefort wrote: Tue Dec 01, 2020 12:21 pm There is quite a lot of variance so I suggest to keep on looting and send your feedback...
I ran my 30 sneak through a few places to get a better feel, only one of them was really in my CR range :

Fields of the Dead Crypt :
Chest - 63gp
Unlocked sarcophagus - Bastard sword + 2, Greatsword w/ paladin 2 spell slot/massive crits 1d6 (sold both for 2000)
Locked sarcophagus - 59gp
Gargoyle boss - Average fire trap
Chest - 56gp
1 lesser restore potion used
Verdict : Would only return for RP reasons, not looting. Tyrantfog zombie AoE and greater mummy curses are a PITA.
----------------------------------------
Troll claws troll cave :
Chest - 688gp
Chest - 40gp, Finger of death scroll, Bless potion
Chest - 757gp, Bravery potion
Chest - 57gp
Verdict : Would only return for RP reasons, not looting. Watching grinders run circles is cringey.
----------------------------------------
Troll claws ogre cave :
Loot drop from kill - emerald
Chest - 64gp
Chest - 64gp
Chest - 64gp
Ogre chief boss - Wine, stein, low light vision potion
Chest - 64gp
Chest - 50gp
Verdict : Would only return for RP reasons, obviously.
----------------------------------------
Troll claws ogre fortress :
Chest - 58gp
Boss - 1249gp, improved tangle thingy, Half plate w/ WIS +1
Chest - 59gp
Chest - 59gp, Dagger +2
Unlocked Box - Gloves w/ 5% cold resist, CHA +1
Verdict : A bit out of the way just for 1 decent boss, would return for RP reasons only.
-----------------------------------------

That's four less potential looting areas for me, I guess? :?
chad878262 wrote: Tue Dec 01, 2020 1:24 pm Ok, go to Trollclaws instead of Cloakwood run. The loot there is fine, better than it was before in some cases, worse in others. Overall better wins out though. Or do the Ice Cave, Durlags, Reaching Woods, Haunted House, Yuan-Ti and Naga's, or Ziggurat.


Ice cave is fun, except for some of those traps. Durlags is amazing, but pretty time consuming tbh. Reaching... nope, zzzz. Haunted house = 3rd floor only now(for my toons), a quick 5 min dance with Chaos and that's done. Yuan-ti = worth it. Ziggurat is a dead end if you don't have someone with OL with you. Personally, I'd like to go visit the new Winding Waters dungeon, or the Mausoleum, or the river Chointhar dungeon, or bandit caves in Uldoons(or whatever new low/mid level dungeons get implemented) more often. I can honestly say there's a lot less incentive to do those now as well. Conversely, I'd like to see all the dungeons I still have never seen because either A. I never had a valid RP reason to visit Netherese ruins/Ulcasters shadow thingy/most of the lowest depths of Durlags/tunnels to UD, or B. Finding a compatible group that is IC'ly willing/able to go to these places is WAY more time consuming/difficult than a leisurely jaunt through a mid tier dungeon(or a CR appropriate one that wont fugue me solo).
Point being, how is it seen as 'boring' to go loot those places for the 100th time rather than looting the Sharpteeth Orcs or Lion's Way Gnolls/Trolls for the 1,000,000th time?
While it may or may not be boring to run through sharpteeth Orcs/Gnolls/Trolls for the 1,000,000th time, at least these places still have RP value, they're familiar and my comfort zone likes them, and if I'm pressed for time IRL, they were always a reliable way of either finding something interesting, or making a few pennies while saving towards that 500,000gp +4 stat item.
User avatar
gedweyignasia
Custom Content
Posts: 1353
Joined: Sat Nov 23, 2013 11:27 pm
Location: EST/UTC-4
Contact:

Re: Loot Rebalance

Unread post by gedweyignasia »

Play the game and get a feel for it, folks. Adjust your habits, see if you can find a new comfort zone.

