Honestly, who at bioware thought it was a good idea (and extremely likely) for there to even be the POSSIBILITY of finding, lets say, a level 18 weapon 1h axe with 214 attack and then a level 9 1h sword with +3 guard per hit. I was honestly very interested in the weapon for that affect but why the hell are we even able to get low level gear? Why are we taking steps BACKWARDS from the ME3 multiplayer?
Why is getting lower level gear even possible?
#1
Posté 30 novembre 2014 - 05:31
#2
Posté 30 novembre 2014 - 05:34
#3
Posté 30 novembre 2014 - 06:08
It appears you don't know how loot worked in biowares PREVIOUS foray in multiplayer. Actual gear was fairly rare, most of the time you got ammo packs or something (I honestly forget what the trash was that you got most of the time its been so long ago) Anyway, there were multiple weapons per "type" like there seems to be in this game. The pool of weapons for each type honestly isn't that big and it certainly could have been trimmed down to accommodate their original loot system. You would get a weapon (RARELY) and that weapon would be level 1. The next time you got that SAME weapon again, it would level up by +1, adding very minor stats, all the way up to 10 (or X, since it was roman numerals). Once a weapon hit 10, it was "maxed out" and you would never find that weapon again from a loot chest, thereby increasing the chance for getting everything else since it was now taken out of the possible pool of items. This way, not only was finding the same weapon twice good because it leveled up your weapon but it brought you closer to maxing it out, thereby increasing chances for other items to drop.
Instead of that GREAT system we now have this one, with worthless gear dropping all over the place, most often turning into what VERY quickly becomes useless materials. I have over 100 iron/druffalo leather, over 40 silk, 10+ of every other material including rares, every class unlocked with most of them at tier 2 armor, 2 weeks into the MP. Tell me finding multiple low level versions of the same weapon benefits me and justify it. I dare you. Also remember to keep in mind that if this system stays the way it is with no external intervention (even adding certain chests that would only give you certain items, like a chest that only gives runes, or a chest that only gives armor or weapon upgrades, or a chest only for weapons, that would be infinitely better than the crap we have now) if and when bioware ever adds content to this game it will actually lower the droprate for everything else, because we will have a larger pool to be fishing from. That means finding the specific thing you want (aka, an endgame level weapon) will be that much harder. Adding content means you now have less chance of acquiring that content purely because it exists. That is a TERRIBLE way to handle things. For an RPG, these guys don't know how pen and paper works.
- Grayvisions, Music, Hyperion et 1 autre aiment ceci
#4
Posté 30 novembre 2014 - 06:11
It makes finding that 20+ unique that much sweeter.
#5
Posté 30 novembre 2014 - 06:16
It would be nice if we could put these materials to use and actually craft endgame weapons. Make the weapons take really rare materials to be good. Make getting the weapons schematics tied to completing several specific challenges, i dont really care, just make it even MILDLY worthwhile when I get my 30th ferelden captains longsword instead of wasting my time.
#6
Posté 30 novembre 2014 - 06:30
Besides what do you propose as a solution? That you can't earn items below your character level? If that were the case you'd have endgame gear for every character in 2 weeks.
#7
Posté 30 novembre 2014 - 09:33
I also am in dire need of some form of progression other than RNG. There's no guarantee that I could get what I want if I play 10 hours a day for the next year. That's absurd. There should be some way to work toward a goal. I currently open about 20 large chests a day and salvage 100 items a day. It's that bad. It's not fun, exciting or interesting. I enjoy the gameplay, despite the repetitiveness, but where's the reward for the effort? I like a healthy dose of RNG in my RPGs, but this has really taken it too far. No smart loot, no crafting, no targeting of specific items, no way to earn what you want other than pure luck. Eh.
- Bastion6six6 aime ceci
#8
Posté 30 novembre 2014 - 11:45
Well crafting is extremely useless in this game.. So just keep on playing the same 3 easy maps with 3 most-of-the-time extremely noob randoms, occasional sucky host-lag, All languages together.. (please atleast give those russians their own server '--).
TBH if i read this I just don't want to play it anymore at all. Bioware is just laughing still after 2 weeks without 1 sign of 'trying' to fix it.
But you know what. I DONT CARE. The game sucks balls and it an awefull grind just to get the most sucky piece of armor (i'm using the same staff that i found at lv 6 with my keeper.. 84 dps, haven't found ANYTHING close). BUT EVEN I love this game, the farming, the repeating, I LOVE IT! the repeating not so much but they promised free DLC which HOPEFULLY means +5 free maps! and not +1 map +2 noob classes and pay for the rest!
