Hello All
I was watching the State of the Game today (July 31st) and they said they are open for suggestions for the loot system. I have some ideas, some are good, some are not that good, but I would like to contribute to this subject because, in my opinion, the current loot system sucks! There is no sense to see one 495-piece of gear be better than a 500 one, just because of the RNG. I have some ideas not only about how the loot drops but also how you could customize/improve it.
Item Drop
I believe each item has a "budget" rolled when it drops, and this budget is used to "buy" attributes and talents. So, most of the times you loot bad stuff, however, eventually you can be lucky to get a good roll (so-called God roll) as I did in a 40,000 health holster or a 45 DTE mask (after more than 500 hours playing the game I am still using a 496 P416 though). So, my suggestion is: the 500 gear score item has a base budget and every player starts with a 0% budget bonus. Every time you loot a high-end item, your budget bonus increase by 1%. This budget bonus would be added to the item budget roll and resets when you roll an item with something around 90% of the max budget (could be more or less than 90%). In this approach, you will be granted more frequently with good items and it will incentive the grind activities. It will not guarantee a "God roll item" because your bonus will reset as soon as you loot something with a certain threshold number (90% in my example).
Item Recalibration
We are using "recalibration points" when we recalibrate an item up to 100%. Usually, we do not spend all the recalibration points and it is hard to find any other item to improve it up to 100%. My suggestion is to let players recalibrate whatever they want until they achieve the 100% recalibration points cap. In that way, you could recalibration more than one attribute and that would be very helpful. Sometimes I get a mas with a good DTE, but no Hazard Protection. Or a mas with a good Hazard Protection value, but not with the desired talent. Nonetheless, they should put a value to recalibrate talents. For example, to recalibrate a talent you need to spend 50% of your recalibration points. In that way, you could recalibrate one talent and other attributes, or even two talents.
I have more ideas, but I think this is a good start. I can revisit this post in the future to add/edit some ideas. Please, fellow agents, feel free to give your two cents about my suggestions and share your ideas about how can we improve the loot system in this tame.
Take it easy, I will see you on the streets of DC!
At least it could be used in raids. I did the raid 50 times and no Eagle Bearer yet :-/Originally Posted by Vinashu Go to original post
Loot in general.
As I see it the best way to get around the PVE / PVP conflict is to make a questline explaining the need to go into dark zone, and the need for new gear to comply with the danger. Then seperate gear totally from PVE so we have to different lines you can choose, or both if you like too.
Recalibration. We either need way more diverse gear, or the possibility to change one talent and one stat. Beside that the game is so. tho with these kinda of games content is running out real fast, so implementing more quetlines or settlements to build up is a constant need.
I like the idea, however, I don't think it will work. This will allow the players to achieve "God rolls" very fast and it is not compatible with the game proposal (grind like hell).Originally Posted by Negelum Go to original post
I have been calling it Progressive Loot System. I decided to explain it again using an algorithm. I think it is easier to understand that way (at least for me).Originally Posted by Vinashu Go to original post
budget = 0;
random = number_given_by_RNG_God(100);
budget = random + activity.base + player.bonus;
budget = min(budget, 100);
if (budget >= threashold) {
player.bonus = 0;
} else {
player.bonus++;
}
What does that mean?
budget: the value that will be spent on the item attributes and talents.
random: will store a number between 0 to 100 given by a random number generator.
activity: an object related to the activity you are doing, it could be a control point, mission, hostage etc.
activity.base: base value of that activity, so you can have different chances in different activities.
player: an object representing the player.
player.bonus: property with the player's bonus roll. It will be used every time in a roll for a high-end gear score 500 item.
threshold: a constant created to define when the player bonus should be reset.
The budget is not "rolled", what is rolled is how the attribute and base armor will share this budget.
At the moment, the conditions to have a god roll is to have low base armor and that other attributes sharing this budget are low so that one attribute will take most of the part and be high like your 45% dte mask.
So the system you are proposing is not compatible with the current system.
At the moment gearscore increase base armor and flat value like health/skill power/bonus armor/health on kill and armor on kill/base weapon damage(with a roll range) but gearscore doesn't increase %attrbibute like weapon damage/CHC/CHD/Total armor%/Health %/DTE
That is why you can also find "godroll" on lower gearscore item but if you notice the god roll we saw on lower clan vendor and lower gearscore was always about % and not flat value because the potential % roll is the same from GS250 to GS500 which isn't the case for flat value like i said above.
Thank you so much for your contribution and clarification. I apologize but I should disagree with you. The Progressive Loot System can be used over the current loot system. In my original suggestion, instead of BUDGET, you can read BUDGET_FOR_ATRIBUTS. So, after you roll the budget for attributes you can calculate the budget for the rest of the gear piece.Originally Posted by Batarduz Go to original post