Coming Soon: Discussion Thread (2020)

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Steve
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Re: Loot Rebalance

Unread post by Steve »

the chance for epic items has increased.
Hello Chad! I care nothing for coin. This is all about finding epic and rare items!

Plain +4 items should absolutely not be considered epic as they can easily be purchased infinitely from NPC merchants.

What I’m fishing to see and experience is finding Items on pare with what is sold at the Epic Merchants currently, or, Ao granting, better.

EDIT: I just want to add that I personally think grinding for gold is what kills role-play, thus a role-play focused Server. So what I’m hoping with the Loot Rebalance is that adventuring grants more epic gear, which promoted RP, because it comes with a story, while grinding for useless—not valueless—Items for gold is a shit task to ask of players on an RP Server so they can fill out their PC dreams.

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gedweyignasia
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Re: Loot Rebalance

Unread post by gedweyignasia »

Steve wrote: Tue Dec 22, 2020 10:32 amPlain +4 items should absolutely not be considered epic as they can easily be purchased infinitely from NPC merchants.
For loot purposes, +4 is considered epic.
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Hoihe
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Re: Loot Rebalance

Unread post by Hoihe »

Couldn't finish this run as while I was alt-tabbed uploading screenshots, I got hit by a Destruction spell and rolled nat 1. I probably should go into HiPS while uploading. 14 swash/8duelist/3 shadowdancer/5 wizard

https://imgur.com/a/aEIiBod

I found good loot from enemies (not screenshotted) and the mimic. The mimic loot in fact was very nice.

Chests were dissapointing, save for 1.
Last edited by Hoihe on Tue Dec 22, 2020 1:20 pm, edited 1 time in total.
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Steve
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Re: Loot Rebalance

Unread post by Steve »

gedweyignasia wrote: Tue Dec 22, 2020 12:15 pm
Steve wrote: Tue Dec 22, 2020 10:32 amPlain +4 items should absolutely not be considered epic as they can easily be purchased infinitely from NPC merchants.
For loot purposes, +4 is considered epic.
That ship has sailed, mate. Not trying to be dismissive of efforts, but if the Server has had +4 item selling NPC merchants for years, rebalancing the loot table or loot production for better +4 just seems...far behind. To me.

Just to be clear, personally, I’d much much much rather adventure 20, 30, 40 times—but not the SAME adventure!!—in order to gain a TRULY epic Item off the RIG, and acquire a pittance in gold, then adventure the same amount of times and have to sell tons of useless gear, over and over again, just to shop at an Epic Merchant.

I’m sure others prefer tons of coin and the ability to shop, so more sellable items the better! But wash and repeat loot grinding is an RP killer!!!

Nonetheless, I’m hopeful that my chances to adventure, regardless of repetition, have increased for that Epic RIG Item. If it hasn’t, and it’s just more +4 items in the table, then at least I know that it’s just the same paradigm as before the Rebalance, for me. And thats fine!

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Re: Loot Rebalance

Unread post by Tanlaus »

A couple of things.

15k to 20k was a good run before the loot change. Now I tend to make that plus a greater chance for and epic drop. So as far as looting to your level, I think the experience is improved.

I do agree with Steve about finding useful items being more fun, and ultimately more valuable than finding coin. I’ve got a few ideas for increasing the loot table without throwing off game balance. My personal opinions can and often do get shot down like nobody’s business, but it is something being discussed.

Part of the issue now, which Chad and YYJ were discussing is the devaluation of +3 items and below. I used to be able to sell +3 helms for like 8 to 10k easily... like 6 months ago. Be lucky to get half that now. And I don’t even bother with weapons.same for +2 stat items, which I would have been grateful for when I started way way way back in early 2019. Or late 2018. Whichever.

This is mostly due to the aging population I think. Most new toons aren’t new players and don’t need that stinky lowbie gear.

I do plan to start a character from scratch- with no muling- when I get more free time, maybe over the holidays, to get a feel for non epic content as well as how good/bad the market is for new players.
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Re: Loot Rebalance

Unread post by Hoihe »

Tanlaus wrote: Tue Dec 22, 2020 1:21 pm A couple of things.

15k to 20k was a good run before the loot change. Now I tend to make that plus a greater chance for and epic drop. So as far as looting to your level, I think the experience is improved.

