bigPaul
Dominant
- Joined
- Aug 16, 2005
- Posts
- 392
- Avatar Name
- Paul Ray Spinn
Ok, let's start from the MindArk's announce of the new 2.0 Loot system :
It's remarkable that MindArk looks forward to incorporating valuable feedback from the "wonderful and passionate" player community :
in my opinion this 2.0 loot system is a big step forward from the old loot system based on cycles ("waves"), it's surely more open, more "democratic" :
now everyone knows what to look for hunting success.
Obviously, like all new things, some refinements must be defined and eventually implemented.
I would like to focus on the most "controversial" part of the system, colored in red :
" Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates.
Imagine new professions that offer hunting specialization opportunities and a way to incrementally increase net loot returns for dedicated and active hunters. "
In my opinion, instead of introducing new questionable hunting professions (i imagine they might have in mind something like "Atrox Grandhunter", "Feffoid Poor Hunter", "Aurli Average Hunter", and such, as new possible hunting professions), that would lead to making a player "ENSLAVED" by one mob (=extremely boring gameplay) ,
they should keep the things as simple as possible,
focusing on the mere creation of a new attribute, so not a real skill (the current avatar attributes are "Health, Agility, Intelligence, Psiche, Stamina, Strenght ") .
So the new attribute might be named "Hunting Efficiency", or even "Hunting Profitability".
Why i suggest an attribute instead of a skill ?
Because an attribute is tied to its own avatar, it can't be transferred to another avatar
(e.g. "chipped" on empty skill implants) :
and in my opinion this is necessary, otherwise some avatars might become simply "invincible" lootwise, by buying the new looting skill chips, or gathering them in more "obscure ways" from other players (e.g. some rich players might pay/exploit some noobs to increase their new "looting skill", then chipping it and transferring it to the rich avatars) .
So i strongly suggest to implement a new attribute, instead of a skill or -even worse- a bunch of new hunting professions .
Then it's up to MinkArk to study the best way for the player to increase this new hunting attribute :
i guess that the new hunting attribute might increase a bit more when you hunt hard mobs instead of low level mobs. This is logical .
Also the so called "hunting efficiency", in the terms introduced by MindArk, might play a role in increasing faster this new attribute.
(Finally, i reasonably think that when a player "specializes" in hunting one mob, then efficiency comes as natural result :
also for this reason it's better not to introduce a new hunting profession tied to a specific mob, that, as i said previously, would also "enslave" the player to a single mob, in attempt to achieve the dream of regular super loots; while the creation of dedicated hunters can be equally achieved by implementing simpler and less boring ideas).
This matter must be studied carefully to avoid unbalances that might advantage too much some/few players over the vast majority.
Ok: my initial proposal is offered.
What do you think about this subject ?
Let's share our ideas and help MindArk with our feedbacks,
also keeping the discussion as clean and constructive as possible.
Bertha Bot Developer Notes #11 - Loot 2.0 Developer Notes #11 - Loot 2.0
Later this month, MindArk will be releasing a special Loot 2.0 Version Update that will overhaul the way in which hunting loot is calculated and distributed.
Many of the features and systems added over the past few years have gradually led to this update, which will significantly improve overall loot returns for the vast majority (upwards of 98%) of participants.
The information in this Developer Notes article is intended to inform participants of the upcoming changes and to gather initial impressions and feedback to help ensure a smooth implementation of this exciting update.
Please bear in mind that the changes described below are still being finalized and tested, so some specific details may be changed upon release, while other changes may require additional refinement or testing and therefore may not appear in the initial Loot 2.0 release, but instead in subsequent patches or Version Updates.
Loot Changes
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.
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.
A new Economy rating parameter will be introduced, on a scale of 1-100, that indicates the efficiency of a tool and which influences loot calculations. This change from the once dominant damage/pec model will provide the design team with more freedom to release exciting and interesting items with a wider range of damage output and special effects. For example, our team will have the ability to create powerful new items that provide access to challenging and exciting content without dramatically increasing cost to play. Existing items will be assigned Economy values that reflect their relative efficiency to one another and to the entire array of items in the universe.
Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates.
Imagine new professions that offer hunting specialization opportunities and a way to incrementally increase net loot returns for dedicated and active hunters.
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 that will address this issue by improving the distribution of resources and items, with the goal of ensuring that loot opportunities are more interesting, dynamic and fair for all participants.
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.
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.
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. An example of such are the following planned changes to armor:
Armor Changes
[...]
Our design and development teams have been working very hard on these important changes for many months now, and MindArk looks forward to incorporating valuable feedback from our wonderful and passionate community leading up to the release of Loot 2.0 !
It's remarkable that MindArk looks forward to incorporating valuable feedback from the "wonderful and passionate" player community :
in my opinion this 2.0 loot system is a big step forward from the old loot system based on cycles ("waves"), it's surely more open, more "democratic" :
now everyone knows what to look for hunting success.
Obviously, like all new things, some refinements must be defined and eventually implemented.
I would like to focus on the most "controversial" part of the system, colored in red :
" Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates.
Imagine new professions that offer hunting specialization opportunities and a way to incrementally increase net loot returns for dedicated and active hunters. "
In my opinion, instead of introducing new questionable hunting professions (i imagine they might have in mind something like "Atrox Grandhunter", "Feffoid Poor Hunter", "Aurli Average Hunter", and such, as new possible hunting professions), that would lead to making a player "ENSLAVED" by one mob (=extremely boring gameplay) ,
they should keep the things as simple as possible,
focusing on the mere creation of a new attribute, so not a real skill (the current avatar attributes are "Health, Agility, Intelligence, Psiche, Stamina, Strenght ") .
So the new attribute might be named "Hunting Efficiency", or even "Hunting Profitability".
Why i suggest an attribute instead of a skill ?
Because an attribute is tied to its own avatar, it can't be transferred to another avatar
(e.g. "chipped" on empty skill implants) :
and in my opinion this is necessary, otherwise some avatars might become simply "invincible" lootwise, by buying the new looting skill chips, or gathering them in more "obscure ways" from other players (e.g. some rich players might pay/exploit some noobs to increase their new "looting skill", then chipping it and transferring it to the rich avatars) .
So i strongly suggest to implement a new attribute, instead of a skill or -even worse- a bunch of new hunting professions .
Then it's up to MinkArk to study the best way for the player to increase this new hunting attribute :
i guess that the new hunting attribute might increase a bit more when you hunt hard mobs instead of low level mobs. This is logical .
Also the so called "hunting efficiency", in the terms introduced by MindArk, might play a role in increasing faster this new attribute.
(Finally, i reasonably think that when a player "specializes" in hunting one mob, then efficiency comes as natural result :
also for this reason it's better not to introduce a new hunting profession tied to a specific mob, that, as i said previously, would also "enslave" the player to a single mob, in attempt to achieve the dream of regular super loots; while the creation of dedicated hunters can be equally achieved by implementing simpler and less boring ideas).
This matter must be studied carefully to avoid unbalances that might advantage too much some/few players over the vast majority.
Ok: my initial proposal is offered.
What do you think about this subject ?
Let's share our ideas and help MindArk with our feedbacks,
also keeping the discussion as clean and constructive as possible.
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