One issue which I hear drives a lot of people crazy in the current game is the high level of RNG on drops.
The loot rules as it stands is simply all chance; it might take 1 week to get a perfect legendary (you know who you are ) or it might take 1 week to get the hard mode pet (me, that was me)âŚ
So what happens when a player gets a piece of loot they do not need? As it stands it cannot be traded to another in the party.
My recommendation(s) are the following:
Add in a party loot system where by each player can roll on an item if they need it (need/greed system).
Add in a master loot system where the party leader assigns the loot (think external scoring based on that individual teams goals such as dragon kill points or loot council systems).
Add in the ability to trade items with other players who also beat a given encounter together (some id matching so that the item can only be traded between these players for x time period after the encounter).
I also want to gauge others opinions on this topic. So i added some polls below.
I want a group loot system
I want a master loot system
I want the ability to trade items with other party members in a given time period after the fight.
I do not want the option of group loot.
I do not want the option of master loot.
I do not want the option to trade loot in a given time period after an encounter with other party members.
0voters
Please give your opinions below because I think it is a topic that should be addressed sooner rather than later. I have seen MMOs crumble and fall because of loot systems which require too much luck and so I think this is a very important topic.
If possible, it would be nice to hear plans and opinions from devs on this topic too to get an idea of what direction they see it going in.
Droprates are flatout disappointing, as stated many times, I love Orbus, but the weekly frustation in raids - nothing, nothing, nothing - had me ponder to ragequit, many times.
I raided almost every week since raids came out, 63 hardmode bosskills in, 1-3 per week, with 2 drops (TWO!) I can use. One more drop was a weapon which I just bought for tokens before. The rest of my tokens I hold on to, to not waste them again for gear that possibly drops, but even with spending them all and despite weeks-long raiding itâs impossible to get a set for the two chars I play before reborn (and then itâs useless). Vent over, I know it changes, hopefully.
Party Loot: Hm, why not. But a flaw I saw in other MMOs is that sometimes the time to roll is really too short and everyone is rolling for everything to not miss out and then arguments start and stuff.
Master Loot: Please NO. This was a constant cause of flamewars and grim server-wide fights in my WOW-time. Might work in guilds, but outside of these it was abused left and right and only thing people learned is to not join random groups, at all.
Trade Ability: My clear favorite! Would be very nice to socialize a bit after a run, take your time to look at stuff and help others out if you got something someone else needs.
in a private discussion with a few other guildees the master loot system issue was discussed as âsomething that would take way too much time off of rileyâs hands and something that bad natured people will abuseâ . I think most people would be in agreement with you on this.
The solution I came to was the basically the same as yours, make master loot a âguild specificâ thing with the addition that, if a party has a majority of members from 1 guild, it will enable master loot as an option.
I can definitely see master loot being a bad idea. Maybe, just maybe, the guild option could be useful. But Iâve seen even guilds have issues with it, especially when grouping with 1-2 non-guildies. It ends up being a âoh, well letâs give it to the guildiesâ followed by âwell your dps wasnât enoughâ
Edit: I think it may be okay if itâs a 100% guild group. At that point, if someone gets screwed over itâs a guild issue and they can post about it or something online.
Well even if it is master loot and 7/10 guildees then the other attendees would have to be in agreement of some kind with that guild about the loot i guess⌠In the scenario that they do something the other attendees do not like and if the guild are bad apples, then their reputation gets damaged by that etc etcâŚ
Everquest has the best loot system imo.
Personal loot that is solely RNG based layered on top of guaranteed drops for each boss from a set loot table specific to that boss
I think a lot of people have had bad experiences with master loot systems, theyre almost always plagued by abusers.
The system currently in place was incredibly well thought out imo and the only thing I would add to it is to have each raid boss drop 2-3 items each week , but rather than have loot distributed by a master looter just have a need or greed system similar to wow that allows the appropriate classes present to opt in for a chance on those items.
Also, perhaps rather than having raid set armor for sale for raid tokens simply sell guaranteed roll coins in exchange for raid tokens?
Uh, pass. Need/Greed systems are probably plagued more by abusers than master loot is. Itâll end up with a guild raid and one or two people pugging in and theyâll roll need no matter what.
Also, Iâd rather be able to purchase what I want than purchase a roll that may get me something I already have. Youâre just increasing the RNG factor by doing that
I would disagree that need/greed is more readily abused, unless the topic is pug grouping. In a guild raid environment the guild simply enforces a code of conduct. A guild and its officers have no way to abuse the system other than said enforcement. And the chances that a raider gets more than 1 opportunity to abuse the need button is low. Further, in my experience when some lowlife does smash that need button inappropriately it just forces everyone else to opt for need as well and limit the lowlifes likelihood for even being successful.
I get that the current set up items based on value for tokens is alt better than just tokens for extra rolls, but I was suggesting that in the context of a system where bosses have set loot tables (i.e. boss 3 of raid 1 is the only place to get a BiS item).
I cant figure out what the point of this is. Everyone has their own loot⌠Nothing is shared or split between players. Having master loot or w/e doesnât do anything.
Theyâre suggesting a change to the loot mechanic.
I think loot trading is nice, as it can more effectively give some kinds of drops to people who didnât have it (no more one person getting multiple instances of the pet while others donât get it).
Group loot with N/G/P or master loot, though, Iâm 100% against. Just asking for trouble and annoyance
It frustrates me that people âstealingâ loot is blown so far out of proportion when these types of loot systems are discussed. Overall, these loot systems give players more opportunities to get more useful loot. Gear pieces being âstolenâ is either a result of joining an untrustworthy group with master loot (foolish), or someone rolling on a piece of gear they shouldnât have and winning the roll. Statistically, I would expect a player to get more useful loot with a smart looting system (even with occasional âthieveryâ) than from personal loot.
I hate killing a boss and seeing no loot. Even if the loot is not for you, it is exciting to see when good gear drops for others. Currently, after every raid boss people always ask if anyone got anything good because it is rewarding to hear someone did. Group and master loot showcase this nicely, especially in a guild setting where gearing your raid party helps everyone. It also feels bad to get a duplicate piece of gear you just break down, while several other people in the party need it and and got nothing.
I have had loot stolen from me with such systems, and it sucks, but the benefits far outweigh the rare negative occurences. That said, as much as I would like it, I donât expect group or master loot to be implemented in Orbus, but I think making items tradeable among those present for a kill for a short time would address current loot issues, fulfill most of what group/master loot accomplishes, and avoids stepping on too many toes.
I wouldnât like master loot because it would make less people pug and make people stay in fellowship more, but I would love to see everything stay the same, except for the ability to trade loot. This could work either making all gear tradeable anywhere(not droppable tho), or having it be only tradeable within the dungeon/instance it was dropped
So we have been talking a lot about this internally and I will have more details in the future, but we are definitely making some changes here to how the loot works, mostly designed around continuing to smooth out RNG and also allow groups of players (e.g. friends or Fellowships) better ways to feel like they are able to âspread the luck aroundâ.
In particular, we are going to put in a system where for Shard Dungeons and Raids you are able to trade soulbound items (including gear) among the other players who were present when the drop happened as long as you are still in the instance.