Edit:
I've attached a CR list of areas that was used to balance loot in the update. This should give you an idea of where you might want to loot for the best results. Don't give up if you get bad items the first time; chests are still pretty variable, so there's some luck involved. If you're only getting a small amount of gold and zero items from every chest, you're looking at areas too far below your level.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
User avatar
Steve
Recognized Donor
Posts: 8127
Joined: Wed Jul 08, 2015 5:42 am
Location: Paradise in GMT +1

Re: Loot Rebalance

Unread post by Steve »

Thank you for unlocking this thread.

Let me just say that I have great admiration and appreciation for what the Devs and Staff do for the BGTSCC Server. That means you, Ged, Valefort, Chad, Ariella, LazyTrain and the many others that I can't think of off the top of my head. Maybe it doesn't need saying, but without Staff interventions on a consistent and regular basis, this BGTSCC would never had had such a long and illustrious life. So, cheers.

Does that, however, mean that all Staff changes should be accepted without question by the playerbase? No. Does that mean that all Staff ideas, and Playerbase ideas, are appropriate to implement? Well, no, unless both parties are actually enjoying the result. Does it matter what Steve thinks about anything Server related? No, not really. Does it matter that the community of the BGTSCC Server has a place to speak out and give their feedback? Absolutely.

So please, do not take mine or others critique as criticism at all personally. I'm up on 10+ years of playing on BGTSCC. I've seen and experience A LOT of changes. I've seen many come and go. And I've seen many, many good things come, and unfortunately, a few change-up stinkers come as well (and unfortunately, stay). Obviously, we all deal with it, and we adjust. But what you need to understand is that many will NOT deal and adjust. Truthfully, changes make players quit. And you cannot argue that population issues are ALWAYS the looming issue for viability for changes. This is why having communication and a safe-place to communicate without fear of thread locks and reprisals is of utmost importance. That, my friends, is community.

Back to topic: I am having trouble understanding the logic on some of these changes, and that is why I'm speaking up in this thread.

Making Group-required loot gain improvement more rewarding in terms of loot gain is admirable, but it isn't going to make Role-play better or more existent (quality or quantity). And, I didn't realize or hear anything that there was some issue on the Server with soloing vs group adventuring. So if there was an issue, and there was a concern among Staff, that wasn't made public for the playerbase to digest.

What had become a public concern was the recent situation of high level PCs running low level Areas in order to loot grind, and being a disturbance to RP of more CR appropriate PCs and PC Parties. So, the "Loot Rebalance" on the issue of making it more lucrative for high level PCs to stay in appropriate CR areas, and reduce the "disturbance" in inappropriate Areas, makes total sense. I'm 110% behind this change! And I applaud you all for taking the time and effort to work it out.

But, I'm still trying to digest if and how what seems to be changes to make solo adventuring less lucrative overall. Is this the actual case? The mandate? Please clear this up.

As an example, I, for one, sometimes just like to take up a toon and go soloing around for some XP and maybe a lucky find from the RIG, because I've had a long RL day and I want to just zone out and I've already binge watched all the latest TV shows. Yes, I'm using the BGTSCC Server as a form of single player CPRG. I am, let it be known, not the only Player that does this! Maybe that isn't the "mission" of BGTSCC, to support single player, but what IS the mission is to support "all types of game play." I don't think that paradigm has shifted, has it? I also am pretty confident I put in PLENTY of time being a "hard core" "elitist" RP'er. So I, like many others, balance it out.

I also wonder if there is a fault in the logic here about Players vs PCs, and loot. I do not believe reducing players ability to solo and loot is correct: adjustments should be done around the idea of individual PCs, and what these PCs can gain, from adventuring (as in, not what Players gain). What this means is that muling, playing one grind build PC in order to provide resources to an "RP Build" Character, is a norm on BGTSCC, and skews the actual existence and value of a single, invested, PC experience. I'm not arguing that Players should only have 1 PC, but I am pointing out that Players game the system to funnel grind rewards, where I think instead the system should be rewarding for any type of PC / Build, and THAT should be the mandate, to find ways that single PCs gain loot rewards in THEIR adventuring, NOT that Players grind for multiple PCs and thus, imho, make RP less prevalent (players devoting RL time to loot grinding does not equal role-play imo, but we can agree to disagree here, of course).

