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  1. #1
    Community Member Golddragon87's Avatar
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    Default Dear Feather of Sun...

    Hello there, I have seen dozens of posts on the topic of the loot overhaul and negative feedback regarding it. As opposed to making a joke about it or raging about it I figure I will try a different approach. Asking about it.

    So Feather or really any Dev that would like to comment on the subject. What if any plans are there regarding the dissatisfaction of the current loot tables? My best guess is Turbine plans to weather out the storm until they can get updated version of the old loot back on the tables. Any feedback would be greatly appreciated.

    P.S. Also let me be the first to throw out the inevitable Ghostbane reference. "Give me Ghostbane or give me death!".
    Knowledge is power.
    Power corrupts.
    Study hard.
    Be evil.

    Proud resident of Sarlona. Player of "Gilgimesh the Steel Demon".

  2. #2

    Default

    The original plan for random treasure is what you see in game now, plus the following:

    Items would rarely, in addition to the normal damage-dealing prefix they have, generate with a different prefix name and an additional special effect.
    These would include some of the following:
    • Meteoric
    • Tempestous
    • Infernal
    • Glacial
    • Erosive
    • (and more!)


    They're related to the damage type on the weapon. So a weapon with Flaming could sometimes instead appear as either Meteoric or Infernal.
    Either a Shock or Screaming weapon could be Tempestous. There's enough rare prefixes to cover all of the prefixes that can appear on weapons.

    The new versions of these effects are "procs", an effect that has a chance to occur on attack. They do things like, in the example of Meteoric, make a meteor fly in from the sky and smash into your enemies for AoE damage, dealing damage dice based on the level of your weapon, and forcing affected enemies to make a Reflex save of DC 20+Item Level or be knocked down.

    There's also a lot of additional prefixes and suffixes for weapons, armor, and accessories that haven't been put into the treasure system.
    Some of these include Humanoid Bane (combination of Elf, Dwarf, Human, Halfling and so on...), a new version of Bodyfeeder that deals a negative level to your target in addition to giving you temporary hit points, and adding some more staple effects like Blurry into accessories.
    Many of the MotU multi-affix mutations have updated versions so they would be able to appear throughout more levels of gameplay.

  3. #3
    Community Member Qhualor's Avatar
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    Default

    Quote Originally Posted by Feather_of_Sun View Post
    The original plan for random treasure is what you see in game now, plus the following:

    Items would rarely, in addition to the normal damage-dealing prefix they have, generate with a different prefix name and an additional special effect.
    These would include some of the following:
    • Meteoric
    • Tempestous
    • Infernal
    • Glacial
    • Erosive
    • (and more!)


    They're related to the damage type on the weapon. So a weapon with Flaming could sometimes instead appear as either Meteoric or Infernal.
    Either a Shock or Screaming weapon could be Tempestous. There's enough rare prefixes to cover all of the prefixes that can appear on weapons.

    The new versions of these effects are "procs", an effect that has a chance to occur on attack. They do things like, in the example of Meteoric, make a meteor fly in from the sky and smash into your enemies for AoE damage, dealing damage dice based on the level of your weapon, and forcing affected enemies to make a Reflex save of DC 20+Item Level or be knocked down.

    There's also a lot of additional prefixes and suffixes for weapons, armor, and accessories that haven't been put into the treasure system.
    Some of these include Humanoid Bane (combination of Elf, Dwarf, Human, Halfling and so on...), a new version of Bodyfeeder that deals a negative level to your target in addition to giving you temporary hit points, and adding some more staple effects like Blurry into accessories.
    Many of the MotU multi-affix mutations have updated versions so they would be able to appear throughout more levels of gameplay.
    this actually sounds quite cool. can i haz this stuff naow?
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  4. #4
    Community Member bsquishwizzy's Avatar
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    Default

    Quote Originally Posted by Feather_of_Sun View Post
    The original plan for random treasure is what you see in game now, plus the following:

    Items would rarely, in addition to the normal damage-dealing prefix they have, generate with a different prefix name and an additional special effect.
    These would include some of the following:
    • Meteoric
    • Tempestous
    • Infernal
    • Glacial
    • Erosive
    • (and more!)


    They're related to the damage type on the weapon. So a weapon with Flaming could sometimes instead appear as either Meteoric or Infernal.
    Either a Shock or Screaming weapon could be Tempestous. There's enough rare prefixes to cover all of the prefixes that can appear on weapons.

    The new versions of these effects are "procs", an effect that has a chance to occur on attack. They do things like, in the example of Meteoric, make a meteor fly in from the sky and smash into your enemies for AoE damage, dealing damage dice based on the level of your weapon, and forcing affected enemies to make a Reflex save of DC 20+Item Level or be knocked down.

