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New Loot System Level Cap?

Posted: Thu Jan 28, 2016 11:47 am
by Calodan
Not sure how to word this properly but I will post the quote from another thread.

Hawke wrote:
Did the level restriction get lifted?

It didnt
I was not fully sure if this meant the level cap on CHESTS... or the level cap on PCs that nerfs XP when adventuring together....

Either way I think BOTH need a reconsideration.

Lets start with the chests. If I remember correctly the reason chest levels were introduced was because EPICS were looting farmlands and the newer lower levels could not get the chests either. Well the new loot system pretty much blew that up as we can all get our 1 time chest....Now work with me here. Before we could loot each chest twice for our level. Now we get once for our level. Perhaps the answer is to remove the level caps and open up the WHOLE server to us for looting? This would allow for lower level looting that does not require as much expendables and might even get old school players to go interact a bit more with new players and help them to get to know the server more!!

Now we move on to the PC level cap. I am fully aware of the POWER LEVELING issue that was to address. I think this is a little trivial....Why not remove the level cap so those players who have learned the server and are very nice and helpful are more willing to bring along the newer players and or help them in a dungeon above them a bit sometimes? Or maybe we can relax the cap a bit from 10 levels to 15? That way it is at least closer and more likely to happen? Just a thought.......

Your thoughts?

Re: New Loot System Level Cap?

Posted: Thu Jan 28, 2016 11:54 am
by crimsonrain15
I'm going to have to agree with the relaxation of level caps a bit. There was plenty of times that I didn't go with a group because of the level cap. These were groups of mainly lv 19 and 20 toons that had a random 17 or 18 from time to time. I think relaxing it a bit shouldn't be much of a problem, at least at the higher levels, and would a level 15ish person helping a level 2 in harder dungeons really be such a big issue?

Edit: Sorry, I forgot we were talking mainly about the chest system here. I'd have to agree there too. The only issue I may see there would be the epic person destroying all the monsters in a tougher dungeon and a low level guy following behind to grab loot as well, but if it progresses some RP, is it such a bad thing?

Re: New Loot System Level Cap?

Posted: Thu Jan 28, 2016 1:07 pm
by burbles
I think it has merit. Of course, PCs with even 5 levels apart would have little bussiness with each other normally, and 10 levels spread are being from different leagues completely. I'm all for communication between various levels. However, since dungeons are set up with certain CR in mind, I don't see how allowing much greater CLs will help anything, save the greed of looters.
Tweaking the chance and amount of monster "drops" to "compensate" for less amount of chest lootz might be a better way.
Anyway, no one prohibits any characterlevel to RP with others, rigth?

Re: New Loot System Level Cap?

Posted: Thu Jan 28, 2016 1:40 pm
by KhyberKruel
I'd be down with relaxing the cap a bit. I often get hired by novice adventuring groups, being a watchknight, and would like to be able to help in combat with them regardless of my own xp gains. To my understanding the current cap is 8 levels before xp starts to le die and there is already the cap on the xp one can get from monsters to far out of your level. I'd like to see maybe 10 or 12 level cap instead, as for loot I love the new system so much and think its fine the way it is. Sure looting lower levels would mean <i>some</i> higher levels would roleplay with lowbies, but it would mostly result in the chest grinders... well grinding chest.

Just my thoughts on the matter, but I'd be fine either way. I only loot when I'm in an area that I'm fighting monsters my level at so it doesn't really effect me.

Re: New Loot System Level Cap?

Posted: Thu Jan 28, 2016 1:46 pm
by Hoihe
Calodan wrote:
Now we move on to the PC level cap. I am fully aware of the POWER LEVELING issue that was to address. I think this is a little trivial....Why not remove the level cap so those players who have learned the server and are very nice and helpful are more willing to bring along the newer players and or help them in a dungeon above them a bit sometimes? Or maybe we can relax the cap a bit from 10 levels to 15? That way it is at least closer and more likely to happen? Just a thought.......

Your thoughts?

I won't comment on the chests, but this one? Please! Not once had I had to basically stay out of a party while adventuring with a group because I was ruining the XP despite having perfect reason to accompany them.

And not all high levels are ultra powerful!

Re: New Loot System Level Cap?

Posted: Thu Jan 28, 2016 2:32 pm
by Karond
I don't think removing the level caps is a good idea. It produces people entering dungeons that are intended for lower level parties, spawning more enemies in the process.