See, what Valefort asks "If you always get great loot what's the point ?", the point is that BGTSCC is a Game, not a Life. Any player should be able to have a casual game experience on BGTSCC, and have a 51% chance or greater to experience "great loot," "great XP," great campaigns and events. It is NOT ideal to have to make some exceptional RL commitment to the Server, day in and day out, grinding and looting and wasting many hours of RL just to receive "great loot."

Honestly, it should just be easier, for the mechanics to be experienced, and the greater challenge is had through the Role-play effort. When mechanics changes make RL investment harder and more consuming, that isn't actually beneficial. Sorry if that sounds harsh, but after 10+ years on BGTSCC, if I now would need to spend more time to find others in order to enjoy a piece of RL relaxation I find with the game, just like many others, I will consider finding another game.


The way I see it is you have two arguments to choose from:

The first is the age-old one often touted by Valefort—of whom I often agree with and with this argument as well—where you make the challenges easier, thus devaluing powerbuilding, and you make the rewards (loot, XP, etc.) easier to acquire, thus devaluing those as well, and Players are left with simple character investment, the role-play of said characters, and world building through non-mechanical gain campaigns and investment. This option has a ton of merits, but it is the least "game-like," in that the Player is not...clicking. They are writing, communicating, interacting...and that could just as easily happen in chat text.

The second option is making everything ore challenging. Leveling, character progression, acquiring Stuff, mechanical combat, adventuring, all of it. Like Hardcore setting plus plus. Realistically, making it a sliding scale with CR 1-10 pretty easy, CR 11-20 medium-to-hard, CR 21-20 of hard to hard-as-hell to like-frickin'-impossible. Make the climb worth it. Make reaching Level 30 and actual achievement, requiring multiple hoops, and then, once reaching the penultimate progression and experience of the Game, retire that PC to NPC status (or something...), and the Player starts over. Totally destroy the current paradigm in which just grinding for 30 days gets you a penultimate mechanical PC and then quit. Make the PROCESS, the PROGRESS, the ROAD, the REWARD. And, make it possible that a single Player, one who either chooses it or is just of that RL character themselves, can do it solo, because they cannot or simply DO NOT, want to be required to the the great BGTSCC experience in the required company of others.

I'll tell you why this is importance; I have first hand experience. There are groups on this Server, cliques, that actively are against certain Players achieving anything, and make a conscious effort to keep them outside of RP progress and experience. Thus, the solo, single-player-esque experience of all that BGTSCC has to offer, is incredibly rewarding to those "ostracized" players.

So I'm asking, directly, that Staff make a commitment to not change the mechanics of the Server such that soloists, or involved players that ALSO enjoy the escapism of soloing, are now going to have less of a full experience of the Server (and especially in mechanical terms, such as were Loot falls...because this is D&D after all, where treasure is like the 1st or 2nd main goal of the adventure in the bleeping first place!!!!).

But hey, maybe I'm jumping the gun here, and after my 15th solo grind run of Graypeaks, I'll get something actually valuable to the actual toon that found it. That would be awesome...except the part where I've spent 45 minutes x 15 of Real Life to acquire it. Like I said, this is a game that should have significant rewards to the casual player, and not have it be a requirement to burn far too many hours of RL just to get something unique for your Character. If this isn't on the mind of Staff, you should take a second consideration, please, because we want to entice new players to join with simple and engaging experiences, not far-too-great challenges that even at the most difficult, seem unrewarding.

FWIW.

Thank you.
Last edited by Steve on Wed Dec 02, 2020 5:59 am, edited 1 time in total.

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
chad878262
QC Coordinator
Posts: 9333
Joined: Thu Sep 18, 2014 6:55 pm

Re: Loot Rebalance

Unread post by chad878262 »

I think that, perhaps due to poor wording or simply one of any number of possible issues that can cause miscommunication over written explanations there is a bit of a disconnect, which I am going to try to alleviate best I can.

Simply put, for the past years, decade, whatever many area's have been added/removed to the server. Often times done based on whatever the given area builder felt like doing. For this reason, there were lower CR areas with chests that only belong in epic areas as well as epic areas with chests that were of a tier to give, let's say unrewarding...well...rewards. Think back to the myriad of posts in the past about empty steins, copper rings, broken weapons, empty bottle, spirits, etc. found after slaying the Frost Giant King, for example. So, one thing this change has done is to revamp the looting experience to ensure chest tiers are distributed appropriately based on the dungeon CR. Thus fixing the issue that many (most?) of us have known for years.

