What tweaks do you think the treasure chest loot need?
Now that the publish has been out world wide what tweaks do you think the treasure chest loot needs? Remember going back to the old loot system is not option so please do not even bring it up.
Now that the publish has been out world wide what tweaks do you think the treasure chest loot needs? Remember going back to the old loot system is not option so please do not even bring it up.
Comments
I will begin with:
Needs less scrolls of alacrity
Needs less shield engravers
For those that have, are item properties still a random mess like everywhere else in the game (rings with SSI, LRC and wrestling or some useless combo) or do the map types affect the types of properties that show up on loot?
I've gotten so many blues now that I consider them junk like I do the shield engravers and toss them into the trash barrel.
I would really, really love to see Eodon stash and supply artisan chests have Eodon crafting materials. Tiger pelts, dragon turtle scute, perfect bananas, etc.
If you are finding yourself having too many, maybe a trip to haven helping out a returning player is in order.
Our guild is finding the blues we find highly useful and we can never have enough. I was excited I was able to help a casual returning player get to 120 SW today (after her working on the skill for months) by giving her alacrity scrolls I found while treasure hunting. Our alliance is always getting new returning players and one of the biggest hurdles they face is skill raising.
I'll be glad when we have a team that breaks the monotony on PS's as well, and introduces all of them to all t-chests and spawns. But money talks, and wishes walk
From the pics I have seen, the main tweak is to adjust it so that the mods make sense and match up.
My treasure hunting is done with two characters:
- Legendary Paladin; 0 required skills and no luck (max supply level chests, because no LP)
- Training T-Hunter/Bard/Mage; required skills avg 80, avg. 1k luck (max cache chests, she's still training and cannot handle the higher mobs yet)
The wearable/weapon loots I'm seeing are definitely influenced by luck. The better the luck, the better the piece - and that seems fine with me. The number of pieces also seems to be right with regard to the type of chest (rusty/normal/gold). No complaints here (but see further comment below regarding what I do with this loot).All chests are a bit heavy on the gems/gold though. I understand that the "thinking" of whomever buried the treasure distrusts the bank - but really... that is whole lot of gold some people are hoarding. My paladin can do 2 chests before having to send gold off to the bank, my T-hunter can only do one - am thinking I need to tweak her stats a bit more.
I am doing more artisan chests, and notice the reforging items are utterly random - and since I don't use them I figured I'd collect/combine/sell... I have enough clean up points to last me forever. The actual resources (ingots mostly) are rather skimpy though, I'd expect more high-end resources like Ver/Val ingots or Frost/Blood woods, maybe even some granite or rare gems. I will note that I haven't seen ANY wood.
The new artwork on the bags (gold, gems) is awesome, but like back-in-the-day when everyone was throwing those brown furs on the ground, these bags are rather plentiful. Perhaps make them more desirable by having them appear only some of the time? Yes, I am finding these bags dropped at banks or even in the wild. Reminds me of the Cat Statue and those brown furs littering the land. Perhaps the majority of the time the "riches" be loose in the chest, and only some percentage of time it is contained in the bag. Would raise the spawn-with-looting rate, but that's okay.
I suspect these colored fragments are temporary to the loot table, so not gonna comment on that.
And I've yet to get any of the deco/special items other than Pinks and Blues. I really want some of the deco; so I need to train my T-hunter more (and tweak her stats).
Insofar as those Ps & Bs, they go into my books for returning/new players. I'm not being utterly inundated with scrolls, so I'm not able to judge on the drop rate. I will note that I am seeing prices drop on Pacific - which isn't surprising - but there is still a call for them on vendors. Particularly the magery, bushido, barding, vet, taming & lore scrolls. The market is falling for them, but there is still a demand on Pac.
I will note that I've outfitted 4 new players on Pacific (one is a complete "young" character - a convert from WoW) with armor and weapons specifically pulled from the treasure chests. I've even taken to imbuing some pieces for people; and I've not been doing any armor work in years. So that there is a bit of something.
kirthag.blogspot.com
Green back packs, well what did we do with the contents of those? Mostly trash them, so here's a difference in understanding. Trash = not valued, worthless, unwanted. Why would you want more of them? This gap in understanding also shows in the other thread wanting new, supposedly interesting and desirable items given 'trash' points.
Random loot generation, needs some exploring and explaining to achieve better 'grouping' of properties. Maybe we should have a thread just for that?
To start I would make SDI and DI an 'either or' option, many items spawn with both properties, and that's not wanted. I'd go so far as to make them overwrite each other when imbuing like the hit spell properties do.
Cheers MissE
@MissE Sorry for the confusion. What I was trying to say is do not bring up undoing the changes and going back to the previous loot model. That is not going to happen.
