Loot Changes

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Side
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Re: Loot Changes

Unread post by Side »

Valefort wrote: Regarding opening chests breaking stealth tell me where the risk would be for the sneakers if they could loot everything while stealthed ? 0 risk, again that's a totally revolting suggestion in my eyes.
To be fair chests breaking stealth isn't a risk, it's an absolute. Risk implies chance.

To truly fit a risk/reward system stealth should never have an absolute tied to it. If you're skilled you should have a higher chance of remaining undetected, but it should never hit 100%. Likewise if you're the least stealthy creature in all the realms there should still be a chance you could open a chest undetected, albeit a very small one.
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Mallore
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Re: Loot Changes

Unread post by Mallore »

Valefort wrote:The chests used to reset once every 10-15 minutes, if you had a party of 5 there was still only one chest that you had to split, now you have one chest for each : there is 0 reason to solo for loot, absolutely none.

Remember that many people are bound to play solo, for various and perfectly valid reasons, how can you justify getting better chances than them ? It would be absolutely unfair.

As for chests and their tiers, same story, how can you justify making everything equally rewarding ? More risk, more reward is a pretty sound system. And yes it does advantage powerful builds to an extent, the extent of partying up and learning to play.

Regarding opening chests breaking stealth tell me where the risk would be for the sneakers if they could loot everything while stealthed ? 0 risk, again that's a totally revolting suggestion in my eyes.

The dismissive nature of your opinion is perhaps the revolting part.

Every part of your reply dismisses and ignore clear counters and given examples. Why should you solo? For sheer speed and you get to keep all the loot the mobs drop. Remember that triggers a chance of good loot you do not have to share. Why bring a party of people if you can do it all alone? Why play this game instead of Diablo is beyond me.

What is unfair is to create an environment that rewards power building over all else. What is sickening is to see anyone justify this as legitamently balanced or fair. Why not think about the people who can not solo the content for legitamently good reasons because of a game engine or server issues. Why should you punish them? Also no one has to chose to solo alone so they only cheat themselves. If you feel it's unfair well there is an easy fix. Party. It's that simple and requires no rules or special effort.

As for chests being equal I can justify that pretty easy as being fair. Why do you want to punish players lack of build knowledge in an role play game? Is there some sort of secret cookie cutter we all should follow and if we do not get told to learn to play. Maybe its this opinion of learn to play that stops you from considering the issue of other players. If it does not match your preconcieved notion then others must be wrong. Perhaps one should consider learn to role play. Or maybe learn to think about other styles then your own.


As for the risks for sneakers opening chests. How about getting to these chests with bogus monsters in the way with artificially jacked up spot and listen scores to just spite play sneaks. Creatures running around with spots of fifty sixty and seventy. Further more a good sneak by rp standards should have a chance to open chests undetected. It's what the classes do. Some cast spells, some go toe to toe while a few sneak. So explain to me why the sneaks should not have a chance to sneak steal a chest. Can you? With out screaming how unfair it is and how silly the argument is?

What is your best reason. I doubt it can compete with mine. So what is that phrase? Learn to play.
Last edited by Mallore on Tue Jan 03, 2017 3:15 pm, edited 1 time in total.
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Side
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Re: Loot Changes

Unread post by Side »

Mallore wrote: Why do you want to punish players lack of build knowledge in an role play game?
Quick question; how would you best separate rewarding players for good build knowledge from punishing players for poor build knowledge? The two are very similar, with the only real difference I can see being intent. Intent can be misjudged, so I'm wondering why you feel this is a punishment to some players rather than a reward to others.
Passiflora wrote: AS A DROW you will kill DUERGARS for like..... lvl 9 to 25. A DAMN LOT OF DUERGARS.
Mallore
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Re: Loot Changes

Unread post by Mallore »

Side wrote:
Mallore wrote: Why do you want to punish players lack of build knowledge in an role play game?
Quick question; how would you best separate rewarding players for good build knowledge from punishing players for poor build knowledge? The two are very similar, with the only real difference I can see being intent. Intent can be misjudged, so I'm wondering why you feel this is a punishment to some players rather than a reward to others.