Now, part two of this change, which is what is I think the main cause of consternation, is a reimplementation (with more forgiving rules) of what existed in the past. Whereas previously we had it setup that if you looted chests in area's too far below your CR they would simply never give you loot, now they are simply downgraded up to and including just giving small sums of gold. This is meant to be rather forgiving, but even with the work done I am sure some areas will be found (some already have been found and reported) which are very difficult, can even be a challenge at level 30 and thus should still give rewards for that challenge. The only real purpose of this change is to a) further support addressing chests being distributed properly based on CR and b) make the risk/reward more appropriate for PvE content.

In my (limited) testing thus far you can still go far below your level and get loot, not just small gold. You just can't go ridiculously below your level and expect loot rewards (outside of skeletons, boxes, boss drops, etc. as this change only applies to chests). Your feedback is not only welcome, but imperative in the coming weeks, in order to determine what feels 'right' and where things do not. This is absolutely an effort that takes the community, not in any way just staff. I have stated staff side, and will go ahead and put my opinion here that I think in some ways things will need to be relaxed, but in other ways I feel they are overtuned and will need to be brought back a bit. Time will tell of course, but I do think everyone should at least give it a chance. Finding more greater and better items in higher CR dungeons (and even some better stuff in mid-CR dungeons) is absolutely going to happen over time, because they have better tiered chests then they used to, while lower CR dungeons have proper tiered chests as well, meaning they will have lower chance for good loot (as they should have in the first place).
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

Tarent's Wands and Elixirs

A Wand Crafter's guide to using wands
User avatar
Valefort
Retired Admin
Posts: 9779
Joined: Thu Apr 28, 2011 5:07 pm
Location: France, GMT +2

Re: Loot Rebalance

Unread post by Valefort »

There is a misunderstanding : loot does not change with the party size.

This update makes it noticeably easier to find top end items, the best ones in the loot tables are logically more frequently found in high CR areas.

To make things clearer we will wait and see one month to see how things go with these changes before tweaking things further, I expect it to be overly generous but we will see.
Mealir Ostirel - Incorrigible swashbuckler
Tanlaus
Quality Control
Posts: 1247
Joined: Thu Jul 18, 2019 8:15 pm

Re: Loot Rebalance

Unread post by Tanlaus »

Steve wrote: Tue Dec 01, 2020 6:10 pm Thank you for unlocking this thread.

Let me just say that I have great admiration and appreciation for what the Devs and Staff do for the BGTSCC Server. That means you, Ged, Valefort, Chad, Ariella, and the many others that I can't think of off the top of my head. Maybe it doesn't need saying, but without Staff interventions on a consistent and regular basis, this BGTSCC would never had had such a long and illustrious life. So, cheers.

Does that, however, mean that all Staff changes should be accepted without question by the playerbase? No. Does that mean that all Staff ideas, and Playerbase ideas, are appropriate to implement? Well, no, unless both parties are actually enjoying the result. Does it matter what Steve thinks about anything Server related? No, not really. Does it matter that the community of the BGTSCC Server has a place to speak out and give their feedback? Absolutely.

So please, do not take mine or others critique as criticism at all personally. I'm up on 10+ years of playing on BGTSCC. I've seen and experience A LOT of changes. I've seen many come and go. And I've seen many, many good things come, and unfortunately, a few change-up stinkers come as well (and unfortunately, stay). Obviously, we all deal with it, and we adjust. But what you need to understand is that many will NOT deal and adjust. Truthfully, changes make players quit. And you cannot argue that population issues are ALWAYS the looming issue for viability for changes. This is why having communication and a safe-place to communicate without fear of thread locks and reprisals is of utmost importance. That, my friends, is community.

Back to topic: I am having trouble understanding the logic on some of these changes, and that is why I'm speaking up in this thread.

