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07-10-2007, 09:54 PM
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Regular
Character: Apollon
Guild: Anomaly
Server: Butcherblock
Posts: 113
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RoK Loot System
So I'm browsing the official forums and I happen upon a post about RoK and what type of loot system it will have. I posted this idea over there and figured I might as well do the same on the board that matters.
Let's face it, unless they make each and every piece to the set better than all the others available and make the set bonus actually something useful, we will still look like a bunch of colorblind, fashion dysfunctional clowns. And even then you need to have the contested loot better than the instance loot.
So remedy. Make it so you also have something like the "Shadowknight Helm Finish". It could say "If 3 are equipped it does so and so, for 5 so and so and for 7 so and so. It of course would be lore so a person would have to be very picky on what item it went on.
This "Adornment" drops off of the bosses/contested in addition to regular loot and when applied to any T8 SK helm not only adds an adornment of sorts to the helm but also changes the look to match the other Finishes in the set. This would allow toons to wear the best gear possible, have a set to strive for and also look good while doing it.
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07-11-2007, 11:59 AM
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Reactive, Cure, Heal, Repeat
Character: Aarinak
Guild: (Retired)
Server: Everfrost
Posts: 151
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Re: RoK Loot System
I like the idea... I think. Kinda confusing. However (and correct me if I'm wrong), I don't think they could do that very realistically since they would have to make 7 finishes for every class set (24 x 7 = 168). 168 alternate model pieces would have to be fashioned for the class sets.
Correct me if I didn't understand your post like you meant it.
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Sir Aarinak Da'Uber

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07-11-2007, 01:11 PM
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Regular
Character: Apollon
Guild: Anomaly
Server: Butcherblock
Posts: 113
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Re: RoK Loot System
Quote:
Originally Posted by Aarinak
I like the idea... I think. Kinda confusing. However (and correct me if I'm wrong), I don't think they could do that very realistically since they would have to make 7 finishes for every class set (24 x 7 = 168). 168 alternate model pieces would have to be fashioned for the class sets.
Correct me if I didn't understand your post like you meant it.
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Is it not the same way right now with every class getting its own specific armor?
Here is an example, there are 2 BP which drop.
Then you can add the Adornment that is part of the Class set.
It not only adds an effect to the item itself and a set bonus for having more than one of the class adornments but changes the appearance of that BP to what the class set would look like. This way you can get the very best BP in the game, have the set to strive for and it would still match.
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07-12-2007, 01:29 AM
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Regular
Character: Topa
Guild: Voracity
Server: Kithicor
Posts: 255
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Re: RoK Loot System
Cool idea, if implemented they should make it be like an uber-fabled adornment, where a few of the key raw drops off end zone bosses, and they can only be crafted deep in the raid zone.
That way in order to start making the sets you would have to clear the instance, and it wouldn't come down to the rng as to who gets their set piece. If 3 super-duper-infusions drop they get dkp'd or randomed or leader assigned or w/e the player goes over to the in raid zone work bench and crafts up their adornment.
Or they could do it like Relic too, have zone bosses drop the uber raws and you take the raid dropped raw and w/e else you need down to some greyed out hell hole and have an npc do the crafting.
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WTB New Sig
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07-12-2007, 06:29 PM
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Reactive, Cure, Heal, Repeat
Character: Aarinak
Guild: (Retired)
Server: Everfrost
Posts: 151
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Re: RoK Loot System
Yeah its a good idea, hopefully SOE reads this. Yours are too Topanga.
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Sir Aarinak Da'Uber

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07-12-2007, 07:26 PM
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Bringin the Heat
Character: Manyak
Guild: Saints of Norrath
Server: Blackburrow
Posts: 794
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Re: RoK Loot System
i hope they completely ditch the idea of class sets, period. its been nothing but headaches for everyone with the same class pieces dropping over and over and over.
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07-12-2007, 09:34 PM
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Visitor
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Re: RoK Loot System
Clearly i know dick about programming, but intuitively it seems like class specific armor could be pretty easily done without the problem of lore items being trashed.
IE, the game already detects what classes are present when calculating the drop table, why not just add an extra line that makes sure the remaining classes can actually loot an item (based on lore restrictions.)
edit: oh, and only count each class once, so the deck cant be stacked by getting multiples of the same class in on the fight to affect what drops (equal probability for all present classes.)
Last edited by Rogoshen; 07-12-2007 at 09:39 PM.
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07-13-2007, 01:23 AM
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Regular
Character: RedHawk
Guild: Saints of Norrath
Server: Blackburrow
Posts: 165
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Re: RoK Loot System
Quote:
Originally Posted by Manyak
i hope they completely ditch the idea of class sets, period. its been nothing but headaches for everyone with the same class pieces dropping over and over and over.
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Definitely agree.
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07-13-2007, 01:35 AM
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L337 Poster
Character: Krontak
Guild: Guildless
Server: Waiting for another game that isn't so damn laggy
Posts: 1,088
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Re: RoK Loot System
aren't the class sets the only things that keep people going into some of the instances over and over?
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07-13-2007, 05:28 AM
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The Worried Warden
Character: Oakmiser
Server: Kithicor
Posts: 380
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Re: RoK Loot System
I think I get the concept. So now lets expand though, and make it ton's easier for a guild to gear up and not have randomness slow them down to much.
IF I understand this correctly...
-Fabled BreastPlate. Has it's own effect, stats, and look.
Then you can adorn the following to add:
-Fabled Adornment For BP that Applies class specific set-bonuses to it and changes appearance. This adornment can be very open. SoE can either be annoying and mark class specifc OR mark it armor-type OR archtype or subclass (Bard, Druid VS Fury, Warden, Dirge, Trubador)
IMHO it should be archtype specific. Having an adornment for the set be as specifc as teo things and no more: Armor Part Slot, and Archtype. The game "knows" which class is applying the adornment so it automatically adjusts which set of set-bonuses it applies to the armor.
Bam problem solved, you allow 6 instead of one person to have a chance at loot. You could be more specific and make the adornments be subclass specific to give it a bit of balance and not as easy to farm for it.
Dunno if I'm talking out of my ass or not. But that seems like fair itemization to me. I love the ideal of set-piece adornments.
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