I do agree with Steve about finding useful items being more fun, and ultimately more valuable than finding coin. I’ve got a few ideas for increasing the loot table without throwing off game balance. My personal opinions can and often do get shot down like nobody’s business, but it is something being discussed.

Part of the issue now, which Chad and YYJ were discussing is the devaluation of +3 items and below. I used to be able to sell +3 helms for like 8 to 10k easily... like 6 months ago. Be lucky to get half that now. And I don’t even bother with weapons.same for +2 stat items, which I would have been grateful for when I started way way way back in early 2019. Or late 2018. Whichever.

This is mostly due to the aging population I think. Most new toons aren’t new players and don’t need that stinky lowbie gear.

I do plan to start a character from scratch- with no muling- when I get more free time, maybe over the holidays, to get a feel for non epic content as well as how good/bad the market is for new players.
Even some +4 items are worthless.

Recently found +4 dodge boots vs evil.

Tried to offer it for sale for 10K on Mudd's.

Nobody bought it, although the "vs evil" would cover nearly all surface mobs when it comes to PvE.

Ended up selling it to Blunt for 1400.


For me, my preference would be high gold drops and rare items. That may come from my inability to sell items except to Blunt, and my low strength score.
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Re: Loot Rebalance

Unread post by zhazz »

Long post coming. You have been warned.

I fully agree with the change that has been done, and is still being done to the loot system. It has always struck me as odd that the best way to make gold was to run the lower content ad-nauseam. The changes to the loot system addresses that issue. Although the implementation of the changes leave much up to debate.

The first big issue relates to area balancing
For characters relying on consumables/wands, going to certain areas is nothing short of an utter waste of gold. One area in particular is highly over tuned in this regard: The Yuan-Ti Hills (and dungeons there). Nearly every other monster encountered there will dispel the majority of consumables/wands. Consider that this is a CR 20 area (according to the wiki), and as such should be "safe" for a level 30 character to go to on their own. Yet due to the sheer number of monsters, number of dispels, and with a few Save or Die spells from said monsters, it is far from safe. Even for a level 30.

Keep in mind that the Yuan-Ti Hills is an outdoor area, with a total of 2 lootables, in the form of a single chest and a single corpse. All the area is supposedly good for, is to provide a barrier for the two CR 23 dungeons there (Yuan-Ti Temple, Wyrm's Cave). Yet to survive the area, you either need Death Ward or high saves to avoid the aforementioned Save or Die spell(s).

A CR 20 area, such as the Yuan-Ti Hills should not be so punishing with dispels. For a CR 30 area, I would consider it fair game, but not for a CR 20 area. By comparison the Troll Claws Troll Cave is also CR 20, with 4 to 5 lootables, and no spellcasters of any kind. The only "difficulty" of the Troll Cave is that the trolls require acid/fire to kill.

In summary
The disparity between areas of the same Challenge Rating is much too big. One area is mostly a breeze, requiring nothing but one of two elements to kill monsters; while another requires inflated saving throws, wards against Save or Die spells, and the means to survive packs of 3 to 6 monsters at a time.


Another big issue relates to reward variance
With the new system, and even more so prior to it, there is/was a high variance in the quality of the loot generated at higher tier content. While that is to be expected, since adventuring is a risk without guaranteed reward, it does present an issue, where the purely monetary reward is simply not high enough to be sustainable in the long run.

In this context sustainability relates not only to how profitable the content is, but even more so how engaging it is. The content, which provides the greatest rewards, is also extremely dangerous. So much so that it is not uncommon for one or more characters to be knocked out/die during the fight. An entirely likely scenario, given that most endgame content is littered with immunities, resistances, Mordenkainen's Disjunctions, area damage, knockdowns, and summons.

While surviving such fights is a thrill, it can also be stressful. Even more so for characters with Permadeath enabled! While there is RP to be had following such fights, such RP quickly loses its appeal once the fights have happened a few times. This is a side-effect of having to engage in such fights multiple times to further itemization of a character.

At some point, killing the Balor, Lyran the Lich, the White Dragon, or the Dracolich becomes as much a chore for the characters as it was when they were just starting out, and had to kill thousands of orcs/goblins. One enemy merely replaces another, and the activity itself becomes menial and boring. Which is where rewards in the form of itemization becomes the only aspect making those fights worthwhile.