Making Group-required loot gain improvement more rewarding in terms of loot gain is admirable, but it isn't going to make Role-play better or more existent (quality or quantity). And, I didn't realize or hear anything that there was some issue on the Server with soloing vs group adventuring. So if there was an issue, and there was a concern among Staff, that wasn't made public for the playerbase to digest.

What had become a public concern was the recent situation of high level PCs running low level Areas in order to loot grind, and being a disturbance to RP of more CR appropriate PCs and PC Parties. So, the "Loot Rebalance" on the issue of making it more lucrative for high level PCs to stay in appropriate CR areas, and reduce the "disturbance" in inappropriate Areas, makes total sense. I'm 110% behind this change! And I applaud you all for taking the time and effort to work it out.

But, I'm still trying to digest if and how what seems to be changes to make solo adventuring less lucrative overall. Is this the actual case? The mandate? Please clear this up.

As an example, I, for one, sometimes just like to take up a toon and go soloing around for some XP and maybe a lucky find from the RIG, because I've had a long RL day and I want to just zone out and I've already binge watched all the latest TV shows. Yes, I'm using the BGTSCC Server as a form of single player CPRG. I am, let it be known, not the only Player that does this! Maybe that isn't the "mission" of BGTSCC, to support single player, but what IS the mission is to support "all types of game play." I don't think that paradigm has shifted, has it? I also am pretty confident I put in PLENTY of time being a "hard core" "elitist" RP'er. So I, like many others, balance it out.

I also wonder if there is a fault in the logic here about Players vs PCs, and loot. I do not believe reducing players ability to solo and loot is correct: adjustments should be done around the idea of individual PCs, and what these PCs can gain, from adventuring (as in, not what Players gain). What this means is that muling, playing one grind build PC in order to provide resources to an "RP Build" Character, is a norm on BGTSCC, and skews the actual existence and value of a single, invested, PC experience. I'm not arguing that Players should only have 1 PC, but I am pointing out that Players game the system to funnel grind rewards, where I think instead the system should be rewarding for any type of PC / Build, and THAT should be the mandate, to find ways that single PCs gain loot rewards in THEIR adventuring, NOT that Players grind for multiple PCs and thus, imho, make RP less prevalent (players devoting RL time to loot grinding does not equal role-play imo, but we can agree to disagree here, of course).

See, what Valefort asks "If you always get great loot what's the point ?", the point is that BGTSCC is a Game, not a Life. Any player should be able to have a casual game experience on BGTSCC, and have a 51% chance or greater to experience "great loot," "great XP," great campaigns and events. It is NOT ideal to have to make some exceptional RL commitment to the Server, day in and day out, grinding and looting and wasting many hours of RL just to receive "great loot."

Honestly, it should just be easier, for the mechanics to be experienced, and the greater challenge is had through the Role-play effort. When mechanics changes make RL investment harder and more consuming, that isn't actually beneficial. Sorry if that sounds harsh, but after 10+ years on BGTSCC, if I now would need to spend more time to find others in order to enjoy a piece of RL relaxation I find with the game, just like many others, I will consider finding another game.


The way I see it is you have two arguments to choose from:

The first is the age-old one often touted by Valefort—of whom I often agree with and with this argument as well—where you make the challenges easier, thus devaluing powerbuilding, and you make the rewards (loot, XP, etc.) easier to acquire, thus devaluing those as well, and Players are left with simple character investment, the role-play of said characters, and world building through non-mechanical gain campaigns and investment. This option has a ton of merits, but it is the least "game-like," in that the Player is not...clicking. They are writing, communicating, interacting...and that could just as easily happen in chat text.

The second option is making everything ore challenging. Leveling, character progression, acquiring Stuff, mechanical combat, adventuring, all of it. Like Hardcore setting plus plus. Realistically, making it a sliding scale with CR 1-10 pretty easy, CR 11-20 medium-to-hard, CR 21-20 of hard to hard-as-hell to like-frickin'-impossible. Make the climb worth it. Make reaching Level 30 and actual achievement, requiring multiple hoops, and then, once reaching the penultimate progression and experience of the Game, retire that PC to NPC status (or something...), and the Player starts over. Totally destroy the current paradigm in which just grinding for 30 days gets you a penultimate mechanical PC and then quit. Make the PROCESS, the PROGRESS, the ROAD, the REWARD. And, make it possible that a single Player, one who either chooses it or is just of that RL character themselves, can do it solo, because they cannot or simply DO NOT, want to be required to the the great BGTSCC experience in the required company of others.