There is no quick easy answer here, honestly though a good question. If there was it wouldn't be a question and would be solved.


Truth is the least we can do is be aware and keep both eyes open to all sides of it instead yelling Learn to Play. This does nothing positive and is down right incorrect.

In part to answer your question, I believe party play addresses this. Really I saw a great comment why any of this server can be solo'ed to get to to the best chests. I really think that statement sums up a large issue.
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Steve
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Re: Loot Changes

Unread post by Steve »

Perhaps one should consider learn to role play. Or maybe learn to think about other styles then your own.
The BEST item any of my Characters own, was acquired through role-play. I guarantee you the RIG will never create something like it in a million years soloing or group looting.

It was earned through a year of RP on a substandard build, compared to what one can choose for mechanical dominance.

I can say with utmost confidence Valefort knows how to role-play, and is often thinking of others (and we are ALL better for it now that he is scripting).

Soloist gamers did have their per reset chest chances reduced, but honestly, those that are here to just loot-grind have numerous toons to log and make runs.

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Aspect of Sorrow
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Re: Loot Changes

Unread post by Aspect of Sorrow »

Steve wrote:The BEST item any of my Characters own, was acquired through role-play. I guarantee you the RIG will never create something like it in a million years soloing or group looting.
This, placing DM enumerated items with a property or two extra that the RIG is not going to pop out, places roleplay endeavors above the grind, though the subject is specifically about RIG.
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Re: Loot Changes

Unread post by Valefort »

Mallore wrote: The dismissive nature of your opinion is perhaps the revolting part.

Every part of your reply dismisses and ignore clear counters and given examples. Why should you solo? For sheer speed and you get to keep all the loot the mobs drop. Remember that triggers a chance of good loot you do not have to share. Why bring a party of people if you can do it all alone? Why play this game instead of Diablo is beyond me.
You really don't see how revolting your suggestions are ? :shock:

You're faster at killing when in a group you know ? If you are slow while in group it is because you choose to RP, not because the difficulty suddenly goes up.
The number of monsters scale with the number of players, not 1 for 1 though, so there is indeed a very small advantage for soloers here in terms of loot (but not speed in killing). The main source of loot remain chests though, not monsters, it's a very marginal advantage for soloers, and they have less room for mistakes contrary to parties.
Mallore wrote: What is unfair is to create an environment that rewards power building over all else. What is sickening is to see anyone justify this as legitamently balanced or fair. Why not think about the people who can not solo the content for legitamently good reasons because of a game engine or server issues. Why should you punish them? Also no one has to chose to solo alone so they only cheat themselves. If you feel it's unfair well there is an easy fix. Party. It's that simple and requires no rules or special effort.
But partying does require special effort that is not always available to everyone, there are times everyday where there is absolutely no one in your level range and partying up is impossible even with the best intentions. Think about the characters that are loners by RP as well, when I said -valid- reasons to solo that is what I meant, not greed.

The server content, while it has gotten harder during the past months, much to my distate, is still quite easy ! Powerbuilds are by no means required. Regarding the Chaos example I can assure you that my character cannot solo it either unless i spend a considerable amount of consumables (thus making the looting questionable in terms of earning gold), and the Vault of the Dead is merely impossible for him (unless I spend an astronomical amount of consumables). However .. the server is very varied, and there are plenty of places where he can shine alright, same for your hipsing rogue.
Mallore wrote: As for chests being equal I can justify that pretty easy as being fair. Why do you want to punish players lack of build knowledge in an role play game? Is there some sort of secret cookie cutter we all should follow and if we do not get told to learn to play. Maybe its this opinion of learn to play that stops you from considering the issue of other players. If it does not match your preconcieved notion then others must be wrong. Perhaps one should consider learn to role play. Or maybe learn to think about other styles then your own.
I had no idea about character building when I started to play here, my duelist ended up using a full plate, a tower shield and he had whirlwind attack because it was a recommended feat that looked cool :lol:

It was a cool character but I eventually grew dissatisfied with how poorly he was doing in combat even though in my imagination he was supposed to kick asses so I changed things up until I was happy enough.

