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Just One Moar (formerly: How To Lose Your Life To An MMORPG)

Part diary, part commentary, part news reviews and editorials covering the world of MMORPGs Among many MMORPG:I feature Runes of Magic and World of Warcraft

Author: giantsquid

Where should the best loot come from?

Posted by giantsquid Sunday November 15 2009 at 11:37PM
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I don’t state this to try to add validity to an argument, just to let you know that I respect where the opinions are coming from. I’d very much like to hear what others have to say.

Some of my friends, I used to play WoW with, I’ve known for a long time and have come to really respect their opinions on all sorts of subjects. They are all very well educated, very well-rounded, and are intuitive as all get out. So when we discussed where the best loot should come from in a game, and they agreed with me, it not only fed my lovely ego(which I do love, no matter how small it is), but I really focused my thought on the subject for a long time.

I’m of the belief that the best armor and weapon loot should come solely from crafting. You can still have good crafting that people will partake in, as I would point to any existing crafting system as flawed yet obviously working. But to have anything less than the best armor or weapons come from anywhere else undermines crafting and takes a way the one purely viable reason to have crafting in the first place. Otherwise you don’t really have crafting, you just have the aucton house where people play online “economists”.

In the strictest sense, I would call all current crafting systems economy systems. They solely feed into the economy. That’s their highest and most valid priority. Sure you are crafting “stuff” but what is the number one reason you are crafting it? In WoW, you may find some alternative uses for crafting early on, but once you pass level thirty, the crafting system takes a nose dive off a thousand foot sheer cliff, and turns more into a money maker where most people stop after refining and don’t actually get to the crafting part. They refine material to sell in the auction house.

There’s a place for this, but there’s also no tangible use for the fully crafted goods. We call these crafting systems?

Are we undermining raids and battlegrounds, if we take away their gear drops? I don’t think so. It’s shifting responsiblities back into their proper places, and improving the game dramatically. Can’t there be other uber drops in raids and battlegrounds? I don’t see why not.

If players and/or developers feel that one area of the game ends up having to take priority over the other as far as where the best loot comes from, then I still see the logical conclusion that it should be crafting. I personally don’t see it undermining raids or “end-game” content because there is plenty to achieve in doing raids, and players will still have a source to obtain the best gear to run more raids and gear up for battlegrounds.

I’m still a bit skeptical about the inner working of Alganon, that is now in beta. But they mention this very aspect which made me smile knowing that others agreed with me. We all love that. But that’s not the only reason for me to push a subject like this. I think it stands on it’s own two feet when it comes to what role different parts of a MMORPG should play.
 

Midare writes:

I agree with you whole heartedly. I'm highly biased as crafting is my favourite thing to do in games, mind you, but when noone actually needs what you can make... you start to wonder why you bother with it.

Sat Dec 12 2009 12:25AM Report

MMORPG.com writes:
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