Maybe it's set up in advance with loot from all classes, but it needs a trigger to drop the new ones?
Or, maybe they have it set up so that only loot for classes present will drop.
even if this is so..... you are missing the point. If the loot is set up already that makes the loot table impossible to get an item you want out of it. 16 different classes of loot on 1 boss and 5 classes in the party you wont get the loot you want at all. now the 2nd part of your statement would work but currently its not set up that way.
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willsommersMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 103
edited June 2013
This confused me at first when playing the game. Instead of types of gear (cloth, leather, mail, etc.) you have class specific pieces for everything. Was a big shock coming from other dnd video games and the pen/paper game.
I couldn't even imagine how it would be as they add more classes. Oh that ranger uses (for instance) longsword, but can't use GF longsword, must be ranger longsword? How does that even make sense?
I much prefer a character can use what it wants (as long as allowed by class) and not some arbitrary (GWF only!, GF only!) deal.
My question is how are they going to handle loot when new classes are added to the game? Since all loot is class specific you will have to add a whole new line of loot to every instance to every vendor at all the different level ranges and trash loot that drops off monsters. Thats fine and dandy if you plan on adding 1 or 2 more classes but 4e has 16 classes. If they plan to add half of the missing classes that s a lot of work...
I was thinking instead of having loot class specific they need to make it role specific.
This way no matter how many classes they add to the game loot wont have to be generated for each new class. Now i know what you are all thinking... GWFs where do they fit in.. well with this new buff to them i feel they fill the striker role very well and i would classify them as such.
Another thing you might be saying is what about AC level. The only role this really effects is Striker, Since you can have cloth strikers mail strikers and leather strikers. What i figure is you can have the skin and the AC of the teir of loot to be determined by the class that equips it. So if a T2 Striker chest drops and a warlock(cloth striker) and a rogue (Leather striker) roll on it and the warlock wins then the AC will be set for what t2 cloth AC has, if the rogue wins it then its set for what T2 Leather gear has.
You may ask what about set bonuses. well instead of having the setbonus on the gear it self make it a vendor item for like 200 drake seals that goes in a new equipment slot(similar to what rift has) then when you get 2 pieces of the same teir gear it activates the 2 piece set bonus and when you get the 4th piece it grants you the 4 piece set bonus on the crystal.
I think this is a very simple method for expansion of the game with out having to worry about loot in instances. Could you imagine if all 16 classes are added to the game how much loot would get wasted in instances if the loot remains class specific and how much harder it would be to get the gear for your class.
Tell me your thoughts on this its just an idea i threw together.
I was wondering about that as well...
Anyhow, by the time they release the 8th class they will have this all figured out, maybe pigs will fly too.
[SIGPIC][/SIGPIC]
"The harder the game, the better."
My question is how are they going to handle loot when new classes are added to the game? Since all loot is class specific you will have to add a whole new line of loot to every instance to every vendor at all the different level ranges and trash loot that drops off monsters. Thats fine and dandy if you plan on adding 1 or 2 more classes but 4e has 16 classes. If they plan to add half of the missing classes that s a lot of work...
Since they intended to add many classes, I imagine they designed the game so that implementing new classes can be done easily.
Loot tables for the new classes are already there.
What do you think those odd classless (Class required: [blank]) items that occasionally drop are?
and you still miss hte point of hte post. Even if the work is already done....... can you imagine at higher number of classes how hard it will be to get the loot you want/need. 16 classes 32 drops for those 16 classes = you will never see the loot you need.
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
right both of that is fine if they only plan on 1 or 2 more classes... but if they expand to all 16 classes what then.... 5 man group 16 different classes on the loot table??? you wont see a piece you need at all. and with t1 and t2 loot going BoP... you wont be able to just sell the extra loot to buy what you need.
Assuming they will add all 16 core classes eventually (read: NOT soon, probably a few years), I'm sure some loot will overlap, and we'll see items with "x or y class" requirements.
That's assuming the loot system won't change completely by that time anyway.
As for "it will be too hard part", well so it is in other MMOs. Even if the items are not bound, they'll likely be useful only to a limited number of classes/builds.
It would be better if they make it D&D style... Where every class can wear anything, but with negative effects. If a mage wears a chain-armour, he has a higher chance of miss-casting spells. A rouge wearing other than leather-armours will make him less sneaky and cloaking is more "difficult".
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
It would be better if they make it D&D style... Where every class can wear anything, but with negative effects. If a mage wears a chain-armour, he has a higher chance of miss-casting spells. A rouge wearing other than leather-armours will make him less sneaky and cloaking is more "difficult".
That's unlikely - there's no such thing as "to hit" in this game, all swings hit, so that wouldn't work unless you completely overhaul the mechanics.
Also, considering the amount of man-hours that'd go into implementing this from scratch, I don't think they'd do it even if they wanted to.
Comments
even if this is so..... you are missing the point. If the loot is set up already that makes the loot table impossible to get an item you want out of it. 16 different classes of loot on 1 boss and 5 classes in the party you wont get the loot you want at all. now the 2nd part of your statement would work but currently its not set up that way.
I couldn't even imagine how it would be as they add more classes. Oh that ranger uses (for instance) longsword, but can't use GF longsword, must be ranger longsword? How does that even make sense?
I much prefer a character can use what it wants (as long as allowed by class) and not some arbitrary (GWF only!, GF only!) deal.
What do you think those odd classless (Class required: [blank]) items that occasionally drop are?
I was wondering about that as well...
Anyhow, by the time they release the 8th class they will have this all figured out, maybe pigs will fly too.
"The harder the game, the better."
Since they intended to add many classes, I imagine they designed the game so that implementing new classes can be done easily.
and you still miss hte point of hte post. Even if the work is already done....... can you imagine at higher number of classes how hard it will be to get the loot you want/need. 16 classes 32 drops for those 16 classes = you will never see the loot you need.
That's assuming the loot system won't change completely by that time anyway.
As for "it will be too hard part", well so it is in other MMOs. Even if the items are not bound, they'll likely be useful only to a limited number of classes/builds.
That's unlikely - there's no such thing as "to hit" in this game, all swings hit, so that wouldn't work unless you completely overhaul the mechanics.
Also, considering the amount of man-hours that'd go into implementing this from scratch, I don't think they'd do it even if they wanted to.