In summary
Farming and grinding for endgame items eventually becomes a chore, where even the RP generated by felling dangerous foes, is no longer enough of a reward for those involved. While gold is a decent measure of reward, once this stage is reached, it merely becomes a means to an end. The gold matters little, and only the items have worth and thus value.


The third big issues relates to gold
Gold is a good measure of wealth, and to aspects also power. Yet after a certain point, gold no longer has any meaning. Aside from investing in a guild hall, gold is practically useless beyond the 100,000 amount. As long as 100,000 gold can be maintained, there is always enough to restock consumables, and/or recharge wands.

For some characters (as outlined in the first issue above) breaking even isn't even possible. For these characters gold retains its value beyond the 100,000 amount. Yet even for them there is a limit to how useful gold actually is. Once that limit has been reached, gold becomes useful for them too.

The only time that gold has any value on the server, is when a character can still find upgrades from the various (epic) shops spread throughout the server. Beyond that it is a simple matter of defining a limit based on consumable and wand usage. For the purposes of argument, gold spent on Teleport/similar is also considered a consumable.

Part of the reason why gold has no value beyond a certain point, is that there is no meaningful way to spend it. A guild hall only needs to be built once, after all, and is usually a group effort. Beyond that, however, there are no meaningful ways to spend gold.

Some will argue that the forum based shops/auctions represent a meaningful way, but that is only half true. While gold can be used to purchase some items from other players, these items usually fall within what the NPC (epic) shops can provide. For anything beyond that, however, trade is the only way. Trade in the form of an item of equal worth to the seller. Not value, but worth.

In summary
Gold is virtually useless on the server, serving no purpose beyond outfitting a character with "standard" epic items from the NPC shops, and the occasional consumables/wands. For player-to-player trading gold has very limited usages, and is considered undesirable when looking to acquire high tier epic items.





I don't know how to fix any of the issues presented above. At least not individually.

The only possible solution I can see is to simultaneously do the following:
  1. Rebalance areas to bring them closer to their intended CRs
  2. Limit non-boss dispels in areas to 1 or 2 castings
  3. Increase gold and item drops even further
  4. Introduce proper gold sinks (Steve's "crafting" idea comes to mind)
  5. Require that all players selling items must offer a price in gold
  6. Enforce a staff-determined upper limit to the above price in gold

Though I am fairly certain that both 5 and 6 will not sit well with a lot of people.
That being said, I myself (and likely many others), find it deeply frustrating to see items we wish to acquire, be unavailable due to either poor luck with drops on our part, while the seller is also refusing any offer of gold.
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Snarfy
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Re: Loot Rebalance

Unread post by Snarfy »

chad878262 wrote: Tue Dec 22, 2020 9:36 am... 15,000 gold. Is that considered not good enough? It honestly matches up with about what I average for going through Frost Giant Keep, Lich Cave and Elite Lizard Cave plus 3 exterior chests in cloudpeaks (by chests I mean the locked holes where the giant wyrm-like things spawn). I consider that to be a decent amount of gold, but perhaps I am wrong?
15k would be a decent enough amount, yes. I think it was closer to 10k(I dont have inv space to pick up all the little stuff), which is also fine, but this was much better run than the last 10 times I visited the area, and isnt indicative of what I normally find there(... pls refer to previous SS posts people, dont let 15k be the poster-child example).

You wanted us to post our finds, so I did :P .... admittedly, I've been posting less as a result of looting less(tbh, the idea of visiting the same 8 to 10 areas repeatedly has sucked the wind out of my looting sails).
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Hoihe
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Re: Loot Rebalance

Unread post by Hoihe »

Snarfy wrote: Tue Dec 22, 2020 1:52 pm
chad878262 wrote: Tue Dec 22, 2020 9:36 am... 15,000 gold. Is that considered not good enough? It honestly matches up with about what I average for going through Frost Giant Keep, Lich Cave and Elite Lizard Cave plus 3 exterior chests in cloudpeaks (by chests I mean the locked holes where the giant wyrm-like things spawn). I consider that to be a decent amount of gold, but perhaps I am wrong?
15k would be a decent enough amount, yes. I think it was closer to 10k(I dont have inv space to pick up all the little stuff), which is also fine, but this was much better run than the last 10 times I visited the area, and isnt indicative of what I normally find there(... pls refer to previous SS posts people, dont let 15k be the poster-child example).

