d2jsp
Log InRegister
d2jsp Forums > d2jsp > Ladder Slasher > Balanced Improvement To Drops
Prev12346Next
Add Reply New Topic New Poll
Member
Posts: 5,048
Joined: Feb 4 2008
Gold: 1,462.08
Apr 26 2018 12:50am
Quote (Joshie @ Apr 25 2018 06:35pm)
I think most of our suggestions stem around making improvements to item drops. We need to do this in a manor that makes sense, it's hugely overpowered, doesn't undermine other high effort methods.

Most of our explore is COVERING THE SAME BLACK SPACE as we try to clear a map. If we explored spaces had no monsters like in maps, we would hit more EP's, more wells, etc.
Now this isn't a direct nerf to maps because STRONG maps will still be very valuable, and medium maps are kinda not worth doing anyways.

I know this was the way it use to be before maps, but I think this is a valid discussion to revert back to.


Pros:

More chance to find EP, less exp wasted on trash mobs
Keep current map clearing the same above 71 so mirror maze isn't affect

Cons

Slight debuff to middle mapping system if it's being utilized


I don't remember a time when the system was as you describe and I think I was playing when catacombs were added. Although admittedly I mostly played Arena til it was removed. (RIP Arena RIP MCC :cry: )
As I recall prior to the 3D maze system the most used tactic was "Blacking" were the driver would find a long straight section in the maze to run back and forth over the black previously explored spaces to spawn waves of mobs.
This method was used primarily because with an unskilled or lazy driver the group can level up much faster than exploring but also because it dodged Ep's especially Seven Shamans which often caused them to reform the group sometimes losing players. Strong groups could handle shamans but they were seen as a waste of time, the attitude was "good items never drop and an undeserving noob gets them when they do."
When the 3D maze visualization was added the driving controls were changed as you were now "facing" in a given direction. Players could just rotate the direction they were facing to spawn waves by repeated turning left or right "spinning." Some people got dizzy from the watching the spinning maze and complained which brought us the whistle.

The point of mentioning this is that given a choice the majority of players choose the fastest easiest route possible despite the reduced rewards, heck white items for the well did not even drop when "blacking"
Given a choice between waiting 2 hours for a group to form followed by a 2 hour climb most players would still take that option over a 4 hour solo or duo. (times specified are just used make a point)

History aside taking away the random spawns on prexplored spaces defeats the whole purpose of the both the maze and random teleport spins and makes rooms mostly pointless.
Presently some of the community including myself actively hunt for mazes with rooms, enjoy events and farm or buy maps with bonuses to EP's and Rooms.
Pay attention and drive intelligently if you want to minimize those "trash" spawns and accept that randomness happens, maze complexity varies & some spins are good or bad.

Allowing mostly elite players to farm EP's faster while paying less attention the game does not help new players outside of some strange trickle down economics argument.
New players can play just fine with gear they find or buy for cheap what they can't do is play with people that refuse to play with them.
Thanks to the recent update you can now buy whites and fight just well bosses for the drops if you want. Plenty of 70 to 100ee items from wells you could donate to new players.
Also a change to Trap Doors was recently suggested. Paul seemed receptive to the idea. Basically altering the mechanics so that rather than primarily just being a difficulty increase, drops in TD's would better reflect the greater challenge. I think this would be a better version of what you are seeking that adds to the game rather than subtracts.
Member
Posts: 23,911
Joined: Aug 21 2007
Gold: 2,494.65
Trader: Trusted
Apr 26 2018 01:34am
Quote (HoneyBadger @ 26 Apr 2018 08:50)
I don't remember a time when the system was as you describe and I think I was playing when catacombs were added. Although admittedly I mostly played Arena til it was removed. (RIP Arena RIP MCC :cry: )
As I recall prior to the 3D maze system the most used tactic was "Blacking" were the driver would find a long straight section in the maze to run back and forth over the black previously explored spaces to spawn waves of mobs.
This method was used primarily because with an unskilled or lazy driver the group can level up much faster than exploring but also because it dodged Ep's especially Seven Shamans which often caused them to reform the group sometimes losing players. Strong groups could handle shamans but they were seen as a waste of time, the attitude was "good items never drop and an undeserving noob gets them when they do."
When the 3D maze visualization was added the driving controls were changed as you were now "facing" in a given direction. Players could just rotate the direction they were facing to spawn waves by repeated turning left or right "spinning." Some people got dizzy from the watching the spinning maze and complained which brought us the whistle.

The point of mentioning this is that given a choice the majority of players choose the fastest easiest route possible despite the reduced rewards, heck white items for the well did not even drop when "blacking"
Given a choice between waiting 2 hours for a group to form followed by a 2 hour climb most players would still take that option over a 4 hour solo or duo. (times specified are just used make a point)

History aside taking away the random spawns on prexplored spaces defeats the whole purpose of the both the maze and random teleport spins and makes rooms mostly pointless.
Presently some of the community including myself actively hunt for mazes with rooms, enjoy events and farm or buy maps with bonuses to EP's and Rooms.
Pay attention and drive intelligently if you want to minimize those "trash" spawns and accept that randomness happens, maze complexity varies & some spins are good or bad.

