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Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 8:57 am
by Babuguuscooties
HauteCarl wrote:chambordini wrote:Face wrote:Are the hell shop items in the random loot table?
No.
Also there's the random item generator and the loot table, two different things.
Random item gen makes new items with random properties and terrible names.
Loot table takes items from a list of premade item blueprints which are far more professionally done shall we say.
i think the RIG system works just fine, The names are horrible but we can change the names, write back stories for the items and sell on the AH for a nice profit, I do this all the time. It adds flavor and variety to the game. I have a nice stash of this that I give to new adventurers as well.
I do think there should be a couple of premade items added to the tables to cover some gaps I see, or maybe a couple of mid-tier set items could be made for classes that do not have what the Wizard or Cleric class has access to.
I have found maybe 3 items that are near epic quality and I have not been playing here long but I can say that I open a lot of chests and most of my XP comes from traveling away from the FAI bubble.
Since enchanting is not officially implemented into the server yet, could it be RPed that a magical item you find from the RIG system and rename can be considered ICly something you have reshaped in some way? Either forged it yourself, enchanted it yourself, or simply gave it a new name (like how one might give a sword a new name when first using it)?
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 9:07 am
by HauteCarl
I don't know what the rules say about it but that is what I do. I mean who wants to wear a hat named 'elbow of the tall bump"?
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 9:21 am
by cosmic ray
Valefort wrote:Yeah I already had to take steps to prevent lame behaviour :-/
There is also some extremely greedy behavior involved with that shop but that is probably much more difficult to prevent, if at all possible.
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 12:49 pm
by Rinzler
dedude wrote:
And finally, yes higher tier loot chests have higher probability of better gear. But more importantly, they actually have a probability for the high end gear. Low tier chests can only spawn up to a certain level of gear.
What's really the difference if you can only sell something for 1400gp?
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 1:14 pm
by metaquad4
dedude wrote:
And finally, yes higher tier loot chests have higher probability of better gear. But more importantly, they actually have a probability for the high end gear. Low tier chests can only spawn up to a certain level of gear. The RIG items work a little differently, but they are definitely also scaled based on the chest tier.
Is there any hard evidence of this? All the best stuff I've found have been in low level-mid level dungeons. Epic dungeon chests are hardly worth the trouble, its usually the same or lesser loot for me.
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 1:23 pm
by Calodan
metaquad4 wrote:dedude wrote:
And finally, yes higher tier loot chests have higher probability of better gear. But more importantly, they actually have a probability for the high end gear. Low tier chests can only spawn up to a certain level of gear. The RIG items work a little differently, but they are definitely also scaled based on the chest tier.
Is there any hard evidence of this? All the best stuff I've found have been in low level-mid level dungeons. Epic dungeon chests are hardly worth the trouble, its usually the same or lesser loot for me.
I find this to be true as well Meta-Quad. I loot epic dungeons for the guaranteed 5k so it is not a total loss. I could make more off of pure items by looting the FAI run getting 1200 GP items at a much higher rate than the epic dungeons. To make it worse when I do get 1200 GP items they are not any better than the ones I can get on the FAI run. IT IS UBER RARE TO GET ANYTHING BETTER ANYWHERE! In fact I think once upon a time Luna said the chance of getting a epic item is pretty much the same SERVER WIDE. At like 0.00000000000000000001 or some shite......