    There's also a lot of additional prefixes and suffixes for weapons, armor, and accessories that haven't been put into the treasure system.
    Some of these include Humanoid Bane (combination of Elf, Dwarf, Human, Halfling and so on...), a new version of Bodyfeeder that deals a negative level to your target in addition to giving you temporary hit points, and adding some more staple effects like Blurry into accessories.
    Many of the MotU multi-affix mutations have updated versions so they would be able to appear throughout more levels of gameplay.
    Dumb question here, but what was wrong with the old stuff? And why did someone see fit for a change?

    I mean, I sorta understand the Acid I/II/III/IV/etc. prefix changes, but some of the other stuff was kinda cool. It made pulling random loot fun again.

  5. #5
    Community Member Golddragon87's Avatar
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    Default

    Quote Originally Posted by Feather_of_Sun View Post
    The original plan for random treasure is what you see in game now, plus the following:

    Items would rarely, in addition to the normal damage-dealing prefix they have, generate with a different prefix name and an additional special effect.
    These would include some of the following:
    • Meteoric
    • Tempestous
    • Infernal
    • Glacial
    • Erosive
    • (and more!)


    They're related to the damage type on the weapon. So a weapon with Flaming could sometimes instead appear as either Meteoric or Infernal.
    Either a Shock or Screaming weapon could be Tempestous. There's enough rare prefixes to cover all of the prefixes that can appear on weapons.

    The new versions of these effects are "procs", an effect that has a chance to occur on attack. They do things like, in the example of Meteoric, make a meteor fly in from the sky and smash into your enemies for AoE damage, dealing damage dice based on the level of your weapon, and forcing affected enemies to make a Reflex save of DC 20+Item Level or be knocked down.

    There's also a lot of additional prefixes and suffixes for weapons, armor, and accessories that haven't been put into the treasure system.
    Some of these include Humanoid Bane (combination of Elf, Dwarf, Human, Halfling and so on...), a new version of Bodyfeeder that deals a negative level to your target in addition to giving you temporary hit points, and adding some more staple effects like Blurry into accessories.
    Many of the MotU multi-affix mutations have updated versions so they would be able to appear throughout more levels of gameplay.
    On behalf of the community. Thank you.
    Knowledge is power.
    Power corrupts.
    Study hard.
    Be evil.

    Proud resident of Sarlona. Player of "Gilgimesh the Steel Demon".

  6. #6
    Community Member rest's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    The original plan for random treasure is what you see in game now, plus the following:

    Items would rarely, in addition to the normal damage-dealing prefix they have, generate with a different prefix name and an additional special effect.
    These would include some of the following:
    • Meteoric
    • Tempestous
    • Infernal
    • Glacial
    • Erosive
    • (and more!)


    They're related to the damage type on the weapon. So a weapon with Flaming could sometimes instead appear as either Meteoric or Infernal.
    Either a Shock or Screaming weapon could be Tempestous. There's enough rare prefixes to cover all of the prefixes that can appear on weapons.

    The new versions of these effects are "procs", an effect that has a chance to occur on attack. They do things like, in the example of Meteoric, make a meteor fly in from the sky and smash into your enemies for AoE damage, dealing damage dice based on the level of your weapon, and forcing affected enemies to make a Reflex save of DC 20+Item Level or be knocked down.

    There's also a lot of additional prefixes and suffixes for weapons, armor, and accessories that haven't been put into the treasure system.
    Some of these include Humanoid Bane (combination of Elf, Dwarf, Human, Halfling and so on...), a new version of Bodyfeeder that deals a negative level to your target in addition to giving you temporary hit points, and adding some more staple effects like Blurry into accessories.
    Many of the MotU multi-affix mutations have updated versions so they would be able to appear throughout more levels of gameplay.

    Convalescent. It used to be there, now it's not. Why?

  7. #7
    Community Member wildbynature's Avatar
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    Default Hey feather of sun,

    Thanks so much for the quick reply!
    --Pealea, Peawee, worldpeas, givepeas achance, and whoopea on Khyber

  8. #8
    Community Member Ovrad's Avatar
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    Default

    Any chance we will get more active feedback on these new unnamed prefixes/suffixes before release?

    .. and any chance some of the previous ones will ever come back? A lot of them were cut for no apparent reason.
    We want more Monster Manuals.

  9. #9
    The Hatchery
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    Default

    Quote Originally Posted by Feather_of_Sun View Post
    The original plan for random treasure is what you see in game now, plus the following:

    Items would rarely, in addition to the normal damage-dealing prefix they have, generate with a different prefix name and an additional special effect.
    These would include some of the following:
    • Meteoric
    • Tempestous
    • Infernal
    • Glacial
    • Erosive
    • (and more!)


