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How to improve the loot/chest system


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13 réponses à ce sujet

#1
Dromanuss

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Hello guys,

 

first of all, thank you for this awesome game. The single player and especially the visuals are awesome. But let's talk about the multiplayer:

 

As someone who played the ME3 Mp throughout it's whole year of support I see a lot of simularities in the beginning of both multiplayers. The gameplay is spot on and a lot of fun in my opinion. Also the available classes are really nice and differ a lot. In my opinion DAI Mp has only one but mayor weakness: It's loot system.

 

What made the ME3 Mp loot system so great was the fact you knew you got better with every pack you bought. Even if there was a "crappy"/unwanted weapon/class inside one of your packs you knew you "took it out of the random" and couldn't get it again (or at least only 9 times more =D) in the next pack. So you had the intention of getting it all (pokemon factor) and working towards your goal.

 

At the moment DAI Mp loot system is missing exactly that. You have the feeling it is pure random and you could get the best weapon within the first pack you buy or have to play 100 years and still wouldn't get it.

 

So how could you fix that? Simply add blueprints and materials to the chests or add it as new chests. I imagine three new chests: A "bronze chest" with 3 Potions, 3 Materials and a chance for a tier 1 blueprint and the smaller chance for a tier 2 blueprint. A "silver chest" with a chance of a tier 2 blueprint with the smaller chance of a tier 3 blueprint and finally a "gold chest" with a chance of tier 3/4 blueprints. The materials should also scale according to the chest type, so that you could only get dragon scales with a small chance in gold chests for example. Once you get a blueprint, it is "taken out of random". That way you come really close to the ME3 Mp loot system and motivate people to play Mp and also buy chests with real money. I for one would love to support you even more for this masterpiece, but am waiting because of the random loot system at the moment.

 

Thank you for reading and I hope we can use this thread to collect a lot of feedback on the loot system! Keep up the good work bioware, Mp has great potential =D



#2
IamTheAttack

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I have suggested the same idea on an other post. With blueprints droppable on boss, just quoting myself :)

 

 

I really think a system like warframe could be awesome to make a long term goal and improve crafting. For exemple, each boss have a chance (increasing per diffuclty) to drop a weapon blueprint rare/unique with a lvl according to the difficulty u played. It would requires a lot of t1/t2/t3 mats to craft, but that would make something to work on.

Exemple :
-Routine : 10% drop rare blueprint / 5% unique (lvl 1/9 range)
-Threatening : 20% drop rare blueprint /10% unique (lvl 10/19 range)
-Perilous : 30% drop rare blueprint/ 15% unique (lvl 19/23 range)
 
So even to get a lvl 23 unique blueprint for the weapon you want, it would take enough rng to let you play over and over, but still, u have a goal and you are playing for something. That would be more motivating i guess =)
 
Right now loot is pure rng, and u can get infinite crappy **** when in Me3mp, a weapon caped was taken out of the loot table.
 
 
A friend of mine jump into the game two days ago, he got the longbow of the gryffon in his first chest D:
Right now i am opening chest only with the hope to find high lvl armor mod for my dudes because after opening  at least  300+ large chest, i didnt found any 20+unique :)
 
Rng is good, but it has to be controlled. If you want people to play your game over and over, you have to give them something rewarding and motivating, something to work for, even if it requires hundred hours of playtime
 
I am just starting to be bored right now, rng gods won't bless me... Ihave 180 hours of mp, currently rank 282 (top 40) and still no 20+ unique. In fact, except my staff, most of my weapons are common 20+, how bad rng is it? :D


#3
Blackstork

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I had similar idea and also posted before. I agree with you.

Shop is done in very , not so exciting way , and MP lacks… crafting. We should get mats and recipes and craft stuff with stats we choose / we have mats for.

 

Why we do not receive mats? There should be Mats and Recipes coming from different complexity levels, Recipes should be more rare, and plat chests should have simply recipy – only chests.

 

This way people could customize their look and stats with colors , materials, and stats which fit their own strategy. This makes a lot of sense, Esp. when SP have quite interesting crafting system. Why all this salvaging exist in first place? Crafting must and should have more customization. 

 

PS i do not playing MP now . ITs feels too clunky and unfinished. Please patch it - it have great potential, i love it - but the performance glitches, disbalance and cheating/game breaking issues forced me to stick with SP only, which is amazing, and for MP to go back to PoE.

C'mon BW, your game is great, please just finish it.

 


#4
Cryos_Feron

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I may be wrong and I hope I am!!

 

BUT Bioware cannot change the whole loot mechanics after so many people have already played

and invested their time. 

 

I hate the loot system as it is now and would be happy if they made it more like ME3 though.



#5
veramis

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Gewalt, they absolutely can change it. There are many different ways they could do so w/o trivializing the efforts of current players.

To illustrate, what we have now is very low drop rate that allows people to be either too lucky or supertrolled by the rng. If they made all future drops require you to get ten copies of the item to fully upgrade it as they did in me3mp, then they can increase the droprate by 10 and it would average out to require the same amount of grinding, but we would have much fewer superlucky or superunlucky players. This way, the drought between getting useful things in chests could be decreased 5-10 fold.

