Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:611  Guilds:3,078
Members:1,591,673  Online:0
Guests:0  Posts:4,844,573
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
D-F
D&D Online DC Universe DOTA DOTA 2 DUST 514 Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Solstice Dark and Light DarkEden Online DarkSpace Darkblood Online Darkfall Darkwind: War on Wheels Dawn of Fantasy Dawntide Dead Earth Dead Frontier Deco Online Defiance Deicide Online Dekaron Desert Operations Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Dofus Dominus Online Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Nest Dragon Oath Dragon Raja Dragon's Call Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Runners Dynastica Dynasty Warriors Online EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Eden Eternal Einherjar - The Viking's Blood Elf Online Embers of Caerus Emil Chronicle Online Empire & State Empire Craft EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Ether Fields Ether Saga Online Eudemons Online EuroGangster EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Ferentus Ferion Fiesta Online Final Fantasy XI Final Fantasy XIV Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forsaken World Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GalaXseeds Galactic Command Online Game of Thrones Gate To Heavens Gates of Andaron Gatheryn Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer GoGoRacer Goal Line Blitz Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Grand Chase Europe Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall Habbo Hotel Haven & Hearth Hedone Helbreath Hellgate Hellgate: London Hello Kitty Online Hero 108: Online Hero Online Hero's Journey HeroSmash Heroes in the Sky Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Holic Online Hostile Space Huxley Illutia Illyriad Immortals USA Imperator Imperian Infinity Infinity Iris Online Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kicks Online King of Kings 3 Kingdom Heroes Kingdom of Drakkar Kingory Kitsu Saga Kiwarriors Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online L.A.W. LEGO Universe La Tale Land of Chaos Online Lands of Hope: Phoenix Edition LastChaos League of Legends - Clash of Fates Legend of Golden Plume Legend of Katha Legend of Mir 3 Legendary Champions Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia Online
T-Z
TERA TS Online Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris Terra World Thang Online The 4th Coming The Agency The Chronicle The Chronicles of Spellborn The Elder Scrolls Online The Legend of Ares The Matrix Online The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems There Thrones of Chaos Tibia Tibia Micro Edition Toontown Online Top Speed Torchlight Transformers Universe Traveller AR Travia Online Travian Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War U.B. Funkeys UFO Online Ultima Online Ultima X: Odyssey Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Valkyrie Sky Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos Voyage Century W.E.L.L. Online WAR (Warhammer Online) WYD Global Wakfu War Rock War of 2012 War of Angels War of Legends War of Thrones War of the Immortals WarFlow Waren Story Wargame1942 Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warrior Epic WebLords Wild West Online WildStar WindSlayer 2 Wish Wizard 101 Wizards and Champions Wonder King Wonderland Online World Golf Tour World War II Online World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Tanks World of Warcraft World of Warcraft: Mists of Pandaria World of the Living Dead WorldAlpha Wurm Online Xiah Xsyon YS Online ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online eRepublik

MMORPG.com Discussion Forums

General Discussion

General Discussion 

The Pub at MMORPG.COM  » One of the biggest problems in MMO's: The Clonish Item Looting

2 Pages 1 2 » Search
24 posts found
  fcwedd

Novice Member

Joined: 8/26/06
Posts: 118

"If BioWare goes BuyOWare, I will go ByeOWare."


MICROTRANSACTION

 
7/17/07 10:02:09 AM#1

I've beaten up the following games: Diablo II, Star Wars Galaxies: An Empire Divided, EverQuest II, World of Warcraft, and Vanguard: Saga of Heroes. I must say, after delving into the end-game for each of these entities, Diablo II (pre-expansion) & Star Wars Galaxies (pre-nge) had the best item loot system due to their random generated statistics. I remember my collection of rare gothic bows in Diablo II. Although the bows were of the same type and tier, they were worlds apart; some hit harder, fired faster, weighed less, and contained some type of bonus ability or proc. Yes, the item appearances were limited, but the random generated stats gave them a unique & personal aura.

