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Old 02-14-2006, 02:10 AM   #1 (permalink)
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Loot Tables

Comming from a long history of MMoG's.....I have found one annoying thing in all of them. 1000 players running around with the same rare gear on. I truly hope that vanguard puts a Cap on some phat lewtz. For example:

Raid Mob X may drop 20 different type of loot. However they should put a cap on each individual item. Maybe 5-10 per server. If the character who wears the loot, sells it back to the game, via vendor, or leaves the server, or has an inactive account, then it is replenished back into the loot table of that specific mob. Or if they want to do ALOT of coding then they could just have 1 of every one type of Rare Drop.....highly unlikely...but it would be soooo much better.

I dont want to see everyone at lvl Cap running around in the same exact Rare Gear.....to me that is a waist of lvl Cap fun.

Still either way....Vanguard still looks better then any other MMoG ive played.
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Old 02-14-2006, 02:46 AM   #2 (permalink)
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Re: Loot Tables

Just need to make it a long and hard quest.. and when I say long.. I mean long. That way people who are willing to work for it get the rewards and it still remains a novelty like you want it to be.
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Old 02-14-2006, 04:49 AM   #3 (permalink)
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Re: Loot Tables

What is really needed is for quests to come and go. This could range from a quest that disappears once a group has completed on an annual rotation, A quest that is only available when the moon is full. Quests attached to Fairs or other annual, monthly or weekly events.

Add into the mix level, sphere and flag restricted quests also that quest drops may be items that can be combined with others to craft weapons and armour.

Providing Devs have time and resources to make it I see almost unlimited variety.
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Old 02-14-2006, 08:47 AM   #4 (permalink)
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Re: Loot Tables

Problem with that is it's dev time on temporary stuff, which I guess isn't that bad if they have a good pipeline for adding quests and it's easy enough to do.
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Old 02-14-2006, 10:13 AM   #5 (permalink)
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Re: Loot Tables

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Originally Posted by Nabren
Problem with that is it's dev time on temporary stuff, which I guess isn't that bad if they have a good pipeline for adding quests and it's easy enough to do.
No its not temporary all the quests keep repeating over time, rather than all be available all the time. Granted you would probably need lot more quests in total.
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Old 02-14-2006, 03:29 PM   #6 (permalink)
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Re: Loot Tables

Man only have a set amount of items at anytime on a server just screams ebay to me. If there was a best item and only 5 were available then man that price would become so inflated.
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Old 02-14-2006, 11:52 PM   #7 (permalink)
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Re: Loot Tables

Wow, very nice thought into how loot could be distributed. I especially like that annual, weekly, biweekly, quest idea. In any case, It would just turn me off at lvl Cap as every other game has, to see everyone running around in the same stuff. We cant have everything though. So i'll be satisfied at game launch im sure
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Old 02-15-2006, 09:56 AM   #8 (permalink)
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Re: Loot Tables

That would add alot of stress to the devs building equipment that is balanced against other equipment of its quality to do. I'd almost rather see base gear made and then randomized in a few stats at drop. So your bastard sword with +8 str and 23dps could drop the next day and be +10str and 21dps.
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Old 02-15-2006, 03:57 PM   #9 (permalink)
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Re: Loot Tables

Quest come and going not bad, As for looting I like the idea of random looting with % of certin items a chance of dropping.
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Old 02-15-2006, 06:22 PM   #10 (permalink)
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Re: Loot Tables

I think it was AC2 that seemed to add a random value into almost everything. two mobs may look identical but they would have slighly different stats, nearly all drops had a stat range the exception being quest gear.
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