Also, we have extremely limited weapon choice. Basically you will almost always have one weapon that obsoletes all other weapons of the category. Zero replayability from wealon swapping. This could be fixed in many ways, and imo the way they had it in me3mp was right. In me3mp, you could use common, uncommon, rare, or ultrarare weapons, and aside from some mild progressive buffs based on item quality, they were all balanced and viable for a lot of replayability! What this game needs is super quirky weapons, significantly less difference in viability between different qualities, and possibly even removal of weapon levels or the ability to upgrade weapon levels. Case in point, there is an awesome looking and great game mechanic rare 2handed spoon, but it has item level 16, or in other words, Utterly useless after you get a common 20+ 2hander.



#6
TurianRebels

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I may be wrong and I hope I am!!

 

BUT Bioware cannot change the whole loot mechanics after so many people have already played

and invested their time. 

 

I hate the loot system as it is now and would be happy if they made it more like ME3 though.

 

At least they made it difficult to start, instead of giving everyone 23 unique.

Now they can add more items.



#7
TheThirdRace

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Gewalt, they absolutely can change it. There are many different ways they could do so w/o trivializing the efforts of current players.

To illustrate, what we have now is very low drop rate that allows people to be either too lucky or supertrolled by the rng if they made all future drops require you to get ten copies of the item to fully upgrade it as they did in me3mp, then they can increase the droprate by 10 and it would average out to require the same amount of grinding, but we would have much fewer superlucky or superunlucky players. This way, the drought between getting useful things in chests could be decreased 5-10 fold.

Also, we have extremely limited weapon choice. Basically you will almost always have one weapon that obsoletes all other weapons of the category. Zero replayability from wealon swapping. This could be fixed in many ways, and imo the way they had it in me3mp was right. In me3mp, you could use common, uncommon, rare, or ultrarare weapons, and aside from some mild progressive buffs based on item quality, they were all balanced and viable for a lot of replayability! What this game needs is super quirky weapons, significantly less difference in viability between different qualities, and possibly even removal of weapon levels or the ability to upgrade weapon levels. Case in point, there is an awesome looking and great game mechanic rare 2handed spoon, but it has item level 16, or in other words, Utterly useless after you get a common 20+ 2hander.


I agree, a way to upgrade the level of an item would be a great addition. Some items have great abilities but becomes useless because of their level. A way to upgrade that level to make the item level 23 would bring a breath of fresh air to every players while not nullifying any unique items with better effects.

Considering what Bioware said about ME3, they were targeting about 400 hours of gameplay to max our manifest. Later they acknowledged it was a bit ridiculous and should have been more 200 hours. They made the 200 hours mark possible with the help from Platinum difficulty and the power creep from DLCs. Right now I'm sitting at 147 hours in DA MP and I'm nowhere near having the best items. There's something very wrong with that loot system...

#8
IamTheAttack

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i was cashing gold since a week or so, i just spent 100K in large chest and i finally got : nothing...100k spent in total bullshit, after 180 hours of game played i have not found a single 20+ unique ahah. i Should have recorded this amazing opening.


  • Blaasyre aime ceci

#9
Reginald Cousins

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Don't worry.  Loot drop rate is like Diablo 3's 1.0 loot system.  Just wait for DAMP Smart Loot 2.0.



#10
TheThirdRace

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I'd prefer a system where common, rare and unique is about what kind of effects you can get. Add an upgrade level mechanic to add another level of progression.

Common
  • Base level 1-10
  • Upgradable to level 23
  • Can socket 1 mod into it
Rare
  • Base level 10-15
  • Upgradable to level 23
  • Can socket 2 mods into it
Unique
  • Base level 15-20
  • Upgradable to level 23
  • Can socket 2 mods into it
  • Has a special ability (10% walking bomb, 10% shield bash, etc.)
Upgrading an item to level 23 would only affect the base magnitude. For weapons, it would be basic damage. For belts, well I don't know ;)

Mods should be extra stats only (% crit chance, % attack, cunning, etc.) and should only be craftable from schematics.

This way, having a common item could still be "good" until you unlock a good rare or unique. Having a good rare could be almost just as good as a unique, minus the ability. This would also diversify the builds. If you have only 3 level 23 unique staves, it becomes a bit stalled. If you have a unique for each special ability and can all upgrade them to be viable (level 23) then you get dozens of different combinations. Apply the concept to all weapons and you get a lot of new builds. Currently, having only 1 or 2 "best" items makes everything worth crap and this needs to change.

#11
VilniusNastavnik

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I have to agree, the only uniques I have gotten are out powered by random commons and blues. Hell, the only uniques I still have equipped are serpents tooth and tyr-something-or-others staff which I boosted to 102 DPS with a spirit rune.



#12
TurianRebels

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Maybe special abilities should be socketable. Then you would just need the 4 upgrade items and a lvl 23 unique staff.

Hah! Just!



#13
Blackstork

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The best way will be if there will be mat drops and rrecipes and real crafting, each one optimizing stats for himself, and eq will be part of building process, not just "all archers should have that op bow" . There should be customization and diversity.



#14
Kjubaran

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Well the loot system is little bit hardcore but i quite enjoy the thrill. Now when you loot purple ring (even if its 20% guard bonus) you are happy and you know you have something most players doesnt have. Cmon ppls you really want all best item after a week playing? I m enjoying game with my 20lv rare items or 23 white and i m happy.

(ofc the start without any good items is Hardcore but then you will enjoy it more when you are OP)

P.S: i managed to loot lv 23 rare one hand, but it dissappeared after #2 patch :(, but well thats multiplayer for u, you must count for theese things)