I'll tell you why this is importance; I have first hand experience. There are groups on this Server, cliques, that actively are against certain Players achieving anything, and make a conscious effort to keep them outside of RP progress and experience. Thus, the solo, single-player-esque experience of all that BGTSCC has to offer, is incredibly rewarding to those "ostracized" players.

So I'm asking, directly, that Staff make a commitment to not change the mechanics of the Server such that soloists, or involved players that ALSO enjoy the escapism of soloing, are now going to have less of a full experience of the Server (and especially in mechanical terms, such as were Loot falls...because this is D&D after all, where treasure is like the 1st or 2nd main goal of the adventure in the bleeping first place!!!!).

But hey, maybe I'm jumping the gun here, and after my 15th solo grind run of Graypeaks, I'll get something actually valuable to the actual toon that found it. That would be awesome...except the part where I've spent 45 minutes x 15 of Real Life to acquire it. Like I said, this is a game that should have significant rewards to the casual player, and not have it be a requirement to burn far too many hours of RL just to get something unique for your Character. If this isn't on the mind of Staff, you should take a second consideration, please, because we want to entice new players to join with simple and engaging experiences, not far-too-great challenges that even at the most difficult, seem unrewarding.

FWIW.

Thank you.
I am completely with you on the solo thing. Especially during the week after work that’s often all I have the eagerly to do. Go hit some area to kill and loot like the bastard that I am at heart.

I’ve been soloing through epic areas, and some lower, since the changes went live to get a feel for the loot tables to give feedback. Generally I find the loot is better in CR appropriate or even close areas. I have had some runs where I’m pulling crap, like not much gold and a scroll or two, same as before the changes, but that’s just RIG in action. In general I get more gold and better items. This is both surface and UD.

I honestly feel like, because of the nature of randomly generated loot, you need to run some areas a few times to really get a feel for it. I genuinely think over time you’ll find the changes are beneficial.

Feedback is always good, and appreciated. But I think it’s safe to say there was no intention to limit soloing as a whole, it is alive and well and in my experience, more profitable.... unless you’re soloing way below your current level.
User avatar
zhazz
Posts: 849
Joined: Sat Feb 08, 2020 7:12 am

Re: Loot Rebalance

Unread post by zhazz »

What is likely the main issue here is that some players (myself included to some small extent), feel that the way they prefer to play the game has been changed without their consent, under the guise of fixing an issue that everyone can agree needs fixing. Whether that was intended or not, it is the outcome of these changes. And as many game developers have learned over the years: players don't enjoy changes to how a game is played, if those changes impact their way of playing in a negative/unwanted way.

I think what should be the outcome of this thread is the following:

Prior to making major changes to the gameplay and experience of the server, such changes should be discussed with the playerbase. While it will never be possible to reach a 100% consensus or agreement, at least it will be possible for the playerbase to make suggestions or objections before the changes go in. By virtue of such transparency it will be easier for staff and players to craft a solution that most everyone agree to, before hours of volunteered work is put into making changes that result in threads such as this.
Adrian Baker - An innocent virtuoso (bio | journal)
Relyth Ravan'Thala - Bear of an Elf
Timothy Daleson - Paladin Wand Maker
Duncan Matsirani - A wanderer
User avatar
Steve
Recognized Donor
Posts: 8127
Joined: Wed Jul 08, 2015 5:42 am
Location: Paradise in GMT +1

Re: Loot Rebalance

Unread post by Steve »

Deck the Server with tons of ‘great loot’
Fa la la la la, la la, la, la

Tis the season to be looting
Fa la la la la, la la, la, la

Don we now our Loot apparel
Fa la la la la, la la, la, la

Trolls beware the solo looting era-l
Fa la la la la, la la, la, la

Okay, see you in a month!! That’s a more-than-fair trial period.

Though I’m still going to post actual loot gains (for The Record).