For those that are not familiar with this type of looting system, allow me to explain! When you defeat your foe, he or she has the chance of dropping an item. When you pickup that item, the stats are randomly rolled based on the systems percentages per item. Suppose you find a dagger off one of the specter chieftains in Age of Conan. That dagger could have a greater chance of rolling a speed bonus as opposed to a dmg or proc bonus. However, it's still possible to get that dream dagger with high speed, dmg, and proc. It would be like winning the item lottery. Thats what was so fun about Diablo II & Star Wars Galaxies. You knew that what you had was one of a kind. A system like this makes any grind much less arduous due to the excitement of a rare item drop.

The following picture is to show how one type of item can have different stats, thus, rendering that item more fun and unique:

In EverQuest II,World of Warcraft, and Vanguard, everyone looked exactly the same. Everyone was decked out in quested soulbound items. Those who didn't have the time to complete the grouped quests or stockpile “dkp” wore identical crafted gear such as ebon & xegonite. Crafted gear also had set stats. In the early EverQuest II days, you knew this person was wielding the Screaming Mace or was wearing the Legendary Journeyman's Boots. As if it wasn't bad enough that everyone looked alike, they had the exact same gear. This was a major turnoff. World of Warcraft and Vanguard share the same clonish characteristics.

Simply adding in more gear will not help. There will always be some quested bow that is better for a ranger, thus, every ranger will work towards obtaining that bow.

The following are screenshots that show multiples of the same item on the npc brokers:

  MadCyric

Novice Member

Joined: 7/05/04
Posts: 1

7/17/07 10:11:52 AM#2

I've always agreed with this, AC also had a random loot generator and it made finding loot more interesting. Unfortunatly they didnt have a action house back then. You had to catch the item in the vendor at just the right time.

  hosie73

Novice Member

Joined: 1/29/05
Posts: 10

7/17/07 10:15:59 AM#3

I agree wholeheartedly, this was exactly what turned me off of EQII and kept me from even playing WoW.  At least in SWG, even the crafted items could vary in stats, although pre-CU the fact that composite armor was the be all end all of armors was annoying.

When I play an MMO, I dont have to be the most powerful of whatever class I play, I just like to be able to do what needs to be done, and look unique while doing it.

 

  Listof

Novice Member

Joined: 5/03/05
Posts: 158

7/17/07 10:47:44 AM#4

Sorry, but I disagree. It's hard enough in most games to scrimp and save for the gear you need - or take the time to craft it - or take the time/chance to raid for it. But then you add in variable stats? That means it would take more time to find the specific weapon you needed in a store, that means your crafted item that you spent lots of time/money on may turn out to suck, that adds even more chance to a RB situation (on top of the chance that he may not even drop a weapon!) No thanks. I know I'd just end up with some crappy, bottom-of-the-line staff that had + physical damage on it (when I was playing a caster.)

I agree that it would be nice for people to look different and not all to have the same gear. However, I don't see how your suggestion would help.

The best way for a game to allow customization in armor/weapons would be to have base armor/weapons and have the players add the stats through questing, crafting or raiding. So you'd have your choice of many different looks and styles of armor in the game, some harder to get than others, but all with very basic stats. Then, the player would add the desired stats to it. For instance in crafting, you could have a 'recipe' for a magic spell that would add a certain percentage of critical hit bonus to your weapon. You would have to collect ingredients for this spell. Perhaps for more advanced type bonuses, you may have to kill a raidboss to get a certain drop that would allow you to enhance your weapon. Rather than epic bosses dropping the best weapons/armor in the game, they could drop items that would allow you to enchant your weapons/armor with the best stats. In return for finishing a quest successfully, an NPC could offer to 'bless' your armor with your choice of bonus to your weapon (limited choice, of course.) These quests could be repeatable if you decide to get new gear. Items dropped from RBs might be recoverable from the gear with a certain amount of effort. That way you're not stuck with one piece of armor if you get the exact bonuses you want but later get sick of the look.

However, I know of no game that really has this system implemented. Lineage II sort of implemented something like this with the last update - but it is limited (weapons only) and doesn't allow you to really use whatever weapons you want based on looks.

