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Idea for future BoE loot [MOD 8 ?]

rayrdanrayrdan Member Posts: 5,410 Arc User
edited September 2015 in Player Feedback (PC)
@strumslinger

Problem: with leadership being deleted and the lack of sellable loot we are going to see dark times. The creators of loot in the last mods have shown less and less fantasy: gears called with the same names, same stats allocations and so on.
People complains about RPs and how gear isnt anymore a reward for play dungeons but a constant farming of said RPs, green garden for many bots.
Gear slots are kinda limited, we have armors rings weapons (artifacts ones) and jewelry. This last one is particulary limited: we lack for example ear-rings and bracelets.

JUST introducing new gears isnt enough to fix the problem.
People can and will farm them to death lowering the price to nothing in a couple of weeks.


Idea: DYNAMIC STAT ALLOCATION.
Release new type of gear as said EAR-RINGS, BRACELETS AND SO ON.
Put them in NEW DUNGEONS ( we havent seen a new dungeon in more than 1 year ) with 100% loot chance.
We can have some more T1, some more T2 and let those new dungeons drop said new gears.

AT THE END of the dungeons something WILL ALWAYS drop and here comes DYNAMIC STAT ALLOCATION.
Lets say we want those new gear to have something like 1000 points worth of stats.
The loot will randomly assign those stats creating the most various combinations AND a random increase/decrease of stats around those 1000 points.
Same for t1 dungeons, for example 800 +-200.

So something will show with stats between 800 and 1200 allocated randomly creating an infinite gear possibility keeping price high/low enough. People will never get tired and will always hope to drop something with better stat allocation/ stat sum.


Possibility for zen store: sell something to reassign one of those stats.
example: an ear-ring with 300 deflect, 350 critical , 364 power and 180 regen shows up and its looted by someone.
This guy doesnt like 180 regen, buy "new zen item" and reassigns the SINGLE STAT RANDOMLY.

180 regen RANDOMLY becomes 170 defense.
FROM THIS MOMENT ON THAT PIECE OF GEAR IS BoP.

The in game experience should be as close as possible to Castle Never, the dungeons should be a bit shorted but definitely not skirmish-like.

NOTE: dynamic stat allocation is not something that needs to be coded. Its already here with offhand added stats and bonus to class feature. Put the two things togheter and the coding is 0.

Idea number 2: Introduce a third class feature which can be choised between 3 newly-not overpowered-possibly working new specific class features that can be further leveled up by reading arcane-books. Let 1 of those books (not necessarely for your class) always drop in every end skirmishes chest. The process of upgrading said class feature can randomly fail.
(introduce a preservation process if you like it, or less them fail and re farm those books). BOOKS CAN BE SOLD.


Last thing: remove key requirements for dungeons and stop this "zen key" thing for loot...its highly offensive....
every mod should ALWAYS have at least a new dungeon and a new skirmish

thanks for reading
players further ideas are welcomed
Post edited by rayrdan on

Comments

  • jade456usjade456us Member, NW M9 Playtest Posts: 32 Arc User
    edited September 2015
    Excellent suggestion. I would go one step further. Currently most professions are completely worthless. Items worth crafting are going to be cost prohibitive, simply because no one will be able to afford to buy the items if they were posted to actually make a profit on them. Weaponsmithing and Artificing are useless. Nothing worth crafting there at all. Why not be able to craft TRANSMUTATIONS for those professions? Given most of the transmutes are seasonal, why not let players transmute to existing sets, like the nice dragon set that is no longer available? Maybe do the same thing for armor as well. Most of the old sets aren't available, but are already skinned. Make them non-bound so they are tradeable. Create new crafting pieces as rewards in dungeons/skirmishes and sell packs on the Zen market as well.

    Companions:

    Since the stronghold is going to need protection, why not give players a reason to get and upgrade more companions? Allow them to be deployed to guard the stronghold. It could be done thru the gateway or in game. Allow other players to send a group of companions on raids against other strongholds the same way. Using the gateway would be the easiest way, since most of the mechanics are already there.

    The lack of new content is driving your player base away. Yes the stronghold mode has a new map. But it forces you thru the same 3 areas basically over and over. Granted you need to keep those area populated because it costs money to keep those servers running. Perhaps the next best thing would be to randomize the drops in those areas, have randomly opening dungeons that give players a reason to hang out there. Other games have had great success with it. Randomly drop items that will form an item that will give access to a special dungeon or skirmish that rewards either high end gear you cant get anywhere else, lots of astral diamonds, gmops, coal wards, etc.

    FOUNDRY:

    Removing the foundry completion for astrals was a mistake, there are still quite a few loyal players that play just for those. So why not encourage good, FREE content to keep players coming back? Based on feedback, completion time and difficulty, why not put an end reward that would be on par with a cryptic dungeon? If not gear, allow it to randomly drop something worth going thru for, like greater marks, a big chunk of unbound refinement or high rank enchantments, shards, etc.
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