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
Tanlaus
Quality Control
Posts: 1247
Joined: Thu Jul 18, 2019 8:15 pm

Re: Loot Rebalance

Unread post by Tanlaus »

Steve wrote: Tue Dec 01, 2020 7:40 pm Deck the Server with tons of ‘great loot’
Fa la la la la, la la, la, la

Tis the season to be looting
Fa la la la la, la la, la, la

Don we now our Loot apparel
Fa la la la la, la la, la, la

Trolls beware the solo looting era-l
Fa la la la la, la la, la, la

Okay, see you in a month!! That’s a more-than-fair trial period.

Though I’m still going to post actual loot gains (for The Record).
I totally encourage that. I’ve been writing down my own just to keep and objective record. I also write down what my total income per run it. Like maybe I don’t get a single great thing stuff that nets good money on the auction and/or a ton of stuff that sells for 1400 (on a vendor who pays that much).

Pulled a ninja hood last night. That maybe me do a little happy dance.
User avatar
Snarfy
Posts: 1430
Joined: Sun Jun 12, 2011 12:14 pm

Re: Loot Rebalance

Unread post by Snarfy »

Without writing a book like Steve (:P), I will also say that I do appreciate the work of the devs and the staff, and I'm not spamming this thread as a way of giving any of you a hard time (except maybe Chad, what a putz... jokes! maybe).

I will preface the next part by saying: I understand that the loot system needs some work, and I understand that this is a work in progress. No worries, I totally get it.
Steve wrote: Tue Dec 01, 2020 6:10 pm As an example, I, for one, sometimes just like to take up a toon and go soloing around for some XP and maybe a lucky find from the RIG, because I've had a long RL day and I want to just zone out...
~Snip~
Honestly, it should just be easier, for the mechanics to be experienced, and the greater challenge is had through the Role-play effort. When mechanics changes make RL investment harder and more consuming, that isn't actually beneficial.
I am in this boat as well. I have typed roughly 2 lines of RP in 2 months(I wont elaborate), and often just log on to enjoy the simpler pleasures BG has to offer.

According to the chart Ged posted, we have 152(!) areas with loot, with 103 of those are on the surface. From what I've explored, the cutoff for reliably finding treasure(that isn't just gold) seems to be around your character level minus 11 (I found items reliably in CR 19 zones, at level 30).

If you're starting off with a level 1 character, well, the sky is practically the limit on where you can explore without the CR-loot limitation affecting you. Once you pass level 12, the number of areas that you can visit and still find treasure(that isn't just gold) will steadily decrease.
- By character level 20, chests in CR 8 and lower zones will not reliably generate treasure for you(containers/skeletons yes), 42 zones out of 103 = 61 left.
- By level 25, CR 13 and lower zones, 49 of them, will be impacted, leaving 54 "loot-normal" zones.
- By level 28, cross 65 areas off the list, leaving 38.
- Upon reaching glorious level 30, you will be able to reliably find items in chests within 32 of those 103 zones. For arguments sake, lets say half of those areas require groups, which leaves 16 areas to choose from.

That is 16 areas, out of 103, that a level 30 character can visit to reliably find treasure while playing solo.

The issue I'm having reconciling has to do with this: If the server has 103 surface areas to explore, I think it's only fair that everyone, regardless of what level they are, should not feel penalized by choosing to adventure anywhere the proverbial winds take them. THAT BEING SAID, I don't think players should be rewarded on the same scale while visiting a CR 5 dungeon as they should visiting a CR 25 dungeon.

No offense to anyone working on this, but... sorry, I do not relish the idea of spontaneously having the urge to visit <insert dungeon here>, but OOC'ly knowing that I will not even find a spoon because my character is level X. I already am struggling with where to take some of my characters(especially my 30 wiz, who just wants damned books and gems. Epic dungeoning for those? No thanks).
Valefort wrote: Tue Dec 01, 2020 6:46 pm This update makes it noticeably easier to find top end items, the best ones in the loot tables are logically more frequently found in high CR areas.
Which is super, for players that want to find top end items. What about players that just want to find random stuff? Or RP items? If some "to level scale" items could be added to places that are out of someone's CR range, maybe that might help? I don't know.

For now though, I will cease my ranting and try out some more areas. If you green named goofballs need some help testing zones, let me know and I'll try and help out.