I would love to play a game where I could get the stats I wanted. Normally, I hate crafting, but I think this would make it more fun for me. It certainly would be a lot more fun than having 15 Sword of Dooms sitting in my inventory and having to read all the stats and figure out which is the best one and which ones belong in the trash.

  fcwedd

Novice Member

Joined: 8/26/06
Posts: 118

"If BioWare goes BuyOWare, I will go ByeOWare."


MICROTRANSACTION

 
7/17/07 11:00:56 AM#5
Originally posted by Listof

Sorry, but I disagree. It's hard enough in most games to scrimp and save for the gear you need - or take the time to craft it - or take the time/chance to raid for it. But then you add in variable stats? That means it would take more time to find the specific weapon you needed in a store, that means your crafted item that you spent lots of time/money on may turn out to suck, that adds even more chance to a RB situation (on top of the chance that he may not even drop a weapon!) No thanks. I know I'd just end up with some crappy, bottom-of-the-line staff that had + physical damage on it (when I was playing a caster.)

I agree that it would be nice for people to look different and not all to have the same gear. However, I don't see how your suggestion would help.

The best way for a game to allow customization in armor/weapons would be to have base armor/weapons and have the players add the stats through questing, crafting or raiding. So you'd have your choice of many different looks and styles of armor in the game, some harder to get than others, but all with very basic stats. Then, the player would add the desired stats to it. For instance in crafting, you could have a 'recipe' for a magic spell that would add a certain percentage of critical hit bonus to your weapon. You would have to collect ingredients for this spell. Perhaps for more advanced type bonuses, you may have to kill a raidboss to get a certain drop that would allow you to enhance your weapon. Rather than epic bosses dropping the best weapons/armor in the game, they could drop items that would allow you to enchant your weapons/armor with the best stats. In return for finishing a quest successfully, an NPC could offer to 'bless' your armor with your choice of bonus to your weapon (limited choice, of course.) These quests could be repeatable if you decide to get new gear. Items dropped from RBs might be recoverable from the gear with a certain amount of effort. That way you're not stuck with one piece of armor if you get the exact bonuses you want but later get sick of the look.

However, I know of no game that really has this system implemented. Lineage II sort of implemented something like this with the last update - but it is limited (weapons only) and doesn't allow you to really use whatever weapons you want based on looks.

I would love to play a game where I could get the stats I wanted. Normally, I hate crafting, but I think this would make it more fun for me. It certainly would be a lot more fun than having 15 Sword of Dooms sitting in my inventory and having to read all the stats and figure out which is the best one and which ones belong in the trash.


Good post! However, if one was able to choose their own stats, we would still end up with the same old cookie cutter weapons; everyone would go for more damage and speed. Also, I don't think every item should be roll generated. I just think having items such as these adds more flare to the game. As far as crafting, Star Wars Galaxies wins hands down. Your damage output etc derives from the selected resources used to craft that weapon. Each minable resource had so many different variables that played imoprtant rolls in crafting. You could really tell the good crafters from the novice. It was awesome.

  ianubisi

Novice Member

Joined: 11/28/03
Posts: 4219

E: 86% A: 60%
S: 46% K: 6%

7/17/07 11:11:23 AM#6

These are competing design theories. Each has its merits. I think most MMO designers opt for fixed statistics because it's easier for them to balance the game.

Personally, I prefer the Diablo-esque style of random stat generation. I am a loot whore...I don't care about how it looks, I don't care about how efficient it is, I only care about having as much of the shiny pixels spill out from the guts of a mob I've just killed as possible. The more the better, and the more varied they are the better.

  scratchpup

Novice Member

Joined: 10/03/06
Posts: 15

7/17/07 11:11:31 AM#7

I disagree.
I think one of the good things about WoW was that you knew what items to expect, and it gave you a feeling of having a realistic goal to achieve.

  Ghost12

Novice Member

Joined: 1/25/07
Posts: 567

Achiever 66.67%, Explorer 26.67%, Killer 100.00%, Socializer 40.00%

7/17/07 11:18:19 AM#8

I also prefer the diablo style loot generation with slightly randomized stats and whatnot. AC did this perfectly, not one piece of armor would be the same.