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 1:27 pm
by Valefort
Example, for exotic weapons :
Tier 3 chests :
Code: Select all
else if (GetRange(3, nHD)) // * 800 - 10000
{
int nRandom = Random(21) + 1;
switch (nRandom)
{
case 1: sItem = "nw_wthmsh006"; //Many Talons
nAmmount=50 + Random(40);
break;
case 2: sItem = "nw_wthmsh006"; //Many Talons
nAmmount=50 + Random(40);
break;
case 3: sItem = "nw_wthmsh004"; //dragons tail
nAmmount=50 + Random(40);
break;
case 4: sItem = "nw_wthmsh007"; //Grains of Sand
nAmmount=50 + Random(40);
break;
case 5: sItem = "nw_wspmku006"; break; //Kukri +1, Skill Bonus: Hide [+ 2], Skill Bonus: Move Silently [+ 2]
case 6: sItem = "nw_wswmka005"; break; //Katana+1, On Hit: Daze [DC=14] [Duration: 50% / 2 Rounds]
case 7: sItem = "nw_wspmka004"; break; //Kama +2, +2 Parry (Hideo's Kama)
case 8: sItem = "nw_wspmka007"; break; //Kama+1, +1d4Acid, (Imaskari Kama)
case 9: sItem = "nw_wswmbs005"; break; //Bastard Sword+1, Enhancement Bonus vs. Alignment Group: Chaotic [+ 3] (Lawgiver)
case 10: sItem = "weapon_acidic_dwarven_axe_lesser"; break; //DWARAXE+1 Damage Bonus: Acid [1], Saving Throw Bonus: Acid [+ 1], Saving Throw Bonus: Poison [+ 1]
case 11: sItem = "weapon_1ax_stone_chipper_lesser"; break; //DAXE+1 Damage Bonus: Sonic [2]
case 12: sItem = "weapon_healthy_axe"; break; //DAXE+2 Constitution [+ 2], Saving Throw Bonus: Disease [+ 2], Saving Throw Bonus: Death [+ 2]
case 13: sItem = "weapon_outback_flayer_lesser"; break; //Kukri+1 Ability Bonus: Dexterity [+ 1]
case 14: sItem = "weapon_shadowmaster_kukri_l"; break; //Kukri+1 Damage Bonus: Acid [1d4], Dexterity [+ 1], Move Silently [+ 2], Hide [+ 2], Listen [+ 2]
case 15: sItem = "weapon_cutting_star_l"; break; //Kukri+1 Damage Bonus: Fire [1], On Hit: Blindness [DC=14] [Duration: 25% / 1 Round]
case 16: sItem = "weapon_kukri_of_balance_l"; break; //Kukri+1 Weapon Focus (Kukri), Weapon Specialization (Kukri)
case 17: sItem = "weapon_blacksoul_kukri_lesser"; break; //kukri+1 Regeneration: Vampiric [+ 1]
case 18: sItem = "nw_wspclaw_def_claw_l"; break; //Kama+1 AC Bonus [+ 2], Damage Bonus: Slashing [1]
case 19: sItem = "nw_wspclaw_flesh_carver_l"; break; //Kama+1 Damage Bonus: Slashing [1], Damage Bonus: Piercing [1]
case 20: sItem = "weapon_mining_pick_lesser"; break; //Kama+1 Damage Bonus: Sonic [1d4], Light [Dim (5m)] [Color: Green]
case 21: sItem = "nw_wspclaw_monks_l"; break; //Kama+1 Ability Bonus: Dexterity [+ 2]
}
}
Tier 6 chests
Code: Select all
else if (GetRange(6, nHD)) // * 16000 and up
{
WriteTimestampedLogEntry("[CHEST] 6 EXOTIC WEAP");
int nRandom = Random(28) + 1;
switch (nRandom)
{
case 1: sItem = "bg_wea_dwarfaxe_pride_g"; break; //DAXE+3 Damage Bonus: Fire [1d4], Massive Criticals [1d6]
case 2: sItem = "nx1_bastardsword01_x"; break;//Bastard Sword+3,Damage Bonus vs. Racial Type: Undead [1d4], Damage Bonus vs. Alignment Group: Chaotic [1], Cast Spell: Greater Visage of the Deity [1 Use/Day]
case 3: sItem = "n2_unw_kat1"; break;//Katana, Cast Spell: Summon Creature V (9) [1 Use/Day], Enhancement Bonus [+ 2], Keen
case 4: sItem = "weapon_stone_chipper_greater"; break; //DAXE+3 Damage Bonus: Sonic [1d4],
case 5: sItem = "nw_wdbmma004"; break; //Warmace +2, On Hit: Slow [DC=14] [Duration: 25% / 3 Rounds] (Ardulia's Fall)