(Crap, I wrote a book)
Last edited by Snarfy on Tue Dec 01, 2020 8:52 pm, edited 1 time in total.
Tanlaus
Quality Control
Posts: 1247
Joined: Thu Jul 18, 2019 8:15 pm

Re: Loot Rebalance

Unread post by Tanlaus »

Snarfy wrote: Tue Dec 01, 2020 8:26 pm Without writing a book like Steve (:P), I will also say that I do appreciate the work of the devs and the staff, and I'm not spamming this thread as a way of giving any of you a hard time (except maybe Chad, what a putz... jokes! maybe).

I will preface the next part by saying: I understand that the loot system needs some work, and I understand that this is a work in progress. No worries, I totally get it.
Steve wrote: Tue Dec 01, 2020 6:10 pm As an example, I, for one, sometimes just like to take up a toon and go soloing around for some XP and maybe a lucky find from the RIG, because I've had a long RL day and I want to just zone out...
~Snip~
Honestly, it should just be easier, for the mechanics to be experienced, and the greater challenge is had through the Role-play effort. When mechanics changes make RL investment harder and more consuming, that isn't actually beneficial.
I am in this boat as well. I have typed roughly 2 lines of RP in 2 months(I wont elaborate), and often just log on to enjoy the simpler pleasures BG has to offer.

According to the chart Ged posted, we have 152(!) areas with loot, with 103 of those are on the surface. From what I've explored, the cutoff for reliably finding treasure(that isn't just gold) seems to be around your character level minus 11 (I found items reliably in CR 19 zones, at level 30).

If you're starting off with a level 1 character, well, the sky is practically the limit on where you can explore without the CR-loot limitation affecting you. Once you pass level 12, the number of areas that you can visit and still find treasure(that isn't just gold) will steadily decrease.
- By character level 20, chests in CR 8 and lower zones will not reliably generate treasure for you(containers/skeletons yes), 42 zones out of 103 = 61 left.
- By level 25, CR 13 and lower zones, 49 of them, will be impacted, leaving 54 "loot-normal" zones.
- By level 28, cross 65 areas off the list, leaving 38.
- Upon reaching glorious level 30, you will be able to reliably find items in chests within 32 of those 103 zones. For arguments sake, lets say half of those areas require groups, which leaves 16 areas to choose from.

That is 16 areas, out of 103, that a level 30 character can visit to reliably find treasure while playing solo.

The issue I'm having reconciling has to do with this: If the server has 103 surface areas to explore, I think it's only fair that everyone, regardless of what level they are, should not feel penalized by choosing to adventure anywhere that the proverbial winds take them. THAT BEING SAID, I don't think players should be rewarded on the same scale while visiting a CR 5 dungeon as they should visiting a CR 25 dungeon.

No offence to anyone working on this, but... sorry, I do not relish the idea of spontaneously having the urge to visit <insert dungeon here>, but OOC'ly knowing that I will not even find a spoon because my character is level X. I already am struggling with where to take some of my characters(especially my 30 wiz, who just wants damned books and gems. Epic dungeoning for those? No thanks).
Valefort wrote: Tue Dec 01, 2020 6:46 pm This update makes it noticeably easier to find top end items, the best ones in the loot tables are logically more frequently found in high CR areas.
Which is super, for players that want to find top end items. What about players that just want to find random stuff? Or RP items? If some "to level scale" items could be added to places that are out of someone's CR range, maybe that might help? I don't know.

For now though, I will cease my ranting and try out some more areas. If you green named goofballs need some help testing zones, let me know and I'll try and help out.

(Crap, I wrote a book)
I don’t have the specifics of how the chests work, but I went through the illithid mines in my 30 UDer (on the way back from tea with my best pit fiend pal) and found both gold like 60 to 70ish and some items, though nothing spectacular. And that’s a CR 14 area.

Again I really suggest making a few runs through places to get a decent sample size (if you feel like it) and providing feedback.

To echo what both Chad and Valefort have already said, the intent is to make the looting system better and more rewarding overall, not less. And feedback will genuinely help fine tune things.
Post Reply

Return to “Archive”