There is nothing preventing you to learn how to build a character more effectively, advice is given freely and daily and the variety of playable builds is immense. If you choose to stick to a build that does not well in combat isn't it your choice at this point ? Usually it's a trade off, if you don't excel in combat, you're good elsewhere. If anything your problem might lie in the fact that there are not enough ways for your PC to shine, areas where RP skills are fundamental would be one way to solve this rather than jealousing the loot the combat-able characters can get.
Mallore wrote: As for the risks for sneakers opening chests. How about getting to these chests with bogus monsters in the way with artificially jacked up spot and listen scores to just spite play sneaks. Creatures running around with spots of fifty sixty and seventy. Further more a good sneak by rp standards should have a chance to open chests undetected. It's what the classes do. Some cast spells, some go toe to toe while a few sneak. So explain to me why the sneaks should not have a chance to sneak steal a chest. Can you? With out screaming how unfair it is and how silly the argument is?
Oh yes I can, as easy as taking candy from a baby : sneakers do have chances to sneak steal a chest, I did it a lot because .... there are not always monsters near chests oddly enough :lol:
Detection in nwn2 doesn't allow for gray zones where sneaks have reasonable chances to get spotted, it's all or nothing HiPS is the most powerful feat in nwn2, by far. If sneakers don't break stealth while opening chests then almost every chest save the ones where monsters have high spot (understand : almost nowhere) are free for them, which would be totally unfair.
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AC81
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Re: Loot Changes

Unread post by AC81 »

Even the 'worst' of builds can go anywhere on this server. They just may need a group - but hey, that's alright now because last year the squeaky wheel got the grease again and the chests were changed so that everyone in the group could loot the contents.
The chests are tiered in output, so Valeforts risk v reward is an accurate one. It's in place so epics aren't consistently pulling decent items from lowbie dungeons. I can't honestly believe people are still complaining about this, the loot system has been overhauled recently, epic shops introduced with ridiculously great items and there are still some with their hand out!
How about this - if you're an 'RP' build that dies when an Orc sneezes in your direction, that's fine but it's also your decision. You know you need some back up, so go get it. If you want decent loot, don't build a PC that can't fight or refuses to group up.
People here seem to be saying, well I'm an elite Rp'er so I frown on people that grind but at the same time, I'd really like some of their shiny stuff, can you make it easier for me to get some?

As for sneaking past bosses, it's exploity and I agree with it being a no-no. However, I don't think mobs should have unreasonably high detection scores.
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Calodan
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Re: Loot Changes

Unread post by Calodan »

Maybe we don't need more items in the chest if we party up. Maybe there does not need to be a bonus to those who do party up. HOWEVER IN MY MIND ONE THING IS NEEDED! The junk useless items and or mundane screw you loot needs to be eliminated from the tables. Not just for the sanity of players and getting good drops but with a crafting system coming the system will need to be dropping the ingredients for crafting as well and those items would be better served as the junk and mundane loot. Otherwise what will happen is that drops of any decent items at all will be a fable. It will really be broken as hell then. I keep saying this and I am pretty sure no one cares but I volunteer to trim that list of the just the junk. I will take that time to go through it line by line and get it cleaned up. There simply are too many instances of copper rings, rags, daggers and things like that. That is the reason the loot drops wind up being so poor on the average server wide and it really could be freshened up and updated a bit. I am not saying I want epic loot all the time. I am just saying I am tired of getting spoons, rags, +1 items in an epic dungeon every damn time I run that place once a week one time. It is just terrible.
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metaquad4
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Re: Loot Changes

Unread post by metaquad4 »

