I hope that the Dev Team will consider addressing the 'bad luck' factor that players are faced with when gears sets, rare drop rates and RNG all determine if we can complete a set. That DeadEye Chest piece that drops 10 times is more of a penalty than a reward, when you really need the Lonestar Gloves to finish the set you want.
We need a stop gap to combat 'bad luck'.
Sometimes, RNG needs a relief value to make players feel like they have 'some' control and that the system is fair.
1) a crafting option (with limited resources, see thread)
2) vendor (currency earned in game, very high cost)
3) Loot selection (you have the option to choose your item(s) from list of RNG potential drops)
Examples for Division 2:
Crafting + Vendor
Good Vendor set (30,000 - 45,000 PC) for the full set (can't deconstruct) (they should have done this with nomad or strikers)
Boss Drops include 13 other gear sets.
When one of those pieces is deconstructed it yields a 'special material' required to craft gear 'end-game gear'
Plans cost (10,000 PC) and the materials require that 100 gear pieces (plus fabric & electronics) be deconstructed to create 1 gear piece with random stats.
How this works: players would need to choose if they want to hold on to set piece or salvage them.
So, you might deconstruct all of your duplicates and 'Banshee' pieces in order to craft your last piece of 'Hunters Faith'.
Loot Choice
Increase the chance you'll get what you want with more drops and loot choice.
So.. when the boss dies, you get a 'best loot cache', when you open the cache a pop-up with 6 (end-game) items that 'dropped' and you choose 2 items.
The loot pool could look like this:
Slot #1) 1 gear piece (chance for exotic)
Slot #2) 1 gear piece (chance for exotic)
Slot #3) 1 weapon (chance for exotic)
Slot #4) 1 weapon (chance for exotic)
Slot #5) Gear mod or Weapon Mod
Slot #6) one drop of: cypher key fragments cache or div tech cache or crafting cache or credit cache
So all this stuff would drop - but you had to choose 2 items only.
Yeah I don't have any issues with any of the above, especially the crafting aspect. My wish is they do bring that into D2, sure make it a longish grind to gather the correct materials but at least you can actually see the light at the end of the tunnel. I pray they move completely away from the current RNG they have.
I think GEs were brilliant for stretching loot out over an extended period. I would like to see that method implemented regularly in TD2, without the modifiers. So rather than targeted locations, we have targeted times to play.
Another possibility is, a boss would drop one piece of gear in March and different one in April. Make loot move around the game rather than make players do things they don't want to do.
The thread ideas are all based on DCUO.Originally Posted by Light-Zone2.0 Go to original post
it would be nice if they added an option you can toggle on and off to auto pick up loot. even use a filter to decide what to pick up. Either pick up everything, or pick up only high ends, etc. I can sort things/sell/decon in a checkpoint or the terminalOriginally Posted by SndRC9 Go to original post
Ahh well then - why don't we remove a;; loot and NPC's from the Gankzone and make it PVP only then.Originally Posted by SndRC9 Go to original post
You can't. No loot, would mean no PvE players for the so called Hardcore PvP players would have no one to PvP with except other Real Hardcore PvP players and we all know they don't want that. The argument is no PvE DZ, cause without the PvE in the DZ, then the PvP players don't have PvP to do. Come on. You should know better then to suggest such a thing. hahahahaOriginally Posted by thecaveman991 Go to original post