The horde chests aren't even top tier chests and i fail on average of 4 times with gm RT.
It just doesn't seem right for the sacrifices that we make on our template in order to fit GM RT and Keep GM Carto on (while digging chests).
IMO you should not fail RT with GM skill on Horde chests. Trove yes but not Horde.
Sorry a little off topic since it isn't related to loot.
here...
Take pinks out of tram ruleset chests
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Just stay near the chest and have other people aggro the spawn.
And yes, if you run too far away 16 tiles max I believe is what is in the release notes) or die during your attempt, you will then have to start all over (the timer resets). I have run circles around the chest within 10 tiles and so far this rule holds true.
kirthag.blogspot.com
MissE is point on. A new system has to stand the comparision with its predecessor. And for that it's just a big nerf. Apart from making level 6 and 7 maps pointless as well..
Loot on a high level map should look like
- a pardon,
- mana orb,
- runed sash
- a treasure map
- recipe
- scroll of alacrity
- scroll of transcendence
- skeleton key
- tasty treats
Then from that baseline add PS to old 6/7 maps and mapmaker glasses to 7 chests. Place the new deco stuff like swords also in lower level chests to throw the noobs a bone which don't have a proper hunter for the higher levels.- 30k gold
- a mini arti
- 6 essences
- 50+ of most regs (necro and mage)
- 20 gems
And then make a selection of 4-5 off the following:- a pardon,
- mana orb,
- runed sash
- a treasure map
- recipe
- scroll of alacrity
- scroll of transcendence
- skeleton key
- tasty treats
- NEW deco items
Then it would of been a map worth doing with a party or worth bothering with the harder spawn to obtain.Cheers MissE
This is a GOOD thing that they spawn in good quantity !
For those using them, they can be combined towards better Refinements and for those not using them, they can be sold or turned in for Clean Up Points.
Frankly, it is a GOOD thing that they spawn in good quantity, this should NOT be reduced, to my opinion.
The problem is when they nerfed the total loot intensity an item can have on all global loot (intensity cap).
Now we have a situation where the developers are making many instances of PvM a lot more difficult (doom, the roof, T-maps, EM events and soon to be Corgal and Scalis!).
Yet at the same time they lowered the quality and intensity of the gear we need to do these events. It seems completely ass backwards if you ask me. Before you know it the difficulty of the game will have outpaced the players ability to gear up and compete with the game environment.
You gotta ask yourself, how many other games does the PvE get progressively harder while at the same time the gear drops get progressively weaker?
The other issue i have with all loot in general is with named gear. Item properties assigned from the named prefix/suffix generator are too restricting for legendary artifacts. It's like big brother telling us what properties an item SHOULD have and what properties it should NOT have. NO. Let it be completely random. Named gear is okay for crafted items because that's the way reforging was set up but when it's applied to legendary artifacts it limits our ability get certain mods with other certain mods.
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695356108
Kyronix didn't mind to answer. The short sighted answer from Petra was:
They just had no idea what they were doing.
So let's look at this from pure analytic perspective:
I went to 6 servers: Atlantic, Siege, Pacific, Origin, Great Lakes, Chesapeake looking for the following alacrities: Animal Taming, Lore, Chivlary, Lockpicking, Ninjitsu, Discord and Spellweaving.
Most shards had little to none of those scrolls, Atlantic being the trade hub only had 8 animal taming, all for over a million a piece. Great Lakes was runner up with a couple. Pacific, where TimSt appears to be from, the vendors had little to none. (if you need actual numbers, oh I can get you those, but it will be later today)
So either the scrolls are so popular on the shards that vendors cannot keep them in stock or people are not acquiring them in such mass quantities that they are unable to do anything with them. Oh and if someone puts them on a Chesapeake vendor, they sell out. I do know this.
So you are comparing an experienced thunter doing tmaps vs the worlds worst champ spawner if you are using an hour as a gauge. Anyone who is worth anything is doing 3 champs spawns an hour. If they are good they are looking at 4+ an hour.
So who is raking in more gold? What I'm getting from this is you don't want alternate means of acquiring gold for people
As far as the rest of it goes, in my opinion, for what we ended up with, it was nothing more than a waste of several months of developer time, and yes, overall it IS a nerf! I admit that It DOES have a few positive aspects/perks, but nothing that will keep me doing treasure maps in the long run. The bottom line is, the time could have been put to MUCH better use. Also, keep in mind that most of us had to beg and plead, bitch and moan, "call out" the devs, and/or get dismissed/insulted BY the devs, JUST to get it to where it is now! Who apparently thought the "first test" was just fine. @Bleak @Kyronix