case 6: sItem = "nw_wswmka007"; break; //Katana +3, On Hit: Slay Racial Group [DC=14] [Monster Type: Elemental] (Blade of the Elements)
case 7: sItem = "nw_wswmka006"; break;//Katana+2, Damage Bonus: Acid [1d4], Keen
case 8: sItem = "n2_wspmka001"; break;//Kama+3, Damage Bonus: Acid [1], Damage Bonus: Fire [1]
case 9: sItem = "nw_wspmku007"; break;//Kukri+2 KEEN
case 10: sItem = "nw_kata_thewave"; break;//Katana, Attack Bonus [+ 3], Damage Bonus: Sonic [1]
case 11: sItem = "nw_wswmbs004_x";break; //Bastard Sword[+ 3], On Hit: Wounding [DC=14], Regeneration: Vampiric [+ 1], Use Limitation: Alignment Group: Evil
case 12: sItem = "nw_wswmbs007_x";break; //Bastard Sword[+ 3], Damage Bonus: Sonic [1d4], On Hit: Confusion [DC=14] [Duration: 50% / 2 Rounds]
case 13: sItem = "nw_wswmka004_x"; break;//Katana+3,Damage Bonus: Electrical [1d4],
case 14: sItem = "nw_wswmbs006_x"; break;//Bastard Sword+2,Damage Bonus vs. Racial Type: Dragon [1d6], Enhancement Bonus vs. Racial Group: Dragon [+ 4]
case 15: sItem = "nw_wswmbs003_x"; break;//Bastard Sword+2,Damage Bonus vs. Alignment Group: Evil [1d4], Enhancement Bonus vs. Alignment Group: Evil [+ 3]
case 16: sItem = "nw_wswmka009_x"; break;//Katana+2,Damage Bonus vs. Alignment Group: Evil [1d4]
case 17: sItem = "nw_wspclaw_bleeding_wound_g"; break; //Kama+4 On Hit: Wounding [DC=16] [Type: Bludgeoning], Damage Bonus: Slashing [1d4]
case 18: sItem = "nw_wspclaw_flesh_carver_e"; break; //Kama+4 Damage Bonus: Slashing [2], Damage Bonus: Piercing [2]
case 19: sItem = "weapon_monk_freind_epic"; break; //Kama+4 Ability Bonus: Dexterity [+ 3], Damage Bonus: Slashing [1]
case 20: sItem = "nw_wspclaw_deep_wound_g"; break; //Kama+3 Damage Bonus: Piercing [1d4], Massive Criticals [1d10]
case 21: sItem = "nw_wspclaw_flesh_carver_g"; break; //Kama+3 Damage Bonus: Slashing [2], Damage Bonus: Piercing [2]
case 22: sItem = "weapon_kukru_eclipse_e"; break; //Kukri+4 Immunity: Specific Spell [Darkness], Darkvision, Damage Bonus: Negative Energy [2]
case 23: sItem = "weapon_outback_flayer_epic"; break; //Kukri+4 Ability Bonus: Dexterity [+ 3], Damage Bonus: Piercing [1]
case 24: sItem = "weapon_shadowmaster_kukri_e"; break; //Kukri+4 Damage Bonus: Acid [1d4], Dexterity [+ 3], Move Silently [+ 2], Hide [+ 2], Listen [+ 2]
case 25: sItem = "weapon_cutting_star_g"; break; //Kukri+4 Damage Bonus: Fire [2], On Hit: Blindness [DC=18] [Duration: 25% / 1 Round]
case 26: sItem = "weapon_kukri_of_balance_e"; break; //Kukri+4 Weapon Focus (Kukri), Weapon Specialization (Kukri), Keen, SLASHING +1
case 27: sItem = "bg_wea_bstswrd_acandar"; break; //BASTARD SWORD[+ 3], Damage Bonus: Electrical [1d6]
case 28: sItem = "bg_wea_bstrdswrd_hallowed_redeem"; break; //BASTARD SWORD[+ 3], Damage Bonus vs. Racial Type: Undead [1d6], Damage Bonus: Bludgeoning [1]
}
}
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 1:32 pm
by chad878262
Yeah unless something was changed in the past year with chests across the server I know I have found epic items in the Tradeway Troll cave, the Tradeway Gnolls and the old Durlags before Tfunke made it far more lore accurate and awesome. Never found epic stuff anywhere else...