The underlying issue raised here is that there is just less loot now. The solution is indeed as burbles mentioned, increased chance for better loot, or as an alternative; introducing more chests.

Re: New Loot System Level Cap?

Posted: Thu Jan 28, 2016 2:37 pm
by Steve
Karond wrote:The underlying issue raised here is that there is just less loot now. The solution is indeed as burbles mentioned, increased chance for better loot, or as an alternative; introducing more chests.
I don't think that is totally true, Karond.

Sure, a chest in the new, current System doesn't produce more loot per reset, being changed from 2x to 1x per reset. However, because multiple toons can receive Loot from that chest at the same time, more or less, it isn't MORE loot but MORE OFTEN looted Chests.

More is being produced by the Engine in a shorter amount of time, essentially.

Re: New Loot System Level Cap?

Posted: Thu Jan 28, 2016 2:40 pm
by crimsonrain15
I suppose that would help with the double looting per reset, and to a very slight degree, possibly help the amount of items out there at one time... and maybe the gold inflation problem. I think it would only be a small fix though. Very small.

Re: New Loot System Level Cap?

Posted: Thu Jan 28, 2016 7:39 pm
by mrieder79
I cannot see anything good coming from lifting the minimum level restrictions on chests. If the amount of loot people are receiving becomes a problem, then it is better to add more chests or increase probability of good items.

Re: New Loot System Level Cap?

Posted: Thu Jan 28, 2016 9:21 pm
by chad878262
We discussed the level caps in QC prior to implementing the new chest loot system and it was nearly unanimous to leave the caps in place. The new message states something to the effect of the treasure not being worth such a seasoned adventurer such as yourselves time. :lol: :lol: :lol:

Point being I don't think the bandits always robbing the SCCE have much to offer an epic pc since their ill gotten gains are always being repo'd.

While I enjoy the trainer/trainee rp between high/low level pc's lifting that cap just opens up too much room for exploitation.

As stated this is a major change and we all want to keep the feedback coming, this certainly isn't a "no" so much as a not right now/need more info...

Re: New Loot System Level Cap?

Posted: Fri Jan 29, 2016 9:44 am
by crimsonrain15
Personally, I don't think there's a problem with the loot given at this time (I haven't actually tested much of the new loot system myself, though), but the level cap on the chests would give a broader range of RP available to those trainers taking the lower level under his wing.

Epic: *Loots chest* "Oh, a flimsy little dagger!"
Lower Level guy: *Eye roll, wondering why he's even bothering to loot the chest.*

I agree that the loot offered by the lower levels would be very minor compared to the loot offered in a dragon's hoard to the epic character, but who wouldn't want the chance to get more empty steins?

Re: New Loot System Level Cap?

Posted: Fri Jan 29, 2016 7:31 pm
by RagingPeace
Would it be worth considering making the cap like it works with party levels? If you're within some average level you can loot the chests. Just brainstorming.

Re: New Loot System Level Cap?

Posted: Fri Jan 29, 2016 9:13 pm
by NeOmega
RagingPeace wrote:Would it be worth considering making the cap like it works with party levels? If you're within some average level you can loot the chests. Just brainstorming.
This would probably discourage partying.

I like the caps as they are, although I feel the batiri mines level cap a little too soon.

Re: New Loot System Level Cap?

Posted: Sat Jan 30, 2016 9:36 am
by chad878262
NeOmega wrote:although I feel the batiri mines level cap a little too soon.
I am torn on this... On the one hand the mines are certainly a step above the gibberling caves and thus would appear to deserve a higher level cap. However, on the other hand the whole purpose of the loot chest idea was to encourage cooperative, party rp in dungeons. So the batiri mines kind of do the same thing (only way to loot them is to party up between levels 5-10 since after that you exceed the level cap, but before 10 only certain builds have a good chance of survival.)

I kind of think leave as is, but would be fine with the change as I believe this is the only area on the server that is set up in this manner... Would be interested to hear other thoughts on this or any other areas where a change would be desirable.

Good call out Omega!

Re: New Loot System Level Cap?

Posted: Sat Jan 30, 2016 10:37 am
by mrieder79
Agreed on the batiri mines. The chests *should* be higher levels. By the time you can do the place, you are too high level to loot most of it.