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EverQuest Next

EverQuest Next 

General Discussion  » Perfect Booty

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36 posts found

Novice Member

Joined: 10/19/05
Posts: 599

11/10/13 12:56:29 AM#21

I agree when it comes to  loot centric mmo's.


It seems they put all the "good" loot either at the end of Raids or dungeon bosses.


Meanwhile the mobs and other things (Where you spend the majority of your time) you will NEVER get anything that even comes close to the items you find in raids/dungeons.


IMO drop son mobs should always have that chance to drop something great, as you said.


Raids/dungeons can drop some 'unique" things, but let them be unique in terms of cosmetics while still having drops out and about in the world be capable of dropping something just as good/rare state wise.




Novice Member

Joined: 9/01/05
Posts: 41

11/10/13 1:35:58 AM#22

I agree loot has become mundane and boring, but think of it this way. With everyone rushing to get to max level or to the "end game" what good is have a good loot system in place? I mean why get that grand loot drop if you are only going to be using it for maybe and hour?

When actually playing a game meant something and the rushing to max level wasn't as easy as snapping your fingers, loot was needed and much sought after. It was fun and enjoyable to camp mobs or raid a dungeon to see what spoils you could get! Now it seems it is all about how fast can you get to max level and the rest of the game be damned!

Sad, sad,sad...



Advanced Member

Joined: 1/27/05
Posts: 951

11/10/13 2:06:10 AM#23

Id hope they go more with an EvE sort of loot system, as someone else in this thread proposed, or even Project Entropia (minus connecting the value to the USD)

I think this is very much how it will be like, for Landmark atleast, but could be that the early surface resources only can be used for low tier items - but would really just be shooting themself in the foot.

but when game developers have "ruined the fun of loot", for the most part it is players who have been asking for it, gradually


Novice Member

Joined: 12/12/12
Posts: 189

11/10/13 2:12:07 AM#24

Aah, farming iron dragons all day in runescape for that draconic visage, good old days.

Also Runes of magic had collectible cards for every type of mob in the world (dropped by that mob), which could basically be used to gain a permanent small bonus to one of your stats. Some of those could sell for millions, and it always added a bit of excitement to any mob killing.


Apprentice Member

Joined: 9/13/11
Posts: 544

11/10/13 2:35:19 AM#25
The majority of players want easymode loot which automatically makes loot meaningless. As long as devs lack the spine to create anything but a mass appeal WoW clone loot will forever mean nothing.

Elite Member

Joined: 6/10/09
Posts: 6822

11/10/13 2:42:24 AM#26

Originally posted by bcbully
In player driven economies, it's important that gear is not dropped for loot. Replace the gear with recipes and mats. 

This isn't true at all. Lineage has a great economy, virtually no crafting, and mob dropped gear. It's one of the most successful games in mmo history, not in NA/EU of course, but then we're slowly making ourselves irrelevant in the global mmo market.

I do agree with you that a good player driven economy could be recipe/crafted driven, but it's not a requirement.

Originally posted by Roguewiz

In order for a player driven economy to truly work, you need item degradation.

Most developers aren't that ballsy, so their player driven economy is meh.

I sort of agree. What you need is item removal. Item decay is one way that could be accomplished.

Again, I'll cite Lineage. That uses an enchantment system where past a certain enchantment point failing to enchant causes item destruction. There is a real incentive to enchant because it makes the item more powerful and that matters, especially in a pvp game.

Also I think a must for a healthy vibrant player driven economy is no binding. Players can trade absolutely anything. Between item loss and the ability to trade anything you get a healthy player driven economy with items valued along the entire spectrum.

I pretty much agree with the OP. My favorite game experiences have been hunting rare drops and cool loot. Lineage had that in spades. Most new games, not so much. It's one of the features I lament being sidelined. It's probably one of the main reasons I'm still playing EQ2.

No one has as many friends as a man with many cheeses!


Hard Core Member

Joined: 5/20/07
Posts: 5057

I got so much trouble on my mind Refuse to lose.

11/10/13 2:50:19 AM#27


Agreed. So much :)


Apprentice Member

Joined: 7/10/05
Posts: 1003

11/10/13 2:59:32 AM#28
Originally posted by bcbully
In player driven economies, it's important that gear is not dropped for loot. Replace the gear with recipes and mats. 

nothing heroic or adventurous about crafting for most mmo players. crafting like pvp are niche activities, why give so much in game power to such a small niche of players

Bring back the lootz


Advanced Member

Joined: 10/02/11
Posts: 584

11/10/13 3:10:53 AM#29
Originally posted by TribeofOne
Originally posted by bcbully
In player driven economies, it's important that gear is not dropped for loot. Replace the gear with recipes and mats. 

nothing heroic or adventurous about crafting for most mmo players. crafting like pvp are niche activities, why give so much in game power to such a small niche of players

Bring back the lootz

crafting can play a part in a RNG loot system like d2 or AC1. just give crafters the ability to pick a few of the base stats per item and then add a few random rolls on the item as well. for example:


cool axe

10 str

15 dex

5 sta

+2 damage

+50 hp




cool axe of the fonz

10 str

15 dex

5 sta

+10 cha

skill on click: summon black comb & hair grease



the last two stats would be the random rolls, the first 3 would be the static that go along with the "cool axe" recipe. have loot drop from mobs / bosses / chests / wherever in the open world that is completely random in what stats they get and give crafters a bit more control over the stats given to a certain item. this would make crafters sought after since people would be looking for certain base stats for their gear.


anyway, who knows what they will do in the end.