  Kindelnol

Novice Member

Joined: 5/09/06
Posts: 62

7/17/07 11:30:25 AM#9
Originally posted by scratchpup

I disagree.
I think one of the good things about WoW was that you knew what items to expect, and it gave you a feeling of having a realistic goal to achieve.


There are other ways to give people this feeling, like through trophy items, titles, skills, or quests.

I started with AC and beating a very special boss not only gave you experience and what not for the quest, but also a title. Sometimes you would even get a great item and display it at your house.

Sets shouldn't be required for this feeling, and to be honest, all they do is make everyone clones, as the topic indicates. To me, that gives even less desire to get the pieces.

To each his own I suppose.

  Aseenus

Novice Member

Joined: 8/17/05
Posts: 1844

7/17/07 11:30:37 AM#10

they do it to save time and money but tbh everyone notices it and its really dodgy :(

  Ryjelblood

Novice Member

Joined: 7/09/07
Posts: 48

7/17/07 11:42:21 AM#11

I agree with the OP.  Dark age of camelot had a version of this, they called the items ROG (random object generated).  The majority of the ROG stuff was actually kinda crap compared to the best static named loot.  But once in awhile you would run across something that was so insanely perfect for your toon it would make you cry.  Like a gem with 25 dexterity and +10 dex cap for my runemaster.  Something that couldnt be crafted, and no static loot could match.  It just made things alot more interesting IMO.  Putting together a template of gear in DAOC was more of an art than a science.  So much more fun than the newest batch of games.  I hope Mythic puts random generated items into Warhammer.

  Pynda

Apprentice Member

Joined: 3/20/04
Posts: 500

7/17/07 11:50:21 AM#12

I couldn't agree more, and I've posted here about this same topic myself. In fact in Asheron's Call 1 you would come back from a few hours hunting loaded down with all kinds of random generated lewt. Some of it you would sell to NPC vendors (which as mentioned, other players would then have a crack at very cheap), some you would 'salvage' for raw materials, and if you were lucky - there would also be something to go into your own horde or worth trying to sell on the IGN forums (or in later years, the Marketplace). It was a helluva lot of fun, and it made the grind bearable.

I think most developers are afraid of their economies getting out of control with random generated loot, and of course there's crafted and quest loot problems to consider as well. But all these obstacles can be overcome if you just do things like include drops which crafters can use themselves (for example rare items which crafters can use to boost stats even further), and by making quest loot items truly unique in some way. This all does let a games economy run wild, but then barter just takes over in many aspects instead of gold. And anything's better than having a 'planned economy'. Think about it, how many people would really have fun living in North Korea?

Another huge factor in my mind - that is related to having fun loot - is having many different damage and protection types. Something you never see in MMORPG's anymore. It was a real challenge to collect different armor sets and weapons for use against various mob types in AC1 - and then of course it required a lot of thought to put together a good 'General Purpose' set for PvP etc. too. This was all something fun to do other than simply grind all day. But upon reflection, I suppose anything that might actually require "thought" is considered a bad design choice these days.

  scratchpup

Novice Member

Joined: 10/03/06
Posts: 15

7/17/07 11:51:45 AM#13

Originally posted by Kindelnol
Originally posted by scratchpup

I disagree.
I think one of the good things about WoW was that you knew what items to expect, and it gave you a feeling of having a realistic goal to achieve.


There are other ways to give people this feeling, like through trophy items, titles, skills, or quests.

I started with AC and beating a very special boss not only gave you experience and what not for the quest, but also a title. Sometimes you would even get a great item and display it at your house.

Sets shouldn't be required for this feeling, and to be honest, all they do is make everyone clones, as the topic indicates. To me, that gives even less desire to get the pieces.

To each his own I suppose.

Oh, no. I don't mean sets.
Tier sets were horrible in my opinion.
I just mean that you knew what to expect loot wise.

That's just my opinion on one of the good things in WoW.
Don't get me wrong, i'm not a WoW fanboy, I used to play but really dislike the game now, but I have to admit there are things that they did well. In my opinion, that was one of the really good things.

There was an optimal piece for a slot, yes, but you didn't always have access to it.
I liked mixing and matching gear around what was available to me.

