[h=2]Developer Notes #11 - Loot 2.0[/h]
Loot Changes
I was literally reading this and saying "Wow" out loud after almost every line. This looks like the biggest change in the game since, maybe, the skill nerf. Certainly since EP crafting. Is this what they were doing instead of Space? If so, I guess I need to cut them some slack.
"Loot calculations will be optimized and improved to better factor in the various costs associated with hunting activity, including: healing, ammo consumption, buffs, tool and armor deterioration, attachments, and more."
So, after all these years the place of armor decay in loot theories is confirmed. Going forward, at least. And healing. And attachments.
"A special hunting bonus pool will be implemented that will distribute funds from various sources, including skill misses, PVP, marketing and special events, which will improve overall loot returns for all participants."
This is certainly welcome. I wonder where the PvP and unmaxed misses were going before.
"A new Economy rating parameter [...] will provide the design team with more freedom to release exciting and interesting items with a wider range of damage output and special effects."
More interesting play is good. And if they include visual special effects it could help the Twitch streams.
"Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates."
Well, they do need to incentivize skilling. This is one way to do it.
"MindArk has been monitoring the community discussions concerning so-called 'loot waves' and will implement changes in the
Loot 2.0 and subsequent Version Updates [...]"
This. This is the big one. This was the single most important change to make to the game, and I really thought it was too embedded in the Crytek engine or the Swedish gaming laws to do it. Forget EP crafting, this was (is) the cancer eating away at the game. Fixing loot waves will level the playing field for MU hunters and allow more mid-range players to break even or lose less at a cost to a few farmers. This will benefit the game more than any other change they could make, and that's saying something.
"Ammunition will be removed from hunting loot. This change has been requested by many participants over the years and will assist participants in more accurately tracking their results."
Well, I don't mind it, and it'll make some people happy. Personally, I hope it's replaced with shrapnel, but whatever.
"Loot value calculations and the composition of the items in loot will be affected by properly matching avatar skills and gear to the creature being hunted, rewarding efficient kills with more interesting loot. For optimal loot, it will be important to avoid inefficiencies such as low damage output compared to creature health, excessive time and cost to kill, overkill damage, unmaxed weapons and other factors. This system is intended to reward game knowledge, which has traditionally been an important and unique aspect of success in Entropia Universe, and to provide opportunities for participants to improve their loot returns via experimentation, optimization and specialization."
This could be a lot of things, but one thing it looks like is reincentivizing ubers and other high-level hunters to hunt high-maturity mobs. It could also be a move to force bankroll management onto players. I do wonder how this will affect team hunting. I think I know how it'll affect shared loot mobs.
"Also in the Loot 2.0 Version Update will be a range of improvements to various other systems with an eye toward lowering costs and increasing enjoyment for all Entropians."
I'll be waiting to see what these are. Hopefully some things to boost tailoring and bring down pet costs. Maybe un-frontload event drops, if that's a thing that really happens.
And armor changes.