Advanced Member

Joined: 2/06/08
Posts: 1062

11/10/13 3:23:21 AM#30

imho loot has lost its value nowadays mainly because everything can be planned. Want an epic item? simply grind away the tokens required.

If there was a randomness in loot drops, to the point where one could not plan which boss/encounter to grind, if some really good items were extremely rare, loot would be meaningful again.


Advanced Member

Joined: 10/08/12
Posts: 569

11/10/13 3:24:59 AM#31

In my opinion this is where Diablo 3 and quite a few other games that used Diablo as a model make their bigger mistake. I don't think most people want "loot explosions" with 20 items dropping from a boss, from which only 4-5 are the appropriate rarity that we'll even bother to pick them up, and even those that we do bother to pick up have 99% chances to be utterly useless. Looting needs to be less about "lots of crappy drops" and veer towards "stuff doesn't drop very often, but when it does, it counts".


Looting a piece of gear or a crafting pattern should be a unique moment that makes you all excited as you unbox the goods, not a monotonous routine of quickly skipping over the stats of dozens of items that you just throw into the "vendor trash" bag slot.

My opinion is my own. I respect all other opinions and views equally, but keep in mind that my opinion will always be the best for me. That's why it's my opinion.


Advanced Member

Joined: 10/02/11
Posts: 584

11/10/13 3:30:50 AM#32
Originally posted by Alber_gamer

In my opinion this is where Diablo 3 and quite a few other games that used Diablo as a model make their bigger mistake. I don't think most people want "loot explosions" with 20 items dropping from a boss, from which only 4-5 are the appropriate rarity that we'll even bother to pick them up, and even those that we do bother to pick up have 99% chances to be utterly useless. Looting needs to be less about "lots of crappy drops" and veer towards "stuff doesn't drop very often, but when it does, it counts".


Looting a piece of gear or a crafting pattern should be a unique moment that makes you all excited as you unbox the goods, not a monotonous routine of quickly skipping over the stats to just throw "vendor trash" bag slot.


people need to feel rewarded. i'm going to go ahead and guess that the vast majority of people would rather see crappy stuff drop than nothing at all. sure, give bosses loot tables based on their archetype / level or even on the boss itself but don't restrict them to dropping all or nothing at a low chance. camping a specific mob for days to have it finally spawn and only drop whiskers and a tooth was not one of the fun aspects of the original EQ.


Novice Member

Joined: 8/25/04
Posts: 455

As famous as the unknown soldier

11/10/13 7:50:14 AM#33
For there to be Good loot, there has to be bad Loot, Quit trying to even out everything, Noone wants to play wow anymore.

Gonada Dahung,over 20 years of mmorpg's and counting....Please Lord, let someone make a game that had all the awesomeness of UO, EQ and EVE...


Hard Core Member

Joined: 6/13/09
Posts: 734

I play therefor I am

11/10/13 10:24:56 AM#34
Originally posted by killahh
For there to be Good loot, there has to be bad Loot, Quit trying to even out everything, Noone wants to play wow anymore.

I think there can be a middle ground here.


Items decay on use::

This gives a need for skilled crafters. You can make a living as a crafter by repairing other people's items for a fee.


regular mobs have a loot table::

Comes in 3 varieties...   1. direct crafting ingredients (fire beetle eye)......2. common loots that can be used or broken down for base crafting (rusty dagger with minor stats).......3. chance for rare crafting component or rare drop (blazing fire beetle eye,, Dagger of the Dead....great stats and changes you into a walking dead when equipped.


special named mobs would also have a loot table::

1. Dagger of the Dead....great stats and changes you into a walking dead when equipped.

2.  rare crafting component and powerful weapon/armor that is 3 lvls above you in stats.

3. Chupacabra, the Dagger of Fear.   This would be a very rare drop that has a mist of purple skulls floating around it. This weapon has stats 4 levels above you and has a clickable Fear spell duration 5 seconds with refresh timer of 20 seconds.


All of this would need to be tradable, sellable, and maybe only class driven for equipping. Let the various mob and area tiers be the part that makes one weapon or armor not as good. So basically an iron golem won't really get hurt by a person running around with a copper sword, or a person shooting a tier 1 fireball. Also the person using the copper sword would get it worn out very quickly and the person shooting the tier 1 fireball would obviously run out of mana or get killed fast.



Novice Member

Joined: 7/16/13
Posts: 75

11/10/13 6:14:12 PM#35

I agree 100%.  EQ1 had some really awesome random drops in some areas, and the world rare didnt do them justice.  Like the GBS in the hills out side of qeynos, I remember camping that with someone in California ( Im in NY) in shifts for weeks to make sure we got one.  Then, once we got it, we ran to EC caves and sold it and slip the plat.  We were so well off from that one rare drop, we were on easy street for a long time. 

But theres nothing like that any more.  Rares like that should be out there for the soloers or none raiders. 


Novice Member

Joined: 10/20/10
Posts: 871

11/11/13 1:24:31 AM#36

It wouldn't hurt if they did have a booty slider during character creation though.   I'd like my character to have a nicely toned backside if possibe. 



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