I hated that they made multiple tier sets for the different specs of classes.
It took away like 80% of the mixing and matching.

  Darsat

Novice Member

Joined: 5/26/06
Posts: 17

7/17/07 11:53:22 AM#14

In AC I would do loot runs though the dire lands, go out for an hour or two fill up the back packs and come back home to sell some of the crap for M notes or keep some of the good stuff.  Every once in awhile you could find a great item to tinker up.  I loved this aspect of the game.  There was some good static loot that you could get, but it was great to be able to go out and find your own gear which might be superior.  Fun stuff.

  Astropuyo

Novice Member

Joined: 1/30/07
Posts: 1699

I lose more stars than a hollywood speedball convention.

7/17/07 12:00:10 PM#15

It's simple, balance and time taken to create an item generator that will not push out the random glitched lowbie item that has insane stats.

Slotting items seems to be the best method of this but even then balancing issues come about.

It comes down to time and want of the devs to do this.

People like simple games, this has been proven time and time again.

 

 

astropuyo Xfire Miniprofile
  Listof

Novice Member

Joined: 5/03/05
Posts: 158

7/17/07 12:05:25 PM#16

 

Originally posted by fcwedd

Good post! However, if one was able to choose their own stats, we would still end up with the same old cookie cutter weapons; everyone would go for more damage and speed.

 

Not necessarily. The weapons wouldn't be exactly cookie cutter because there would be different amounts of ++ you could add to it, different negatives to balance out the bonuses, different types of bonuses (not just +STR). For instance, one healer might choose a staff and enhance it with +15 casting speed, +150 mana while another healer might choose a (completely different) staff with +25 casting speed, +mp cost decrease when using "good" spells. It would be up to the devs to provide many different types of enhancements (+against undead, +% chance instant kill, +running speed, +% chance stun, etc.)

Even in L2, which everybody claims is the ultimate "cookie cutter" game, there is variety in the gear that each player wears. Yes, there are standards of what's considered "best" but everyone puts their own spin on it. If you consider tattoos, weapon SAs, set bonuses, augmentations, etc. you would find more variation than clones. Especially in versatile classes like the BD.

Oh, and while I've never played SWG, you make its crafting system sound more like a chore than fun. From your brief description, I really think I'd hate that type of crafting. I want to spend my time playing the game, not writing down endless lists of variables and trying to figure out how to get the best combination to get what I want. Like I said, I don't know anything about the SWG crafting system, so I could be very wrong. It just sounds like an incredibly frustrating time sink.

  JimmyLegs

Novice Member

Joined: 1/16/05
Posts: 360

7/17/07 12:06:42 PM#17

I do like the Diablo random stat gen but I would say that is great for SP and multi-player RPGs (not MMORPGs). I'm not sure, but Hellgate London might have this (awsome), it is the orignal team of Diablo so we can expect great things (including random map gen!). Now what would be pretty cool (kind of but maybe not) would be the random dungeon generator. Doesn't have to be random but every week the worlds select a map (lets just do a WoW example, week 1 BWL has map A, next week it could have map D, week after map C) so have at most 10 different maps (not slight differences, a whole new layout). This way raids wouldn't be boring lol. Just a thought but that may cause more problems .

Makes me want to play D1 and D2 now....

jimmylegs Xfire Miniprofile
  Funseiki

Novice Member

Joined: 12/22/04
Posts: 258

Where are you in [...single player RPG]?
And where are you in [...MMO name]?
-Dana Massey

7/17/07 12:15:03 PM#18

The suggestions in this thread offer great solutions to a problem that many MMOs today create for themselves for whatever reason. As technology advances and a new age of gaming dawns I think item looting will be a thing of the past. In all the years I have spent MMORPGs and games in general I have never fully understood item looting in the first place. I never understood how an item such as a metal sword could appear after killing a tiger made of flesh and bone. I understand that it is an incentive for players to fight a creature over and over again, but why not try something new?