    They're related to the damage type on the weapon. So a weapon with Flaming could sometimes instead appear as either Meteoric or Infernal.
    Either a Shock or Screaming weapon could be Tempestous. There's enough rare prefixes to cover all of the prefixes that can appear on weapons.

    The new versions of these effects are "procs", an effect that has a chance to occur on attack. They do things like, in the example of Meteoric, make a meteor fly in from the sky and smash into your enemies for AoE damage, dealing damage dice based on the level of your weapon, and forcing affected enemies to make a Reflex save of DC 20+Item Level or be knocked down.

    There's also a lot of additional prefixes and suffixes for weapons, armor, and accessories that haven't been put into the treasure system.
    Some of these include Humanoid Bane (combination of Elf, Dwarf, Human, Halfling and so on...), a new version of Bodyfeeder that deals a negative level to your target in addition to giving you temporary hit points, and adding some more staple effects like Blurry into accessories.
    Many of the MotU multi-affix mutations have updated versions so they would be able to appear throughout more levels of gameplay.
    I'm glad to hear stuff is coming back.

    Can you elaborate on whether they're ALL coming back, such as heal amp and other sorely missed effects?
    <seemingly offensive Army of Darkness quote>

  10. #10
    Community Member -Zephyr-'s Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    The original plan for random treasure is what you see in game now, plus the following:
    When do we get the shinies ?
    Owy Evoker FvS / Praledric Completionist Qstaff Rogue/Monk/Druid / Laraeph DC Wizard / Laraelph AA Monk/Ranger/Pally / Gaenry Shiradi Sorc/FvS/Wiz / Reasis SWF Pally & numerous others
    The Leveller for DDO!

  11. #11
    The Hatchery Scraap's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    The original plan for random treasure is what you see in game now, plus the following:

    Items would rarely, in addition to the normal damage-dealing prefix they have, generate with a different prefix name and an additional special effect.
    These would include some of the following:
    • Meteoric
    • Tempestous
    • Infernal
    • Glacial
    • Erosive
    • (and more!)


    They're related to the damage type on the weapon. So a weapon with Flaming could sometimes instead appear as either Meteoric or Infernal.
    Either a Shock or Screaming weapon could be Tempestous. There's enough rare prefixes to cover all of the prefixes that can appear on weapons.

    The new versions of these effects are "procs", an effect that has a chance to occur on attack. They do things like, in the example of Meteoric, make a meteor fly in from the sky and smash into your enemies for AoE damage, dealing damage dice based on the level of your weapon, and forcing affected enemies to make a Reflex save of DC 20+Item Level or be knocked down.

    There's also a lot of additional prefixes and suffixes for weapons, armor, and accessories that haven't been put into the treasure system.
    Some of these include Humanoid Bane (combination of Elf, Dwarf, Human, Halfling and so on...), a new version of Bodyfeeder that deals a negative level to your target in addition to giving you temporary hit points, and adding some more staple effects like Blurry into accessories.
    Many of the MotU multi-affix mutations have updated versions so they would be able to appear throughout more levels of gameplay.
    Not a bad notion depending on procrates and spike-levels.

    For enhanced weapon variation appeal I might suggest tacking on a 5-10% bias for the probability of enhanced mutations showing up on the less inherently useful items. (Or more in the case of things like, say, great crowssbows.) (Heck, for that matter, a combination of tier+element+inherent weapon damage type might give a more meaningful difference when it comes to choosing piercing over slashing over blunt weapons, for instance.)

    Since you folks are on a kick to encourage a broader quest sample run, I'd also suggest a similar probability bump occurs for mutation-groups in a given quest type/area.

    Finally it begs the question of how much of this system will be ported over to the named and crafted systems in terms of maintenance. (And yes, what kind of timeline we're looking at here for implementation.)
    Last edited by Scraap; 11-08-2013 at 05:55 PM.

  12. #12
    Community Member brian14's Avatar
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    Those seem to be very high-level affixes.

    Tempestuous is a combination of Voltaic, Lightning Strike and Slicing Winds.
    Meteoric is Blazing, Flaming Blast and Incineration.

    When they did appear, it always seemed to be on ML 25 items. Will we see interesting effects on heroic-level weapons? Like just Slicing Winds or Incineration? Or is it an indication that development concentrates on what is now end-game?
    "Beauty is in the eye of the beholder."

    "Of course it is. Are YOU going to question beholder's artistic sense?"