You wanted us to post our finds, so I did :P .... admittedly, I've been posting less as a result of looting less(tbh, the idea of visiting the same 8 to 10 areas repeatedly has sucked the wind out of my looting sails).
Looting less is another good point to.. well, point out.

Before this change, I could log in and run the vampire manor for some minor maintenance of my funds, maybe do the ogre cave to round things out with a 20-40 minute investment depending whether I do both or not.

After the change, unless teleporting to a nearby rune; all areas I am able to solo require a high time investment. Yuan-ti, even while constantly running and not RPing, take me some 80 minutes starting from Eastern Farmlands. Frost giants are less of a time investment, but suddenly I need a bunch of spells to handle them without spending tons on healing. Durlag's tower is a very long dungeon that's fun with a party once a week or two, but running it for maintenance costs is out of question. Spirit Troll cave is out of reach for me due to caster mobs. Nashkel mines is sort of acceptable, but I never found anything worthwhile there, not even in the pit fiend's sarcophagi. Greypeaks is doable with a party, solo - I havn't tried (probably possible with ICE + athkatlan, which will turn it into a hour+ long trip). Vault of the Dead I only tried the first floor solo which doesn't have much in form of chest numbers, and progressing deeper means fighting caster mobs. Orzogoth is deadly even with a party from last time I tried (yay multiple disjunctions and IGMS!). After my experience with the illithids in the Troll claws old mine, I don't dare go back. Stone Giant fortress needs a teleport/dimension door to access and only the boss has anything valuable

Basically I'm left with... A) Dungeon that has never given me anything valuable, is fairly long; B) Dungeon that takes some 80+ minutes to run C) Dungeon that I can do quickly, but I need a bunch of spells to survive and will still likely lose hundreds of HP to traps and caster mobs. D) Teleport to stone giant fortress and rush the boss


Not very encouraging to just log in for a quick maintenance run before trying to find RP or just log in while bored and "do something productive with that hour of downtime."
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Snarfy
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Re: Loot Rebalance

Unread post by Snarfy »

zhazz wrote: Tue Dec 22, 2020 1:49 pm Farming and grinding for endgame items eventually becomes a chore, where even the RP generated by felling dangerous foes, is no longer enough of a reward for those involved. While gold is a decent measure of reward, once this stage is reached, it merely becomes a means to an end. The gold matters little, and only the items have worth and thus value.
QFT. Gold becomes a bit of an after-thought once you're high enough level, unless you're one of those poor sods whose build regularly relies on consumables. Like you said, once you have that 100k buffer, the rest is gravy, assuming you've bought all your epic gear. And if you haven't, you pretty much have to area grind, cross your fingers and hope to win the lottery. (I currently have two level 30's that were saving for their +4 stat items, I've since shelved both characters due to their mechanical inability to survive most of their CR appropriate areas, and looting-boredom).
  1. Rebalance areas to bring them closer to their intended CRs
  2. Limit non-boss dispels in areas to 1 or 2 castings
  3. Increase gold and item drops even further
  4. Introduce proper gold sinks (Steve's "crafting" idea comes to mind)
I like these, although I'm indifferent about the third.
  1. Require that all players selling items must offer a price in gold
  2. Enforce a staff-determined upper limit to the above price in gold
Though I am fairly certain that both 5 and 6 will not sit well with a lot of people.
Are these are in reference to auction sales? If so... hmmm, slippery slopes. I need to think on this.

I think it's only fair to point out that the ability to horde gold has shifted dramatically away from loot-runners, appraisers own that distinction now I'm pretty sure.
Hoihe wrote: Tue Dec 22, 2020 2:18 pm Basically I'm left with... A) Dungeon that has never given me anything valuable, is fairly long; B) Dungeon that takes some 80+ minutes to run C) Dungeon that I can do quickly, but I need a bunch of spells to survive and will still likely lose hundreds of HP to traps and caster mobs. D) Teleport to stone giant fortress and rush the boss.