One way would be to add a little more realism to the MMORPG (more like magic realism considering many MMOs are fantasy based). For example, instead of killing a certain monster over and over again to get an item with perfect stats, one could just throw out the stats altogether. For those that enjoy the surprise of seeing how good a weapon is can truly be surprised by testing out said weapon in battle. To obtain such a weapon a player could either craft it or buy it from a vendor or a friend that crafted it. Depending on how much effort was put in creating the weapon would determine the final outcome of the weapon. If a person spent much time sharpening the blade of a sword but not much thought into how much it weighed, the weapon might be strong and sharp enough to slice through armor but may be too heavy to swing around - in turn slowing down the person's attack speed. The accuracy of the player would depend on how much time a player spent practicing swordsmanship. He would have to aim himself and an attack would hit no matter what, but how accurate it was (basically how much hand-eye coordination the toon had developed) would depend on how much practice the character itself had - it would have nothing to do with the weapon.

Of course, a game such as this will probably not be out any time soon, it might not come out ever, but it is definitely something to think about as we approach a new age in technology and gaming. The resources are available, but it depends on if gamers show a want for such features to be put into a game.

funseiki Xfire Miniprofile
  Astropuyo

Novice Member

Joined: 1/30/07
Posts: 1699

I lose more stars than a hollywood speedball convention.

7/17/07 12:20:20 PM#19

Originally posted by Funseiki

The suggestions in this thread offer great solutions to a problem that many MMOs today create for themselves for whatever reason. As technology advances and a new age of gaming dawns I think item looting will be a thing of the past. In all the years I have spent MMORPGs and games in general I have never fully understood item looting in the first place. I never understood how an item such as a metal sword could appear after killing a tiger made of flesh and bone. I understand that it is an incentive for players to fight a creature over and over again, but why not try something new?

One way would be to add a little more realism to the MMORPG (more like magic realism considering many MMOs are fantasy based). For example, instead of killing a certain monster over and over again to get an item with perfect stats, one could just throw out the stats altogether. For those that enjoy the surprise of seeing how good a weapon is can truly be surprised by testing out said weapon in battle. To obtain such a weapon a player could either craft it or buy it from a vendor or a friend that crafted it. Depending on how much effort was put in creating the weapon would determine the final outcome of the weapon. If a person spent much time sharpening the blade of a sword but not much thought into how much it weighed, the weapon might be strong and sharp enough to slice through armor but may be too heavy to swing around - in turn slowing down the person's attack speed. The accuracy of the player would depend on how much time a player spent practicing swordsmanship. He would have to aim himself and an attack would hit no matter what, but how accurate it was (basically how much hand-eye coordination the toon had developed) would depend on how much practice the character itself had - it would have nothing to do with the weapon.

Of course, a game such as this will probably not be out any time soon, it might not come out ever, but it is definitely something to think about as we approach a new age in technology and gaming. The resources are available, but it depends on if gamers show a want for such features to be put into a game.

Check out phantasy star universe's rare weapon crafting.

You find parts of animals to have you little "Helper" craft the weapon for you.

Killing a Bolma may get you some bolma claws which will help with making a rare claw weapon, rather good system.

However most complain it isn't fun. Players simply need "PHATZOR LEWT" to keep playing, it's appealing the natural gambling addiction humans have (random numbers and such).

astropuyo Xfire Miniprofile
  raitzu

Novice Member

Joined: 6/29/06
Posts: 83

7/17/07 1:01:25 PM#20
DDO has a random loot generator, they have a bunch of prefixes and a bunch of suffixes, and they get thrown together to make some pretty exciting loot. The problem with the system is, there is so much garbage that it can litteraly take over a year of playing to get something really good. Random luck can stay real bad for a real long time. But they also include some really good raid loot, but only 2 items per raid which also takes forever to get what you want.

It is frustrating as hell to get garbage all the time, but it is very exciting when you finally loot something decent.

Of course items in DDO come solely from chests and end rewards. Some end rewards used to be static, same items everytime you complete the quest, they changed that now and it is more annoying then ever. It used to be like, "Ok, we need to run this quest chain three times to get the items we need"... now it is, "OMG this is my 20th run and I have STILL not gotten the Spectacular Optics".

The named static items that have a chance to drop in chests are also extremely rare and can take FOREVER to get.
2 Pages 1 2 » Search