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 2:21 pm
by dedude
metaquad4 wrote:dedude wrote:
And finally, yes higher tier loot chests have higher probability of better gear. But more importantly, they actually have a probability for the high end gear. Low tier chests can only spawn up to a certain level of gear. The RIG items work a little differently, but they are definitely also scaled based on the chest tier.
Is there any hard evidence of this? All the best stuff I've found have been in low level-mid level dungeons. Epic dungeon chests are hardly worth the trouble, its usually the same or lesser loot for me.
There is no mystery or magic in this, it is all based on code, so yes, there is hard evidence.
Previously most loot came from "dead bodies" and the like, which is all RIG based. Your experiences with loot is most likely based on the fact that you have looted way more in low level places, and the sheer number of "lootings" there would mean the odds of finding something good there seems higher.
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 2:27 pm
by chad878262
Dedude, did you alter the chests in lower level dungeons? I know, for a fact I have found 2 epic items in the chest on the first level of the Gnoll Cave where the sub boss spawns (right across from where you first enter from tradeway). I also know I have found 2 epic items and 2 other +4 items in chests within the Seaside Troll cave. So unless there was a specific change to alter the chests rating there is a chance (however small) of epic items appearing in lower CR areas.
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 4:12 pm
by Steve
Are +4 items still even considered Epic Items?
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 4:15 pm
by Calodan
I loot the whole damn server. It is not any better anywhere over anywhere else. The only difference for epic dungeons is the guaranteed gold on bosses or guaranteed loot bag that will drop spoons........Look I can see where you are looking at the tables and say it is different but the proof is in the pudding and I am telling you there is salt not sugar in that pudding it tastes like shite.
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 5:32 pm
by dedude
chad878262 wrote:Dedude, did you alter the chests in lower level dungeons? I know, for a fact I have found 2 epic items in the chest on the first level of the Gnoll Cave where the sub boss spawns (right across from where you first enter from tradeway). I also know I have found 2 epic items and 2 other +4 items in chests within the Seaside Troll cave. So unless there was a specific change to alter the chests rating there is a chance (however small) of epic items appearing in lower CR areas.
I'm not able to check this right now while AoS is fixing the repos, but my guess is that it is caused by one of two things. All chests now has a chance to create a RIG item instead of picking from the loot table, and the RIG can create some pretty nice stuff even at low CR. Or the chests you looted are actually marked as boss loot. Both areas you mention do contain a boss, but again I can't check it right now.
And either way, congrats on being such a lucky adventurer!
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 7:07 pm
by chad878262
Lol, this was like a year and a half ago... never found anything as good befor or since.
Re: Why dont we remove trash from the loot table?
Posted: Tue Sep 12, 2017 7:25 pm
by Laughingman
Valefort wrote: I do not enjoy making ooc fires to burn trash.
Then don't, to be clearer since apparently that isn't obvious I don't rage when I find empty ale steins or spoons, I chuckle. Adventuring isn't systematically successful, failure is important yada yada.
To be clearer I do not rage when I find trash. It is a minor annoyance which should be removed if it can be. I also don't burst out laughing when I find a spoon.... again.... and again.... for years on end. Not sure what the funny bit is.
Failure is important! I -LOVE- finding a cursed helmet with -6 charisma or a weapon with a "no damage" modifier. At any rate I would also count that junk worth 1gp as non systematically successful yet I am not asking to remove it. I am asking to remove rags or raise their value to 1gp.
Valefort wrote:So will you give me yours then since you do not need anymore?
But I need it ? What is not needed is easier gold (god knows it is already absurdly easy, cue all the "economy is ruined" posts or the "trade only" auctions) which is what removing the trash would achieve.
Increasing the value of an empty ale stein will ruin the economy? Removing it will ruin the economy? I am guessing you are confused. I did not ask to improve the odds of getting a vorpal sword or vastly increase the value of an empty ale stein. I asked to remove trash worth 0gp that has no RP value.