That is an interesting idea. If the team currently has ideas on what to use for crafting components, those could serve to replace junk items and unenchanted items. Perhaps as a form of pre-preperation for crafting?
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dedude
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Re: Loot Changes

Unread post by dedude »

i hope crafting components doesn't come from a random loot table, but rather some kind of resource gathering (resource nodes, animals, etc). :?
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AC81
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Re: Loot Changes

Unread post by AC81 »

By removing the junk you would dramatically increase the chance of epic drops. But I'm sure you already knew this. To the best of my knowledge, crafting components will likely be gems (I think?) so they are already present. Many people find ways to prosper under the current (and previous) loot system, so what is it that's stopping you guys?

Also, +1 gear is 'junk'.
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Mallore
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Re: Loot Changes

Unread post by Mallore »

Valefort wrote: You really don't see how revolting your suggestions are ? :shock:

Probably along how dismissive you are and generally poor attitude I feel your expressing maybe I over looked it. Then again considering my suggestion hurts no one, and is a suggestion and by your verbal attacking of it breaking the forum rules, what ever.
You're faster at killing when in a group you know ? If you are slow while in group it is because you choose to RP, not because the difficulty suddenly goes up.
The number of monsters scale with the number of players, not 1 for 1 though, so there is indeed a very small advantage for soloers here in terms of loot (but not speed in killing). The main source of loot remain chests though, not monsters, it's a very marginal advantage for soloers, and they have less room for mistakes contrary to parties.
Hey not being in a group is your choice to. Everything you say is just a mirror of what I have said and reasons for it. You can see this now I hope. And sadly its not marginal an average dungeon can have 5 or more additional loot drops from monster spawns, so an increase in party treasure would balance that.

Or are you saying that monsters do not drop much loot? I can tell you monsters drop Mith Full Plate.

But partying does require special effort that is not always available to everyone, there are times everyday where there is absolutely no one in your level range and partying up is impossible even with the best intentions. Think about the characters that are loners by RP as well, when I said -valid- reasons to solo that is what I meant, not greed.
So think about the characters who need someone to party up with and there is no one around to party with?

Have you suggestion to address that?

As for RP reasons to not party, well that is their choice, which is often reminded to me later in these posts.
The server content, while it has gotten harder during the past months, much to my distate, is still quite easy ! Powerbuilds are by no means required. Regarding the Chaos example I can assure you that my character cannot solo it either unless i spend a considerable amount of consumables (thus making the looting questionable in terms of earning gold), and the Vault of the Dead is merely impossible for him (unless I spend an astronomical amount of consumables). However .. the server is very varied, and there are plenty of places where he can shine alright, same for your hipsing rogue.
I think some people would argue the server isnt very varied at all. while I can solo Chaos, it costs me a small fortune to do so and has never made economic sense from the loot gained. But I know how to play and there are others who just are not at my skill and I will not let people argue they should be.

So how is your above "fair" if giving an increase in chance of loot based on party size which might result in an extra item every 10 to 20 chests is NOT FAIR, where in that logic does the above dungeons Such as Vault and Haunted house make sense? How are those area's "Fair".

They are not is the short answer.
I had no idea about character building when I started to play here, my duelist ended up using a full plate, a tower shield and he had whirlwind attack because it was a recommended feat that looked cool :lol:

It was a cool character but I eventually grew dissatisfied with how poorly he was doing in combat even though in my imagination he was supposed to kick asses so I changed things up until I was happy enough.
Well not everyone was level 30 at the time of free rcr. I do not know if you where, but plenty of people where and came out with perfect builds.
There is nothing preventing you to learn how to build a character more effectively, advice is given freely and daily and the variety of playable builds is immense. If you choose to stick to a build that does not well in combat isn't it your choice at this point ? Usually it's a trade off, if you don't excel in combat, you're good elsewhere. If anything your problem might lie in the fact that there are not enough ways for your PC to shine, areas where RP skills are fundamental would be one way to solve this rather than jealousing the loot the combat-able characters can get.