Thank you for your time, i'm back off farming! "huraj" Found an unique staf today, 34 dps, bah
- Bastion6six6 aime ceci
#9
Posté 30 novembre 2014 - 12:21
the store definitely needs a revision.
getting sooo much low level crap over and over again is sooo "un-fun".
after playing a short while you got let's say a level 16 weapon.
Getting higher gear now is such a pain and equals waiting for an ultra-rare in ME3
This would be ok if you've played for a very very long time already. But not after 2 days.
I don't want to complain all the time, DAMP has many nice ideas - but honestly:
The first months with ME3 (items and shop) were sooo much more satisfying.
- Bastion6six6 aime ceci
#10
Posté 30 novembre 2014 - 02:14
Besides what do you propose as a solution? That you can't earn items below your character level? If that were the case you'd have endgame gear for every character in 2 weeks.
No, not earning items below your level would be broken in more ways than one. That would only serve to punish and discourage promoting and levelling up new characters. Theres honestly a handful of ways this could be fixed. My gripe and reason for the title is why is it possible to get, for example, a level 15 hookblade and then a level 2 hookblade.
Add in a set of TIERED loot chests to the shop. What this means is that #1, take potions out of the chests, leave them in their own potion boxes like we already have, thats fine. But, JUST LIKE MASS EFFECT, have tiered chests. The most expensive of which has a guaranteed rare and an increased chance for purples, possibly even make it the only chest that can drop sets of armor too, idfc, just give us SOMETHING to work with on that end. Some form of control, even as little as determining what KIND of items we will randomly be given, would be a vast improvement.
Add in equipment schematics like I already said. Tie each schematic to a HANDFUL of challenges that need to be completed in order to unlock it. Make the player work for it, make the quality of material used to craft it affect the stats JUST like in the single player. That way bioware can still keep their crap RNG loot system but still give us a "progression" through schematics in the challenges. Win for both. While they're at it, add in harder challenges. A player shouldn't be able to reach the end of 75% of the challenges in under a week. Really? Getting 100k exp with each class? That means get each class to 20 ONCE. ONCE and you are at the END of their challenges. How about 500k bioware. Or a million. Did anybody test these numbers?
Make it so that gear is GUARANTEED to drop from killing bosses and completing objectives (kill marked enemy, protect NPC, recover item), with the difficulty of the match determining the LEVEL and QUALITY of loot. Right now, perilous is actually detrimental to overall time spent/money acquired. Sure it gives tons of exp, but you do perilous at 20, when exp is worthless. Think about that, the hardest difficulty in the multiplayer is not worth doing AT ALL. The amount of time and finesse it takes to complete perilous doesn't outweigh the benefit of the slightly increased gold drops. Threatening is by far the best use of your time. Why bioware? Why not give us a reason to take on perilous and give us a better reward for killing bosses than near-equivalent gold drops from the golden nug. Make it so the ONLY way to get the best items in the game are from killing bosses on perilous.
(this one is too late) retool the loot system to be like mass effects. Throw out a handful of the trash weapons that currently drop, only have a pool of about 5 or 6 weapons per type. Make it so that the first time you get them they are "level 1" and will increase in level each time you find that same weapon, up until a max of 10 (or 20, again, idfc) so that at that point the weapon is removed from the loot pool. That system did NOTHING if not encourage players to collect more because it would only benefit them, it was great.
I honestly would love to interview the designer of the MP, I really would. Not even being an ass, I'm genuinely interested in what their meetings and discussions were like, because anybody who knows anything about DESIGNING a game (not talking about coding or technicality here, I'm talking about game design) can look at the MP overall, not just the loot system (but the loot system more so, especially for the purposes of this thread) and see that it was very poorly developed. Bioware has some great people working there and they make great games, but something clearly happened here. I don't know if the people in charge of the multiplayer were incompetent, didn't care, didn't have the time or resources or what. NONE of the reasons I just stated are acceptable. If you are going to include a multiplayer, do it right. If it wasn't going to be finished in time, then add it in as a free patch later when it is READY to be released, don't throw it out to the masses in a broken format like this (we aren't even talking about bugs here, because if we were then lol)
@vishimtar thats exactly what this is about, progression. Currently, the game has 0 progression. When designing a loot based multiplayer mode, that is sort of a massive problem on the game design side of things.