Not very encouraging to just log in for a quick maintenance run before trying to find RP or just log in while bored and "do something productive with that hour of downtime."
This is where I am getting a bit stuck too. Having to set aside more time to devote to repeat loot-grinding the same areas(while engaging in more intensive play by far), or spend time finding a group to visit the more difficult ones, all while consulting some CR chart(yuck :lol:) in order to find "not 57 gp" is definitely less appealing than floating off to <insert any-area-that-tickles-my-fancy here>.
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Re: Loot Rebalance

Unread post by zhazz »

Snarfy wrote: Tue Dec 22, 2020 2:56 pm
  1. Require that all players selling items must offer a price in gold
  2. Enforce a staff-determined upper limit to the above price in gold
Though I am fairly certain that both 5 and 6 will not sit well with a lot of people.
Are these are in reference to auction sales? If so... hmmm, slippery slopes. I need to think on this.
Whatever you call them, they're in reference to items such as a The Epic Viperblade (+4 EB, +1d4 Acid, +1 Piercing, +1 Vampiric). Items such as these are only offered for trade, and never for gold. Which means they sit in someone's storage for months/years, because the people who want them, don't have the luck to find equivelant items to trade. Despite those same people in the process acquiring millions of gold.


Having awesome items dropping doesn't mean anything, if they are so rare, or gold so undervalued, that only similarly rare items can/will be traded for them.
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Tanlaus
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Re: Loot Rebalance

Unread post by Tanlaus »

A lot of those Uber epic items are not in the loot table anymore, thus the trade only status. But the same can be said for adamantium and great RIG items...

But there is just no forcing people to take gold for something, especially something they are selling or looking to trade on the forums. I think the last thing either staff or players want is some kind of market police. At best it would just drive trading off the forums at worst it would drive those players from the server.

But this is the big picture conundrum in all of this. There seem to be two competing complaints )or observations maybe a better word, I think this thread has been really civil and productive overall)...

1) gold is worthless.
2) I can’t earn enough gold on my runs anymore.

And I only bring this up to point out that it’s a balancing act with no easy way to address.

Also I’m not entirely sold on CR issues either. CR is designed with a party in mind. A CR 20 area can still be difficult for a solo 30 because of the fact that they generally can’t cover everything, where it’s reasonable to a party of level 20s. Making an area like the yuan to hills more soloable might have the unwanted result of making it trivial to a party of the proper CR. If content becomes trivial the game gets boring and people don’t play anymore.

Another problem I’ve seen at lower levels that throws off CR is people running areas with muled gear. I once did the orc caves with a low teens elf dual wielding epic viper blades 😀 Add some armor and other gear to that and it’s like she was ECL +5. That elf could pretty much wreck everything... until she leveled into her gear and didn’t know what to do with a proper challenge.

My point is that equipment can throw off people’s perception of what a proper CR is. When everyone and their mother has flaming and/acid weapons, and +4 everything on top of it, the troll claws troll caves are kind of trivial. But for CR appropriate people who aren’t all geared out, a group of trolls can be dangerous.

Yuan ti, on the other hand, aren’t as durable as trolls but you do need higher saves to deal with them effectively. I know a few high save builds who can walk through them.

So there’s a bit of a balancing act there as well. You want different areas to offer different types of challenges to keep the game fresh.

I’m not saying that CRs shouldn’t be appraised, just that there are a lot of factors that go into not just an area in its own but how it fits in with the rest of the server overall.
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Steve
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Re: Loot Rebalance

Unread post by Steve »

Having awesome items dropping doesn't mean anything, if they are so rare, or gold so undervalued, that only similarly rare items can/will be traded for them.
Well, this WAS the paradigm on BGTSCC since...the beginning. If that has changed now with the Loot Rebalance, great.

That being, more chance for epic/rare items to drop, and IG means to spend coin massively to balance its infinite creation, so that epic/rare items could be now traded AND sold.

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Re: Loot Rebalance

Unread post by yyj »

I think the main thing for us players to do is to be patient with this new system and help out staff to calibrate in order to get the best results.

I set myself a goal of 50 runs of the same area and condesced everything in a single post on this thread. https://www.bgtscc.net/viewtopic.php?p=905043#p905043

I would like to invite everyone interested to help out in this manner, since numbers are the heaviest argument that one can bring to this table rather than our own personal perception, because Numbers> Opinions.
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Re: Loot Rebalance

Unread post by Valefort »

ON that note it would be good to precise your character's level
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