Once again you bring up "your choice" its really your choice not to party, or your choice to not be able to be social.

As for me, I don't have the problem I just like the idea presented and know from experience a less skilled player is going to have a hell of a time or feel frustrated, its annoying you can not appreciate other peoples issues. I have hell gear, and just need the boots now, then im maxed out!

So maybe its not me being jealous here, but instead people feel like they are being cheated by imaginary fairness elves. There reasons simply being "its not fair because I cant get the loot to, because i cant party" Is jealousy.

Once again why we have dungeons that can be solo'ed is silly.

Oh yes I can, as easy as taking candy from a baby : sneakers do have chances to sneak steal a chest, I did it a lot because .... there are not always monsters near chests oddly enough :lol:
Right.. so which teir 5 chest did you sneak?


Thats what I thought, I will give you your candy back later.

Detection in nwn2 doesn't allow for gray zones where sneaks have reasonable chances to get spotted, it's all or nothing HiPS is the most powerful feat in nwn2, by far. If sneakers don't break stealth while opening chests then almost every chest save the ones where monsters have high spot (understand : almost nowhere) are free for them, which would be totally unfair.
Understand your wrong on monster spot. Your just going to be wrong wrong wrong. Now I am referring to area's that have the higher teir chests. Not Kolbold pits.

I did like the other posters idea of a Slight Of Hand Check, this seams like a fair and good idea for a class that SHOULD be able to sneak chests. You slight of hand the chest, fail your unstealthed. RP Wise, there is a million stealthy ways to do it, creating distractions, waiting for monsters to pad away, simply tricking the monster. Or even conversation! all those nifty things those RP Builds would do. :)

Once again no one presented an Idea that proves they shouldn't be.

Further if this is going to be the case then we should call for more rules on the higher teir chests such as they have dc 50 locks and cant be Knocked. After all we want to protect player roles in this game so much, lets protect the lock picks.
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Calodan
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Re: Loot Changes

Unread post by Calodan »

AC81 wrote:By removing the junk you would dramatically increase the chance of epic drops. But I'm sure you already knew this. To the best of my knowledge, crafting components will likely be gems (I think?) so they are already present. Many people find ways to prosper under the current (and previous) loot system, so what is it that's stopping you guys?

Also, +1 gear is 'junk'.
What is wrong with removing the junk? Since you find it fine as is what is the problem for making it a little more entertaining by not dropping junk? If RP is the goal as so many argue then why is there so much argument for making a loot system devoid of junk? Since when is a video game have to mimic RL down to junk in chests? Why do you assume anything is stopping us? I said it is boring and mundane. The loot system is not fun and forgive me if I dare say that is the point of the game yes? Part of gaming and dungeon diving is the shinies and well when you make us pick up trash like prison inmates.....get the point?
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AC81
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Re: Loot Changes

Unread post by AC81 »

Calodan wrote:What is wrong with removing the junk? Since you find it fine as is what is...


You answered your own question. The loot system is fine as is. No need for change, including the change of making high-end items even easier to get.
Calodan wrote:Why do you assume anything is stopping us?
Because you and only a few others are on the forums implying that you have little to no chance of ever equipping your toon with epic equipment. If there wasn't something stopping you, then you'd be out earning gold to buy items, trading or even finding the odd item here and there! Do you want epic items just handed out in the nexus or something?
Calodan wrote:Part of gaming and dungeon diving is the shinies and well when you make us pick up trash like prison inmates.....get the point?
I get the point, you want epic gear without really having to work for it. That seems to be the overwhelming message here. In the past year the loot system has been changed twice - one, allowing all members in a group to open every chest and two, allowing all pc's regardless of level to open every chest on the server. There have also been 4 epic level shops opened (not including Bjorn's shop in the Palace district) which are stocked with gear that previously would've made brains melt if they were put up for auction. I seriously can't even entertain the thought that even after all that there are still people on this server that are claiming that good gear is even remotely hard to come by.
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