#11
Posté 30 novembre 2014 - 05:20
I have to say I am not super satisfied with the loot system. I got super awesome weapons for some characters I am not that keen on playing and hardly anything worthwhile for the characters I want to play. Problem is, you can't play perilous without the right gear and so I am stuck either playing characters I am not that keen on playing or playing a lower difficulty until the RNG gods feel like blessing me (never..).
I do hope that they will look into this because loot is more frustrating then rewarding for me at the moment.
- Bastion6six6 aime ceci
#12
Posté 01 décembre 2014 - 04:10
Low gear is important too, otherwise we'd have no 300 stacks of iron and 4 cloths :')
- Grayvisions et Music aiment ceci
#13
Posté 01 décembre 2014 - 03:45
I agree, compared to ME3 this takes away ALL progression. You can get an awesome item right away or you can never find it at all.
Seems legit.
Oh, it is?
Yep, it is.

#14
Posté 01 décembre 2014 - 09:25
It would be nice if the crap materials could be combined into good materials.
#15
Posté 01 décembre 2014 - 10:27
So you'll spend real money to speed up your progression, duh.
#16
Posté 01 décembre 2014 - 11:14
oh yeah and more schematics.
#17
Posté 02 décembre 2014 - 02:24
It would be nice if the crap materials could be combined into good materials.
I cannot agree more with this. Currently sitting on 300 iron and countless stacks of other T1-T2 metals/leather. It's a bit silly now.
#18
Posté 02 décembre 2014 - 06:55
Or at least let us sell them?
#19
Posté 02 décembre 2014 - 07:10
I wonder how extensively (if at all) bioware tested the multiplayer, because it is very clear they did not design it for longevity. 90% of the challenges can be completed in under a week if you really wanted to go for that and "boost" (though seeing as there is literally 0 benefit to do that considering your challenge rank isn't visible and you can only have a combination of 3 of the rewards active at any given time, title/portrait/banner out of the possible several dozen or so, I would say the challenges are for e-peen but it is designed in a way that it couldn't possibly be the case), in about 2 weeks players have already reached the perceived "end" of the MP, having a laughable amount of crafting materials (and nothing to use them on), already have all of the classes which are **** easy to collect (even their t2 armors too if you wanted to go crazy about it) and, if they are lucky, already have a 23 unique weapon for their class of choice. That last part is honestly the "endgame", getting the 23 unique weapon, and that is 100% RNG. It can happen on the FIRST chest you open. The first chest you open can effectively dictate how much time you "need" (not want to, as they are 2 different things) to devote to the MP.
Was this playtested only for an hour or so and they just went "alright yeah, that feels like it will keep players occupied for a good long time, easily as long if not longer than our last MP mode we implemented." Either that, or they just were shooting for mediocrity and in no way applied any of the knowledge and experience they acquired from the ME MP. I'm pretty curious to know the differences between time and resources spent on the ME MP and the DA MP.
#20
Posté 03 décembre 2014 - 05:53
Some unique weapons dropped or found throughout the game are going to have lesser stats than the items you have or prefer, but their appearance might be more suitable to your "head canon" either for your own Inquisitor or one of your companions. The drop variety is intended to provide choice to fit your playstyle.
I do not play these games to bother with continually crafting the living heck out of stuff in order to constantly level up EVERYTHING. I have a number of high dragon kills to my credit, thus far and other than selecting mage stats to whittle down a particular wyrms weakness, I equip my team to look the way that I want them to look and to carry the weapons that - in my estimation - suit their individual tastes.
#21
Posté 03 décembre 2014 - 06:13
Some unique weapons dropped or found throughout the game are going to have lesser stats than the items you have or prefer, but their appearance might be more suitable to your "head canon" either for your own Inquisitor or one of your companions. The drop variety is intended to provide choice to fit your playstyle.
I do not play these games to bother with continually crafting the living heck out of stuff in order to constantly level up EVERYTHING. I have a number of high dragon kills to my credit, thus far and other than selecting mage stats to whittle down a particular wyrms weakness, I equip my team to look the way that I want them to look and to carry the weapons that - in my estimation - suit their individual tastes.
This is for the MP here pal. How do you people even stumble into the MP forum if you aren't talking about the MP.
#22
Posté 03 décembre 2014 - 06:26
That is a good question? I'm slowly backing away from the fire now. Thanks for the heads up!





Retour en haut