  13. #13
    Community Member HernandoCortez's Avatar
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    We should have Ghostbane of Ghostbane instead. Why would you need anything else? Ghostbane is so Ghostbane you need nothing but Ghostbane.

  14. #14
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    I honestly don't understand all the excitement... Several new (very rare probably and with "proc" damage) suffixes added to weapons? So what? Still not gonna make anything even remotely close to CiTW weapons and what about accessories? Armors? All the dozen lost (cool) effects from before U19? All the retroactive changes that turned hundreds of TR items into vendor trash? Or was the last thing on purpose so people stop complain about bank space and TR? Seriously, FOS tells you that the loot system will go from .1% complete to .12% complete (soon) and everyone is "wowing" and thanking... For what? I really don't get it...
    Last edited by Gempoult; 11-09-2013 at 08:11 AM.

  15. #15
    Community Member Jefro's Avatar
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    Will they appear in the eveningstar challenge lottery?

    When will cannith crafting get some updates?
    I love you Abbot♥

  16. #16
    Community Member Kieri's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    The new versions of these effects are "procs", an effect that has a chance to occur on attack. They do things like, in the example of Meteoric, make a meteor fly in from the sky and smash into your enemies for AoE damage, dealing damage dice based on the level of your weapon, and forcing affected enemies to make a Reflex save of DC 20+Item Level or be knocked down.

    This all sounds very cool and I look forward to seeing it implemented! I'd like to offer a suggestion though: as it stands, with certain weapons (Celestia especially), you run into the situation where your screen is filled with spell graphics and it becomes hard to see anything. Additionally, the sound effects from these spell effects going off can be a bit much. I'd love to see more weapons with other interesting procs, but if possible, could the visual and audio effects of said procs be toned down just a notch?

  17. #17
    Community Member Zibowskij's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    The original plan for random treasure
    ...
    • (and more!)

    ...
    Please give us back effects like convalescence and parrying aswell

  18. #18
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    The original plan for random treasure is what you see in game now, plus the following:

    Items would rarely, in addition to the normal damage-dealing prefix they have, generate with a different prefix name and an additional special effect.
    These would include some of the following:
    • Meteoric
    • Tempestous
    • Infernal
    • Glacial
    • Erosive
    • (and more!)


    They're related to the damage type on the weapon. So a weapon with Flaming could sometimes instead appear as either Meteoric or Infernal.
    Either a Shock or Screaming weapon could be Tempestous. There's enough rare prefixes to cover all of the prefixes that can appear on weapons.

    The new versions of these effects are "procs", an effect that has a chance to occur on attack. They do things like, in the example of Meteoric, make a meteor fly in from the sky and smash into your enemies for AoE damage, dealing damage dice based on the level of your weapon, and forcing affected enemies to make a Reflex save of DC 20+Item Level or be knocked down.

    There's also a lot of additional prefixes and suffixes for weapons, armor, and accessories that haven't been put into the treasure system.
    Some of these include Humanoid Bane (combination of Elf, Dwarf, Human, Halfling and so on...), a new version of Bodyfeeder that deals a negative level to your target in addition to giving you temporary hit points, and adding some more staple effects like Blurry into accessories.
    Many of the MotU multi-affix mutations have updated versions so they would be able to appear throughout more levels of gameplay.
    Thanks for the headsup! While were discussing loot, can we discuss caster weapons?

    It would be nice if the lore type on caster weapons matched up with one of the spellpower types (for thaumaturgy). Combustion of ice lore is not a useful weapon to anyone.

  19. #19

  20. #20
    Community Member AbyssalMage's Avatar
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    Quote Originally Posted by AtomicMew View Post
    Thanks for the headsup! While were discussing loot, can we discuss caster weapons?

    It would be nice if the lore type on caster weapons matched up with one of the spellpower types (for thaumaturgy). Combustion of ice lore is not a useful weapon to anyone.
    Match it with a Glacial of Fire Lore in your off hand and you have all win Seriously, on my lower levels on any servers I often have to do this because it is cheaper than buying a pure matching weapon (dang greedy players )

    Still don't understand why Turbine thought putting out 1/9 of the product (pre/suffix fiasco) was a good idea. All they have to do is read the forums to understand we haven't been happy with the last 7 or so "updates" because they are ALL unfinished. Continuously putting out unfinished products is a sure way to tank a company. Imagine if Nike only sold you half a shoe and told you they will get to making the other half soon(tm)? Intel telling you they will get around to releasing the MB to their newest i7 chipset? A software company releasing the .gif files for your graphics software? The point is, eventually people associate your product with "cheap" and they find a company who can provide them with a full service of commodities. Currently Turbine has no competition in this niche of MMO's but I have a feeling that will be changing in the next decade.

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