Allowing mostly elite players to farm EP's faster while paying less attention the game does not help new players outside of some strange trickle down economics argument.
New players can play just fine with gear they find or buy for cheap what they can't do is play with people that refuse to play with them.
Thanks to the recent update you can now buy whites and fight just well bosses for the drops if you want. Plenty of 70 to 100ee items from wells you could donate to new players.
Also a change to Trap Doors was recently suggested. Paul seemed receptive to the idea. Basically altering the mechanics so that rather than primarily just being a difficulty increase, drops in TD's would better reflect the greater challenge. I think this would be a better version of what you are seeking that adds to the game rather than subtracts.


great post, perfectly fits my point of view aswell
Member
Posts: 24,508
Joined: Jan 30 2007
Gold: 13.37
Apr 26 2018 01:46am
Quote (HoneyBadger @ Apr 26 2018 12:50am)
I don't remember a time when the system was as you describe and I think I was playing when catacombs were added. Although admittedly I mostly played Arena til it was removed. (RIP Arena RIP MCC :cry: )
As I recall prior to the 3D maze system the most used tactic was "Blacking" were the driver would find a long straight section in the maze to run back and forth over the black previously explored spaces to spawn waves of mobs.
This method was used primarily because with an unskilled or lazy driver the group can level up much faster than exploring but also because it dodged Ep's especially Seven Shamans which often caused them to reform the group sometimes losing players. Strong groups could handle shamans but they were seen as a waste of time, the attitude was "good items never drop and an undeserving noob gets them when they do."
When the 3D maze visualization was added the driving controls were changed as you were now "facing" in a given direction. Players could just rotate the direction they were facing to spawn waves by repeated turning left or right "spinning." Some people got dizzy from the watching the spinning maze and complained which brought us the whistle.

The point of mentioning this is that given a choice the majority of players choose the fastest easiest route possible despite the reduced rewards, heck white items for the well did not even drop when "blacking"
Given a choice between waiting 2 hours for a group to form followed by a 2 hour climb most players would still take that option over a 4 hour solo or duo. (times specified are just used make a point)

History aside taking away the random spawns on prexplored spaces defeats the whole purpose of the both the maze and random teleport spins and makes rooms mostly pointless.
Presently some of the community including myself actively hunt for mazes with rooms, enjoy events and farm or buy maps with bonuses to EP's and Rooms.
Pay attention and drive intelligently if you want to minimize those "trash" spawns and accept that randomness happens, maze complexity varies & some spins are good or bad.

Allowing mostly elite players to farm EP's faster while paying less attention the game does not help new players outside of some strange trickle down economics argument.
New players can play just fine with gear they find or buy for cheap what they can't do is play with people that refuse to play with them.
Thanks to the recent update you can now buy whites and fight just well bosses for the drops if you want. Plenty of 70 to 100ee items from wells you could donate to new players.
Also a change to Trap Doors was recently suggested. Paul seemed receptive to the idea. Basically altering the mechanics so that rather than primarily just being a difficulty increase, drops in TD's would better reflect the greater challenge. I think this would be a better version of what you are seeking that adds to the game rather than subtracts.


I agree with everything. Particularly the trap doors suggestion, but I don't agree with your well drops estimation. I have done probably 300 wells since the last update and I have not dropped a single item 50+ ee.
I think a lot of problems we are concerned about could actually be solved with modifying the drop schematics, not just "more drops"

I would be happy as hell if the drop rate was reduced by half, re-weighted to the level of the Mob is the level of the item much higher frequency dropped, and the quality of said drops.

99.9% of all drops drop with only tier 1 roll on them. And that is the biggest problem with the complaints
Member
Posts: 26,253
Joined: Apr 9 2007
Gold: Locked
Apr 26 2018 01:53am
I agree that having no monsters spawn on black spaces would defeat the purpose of the spins, rooms, etc. and the intelligence of clearing a maze effectively.

Our discussion is one of having the option of greater reward. We have an option of "level fast do mq in 40 min"

You play a version of the game where based on the amount of players, there is quite an abundance of gear. The game has been around for a long time, and largely, items have not left the game. Yes, we choose to play this HC game mode.

You'd have to be delusional to say drops are at a good point right now. Every treasure chest I've come across in 12 climbs over the past 5 days have been TIER 1. EVERY SINGLE CHEST AT LEVEL 55+.


I think having EP's spawn on black is an appropriate change. It doesn't undermine the concepts you outlined, and it's not overpowered.

Currently we typically leave games when we hit a big dead end, so we can find more EP's.
Member
Posts: 26,503
Joined: Oct 15 2006
Gold: 105,555.55
Apr 26 2018 04:05am
I think we should generally get something to farm back.
Chests suck, over 90% of items are plain t1-t3.
Maps really take forever and are not that rewarding either.

I personally would really appreciate if no maze no more was spawnable in every average climb, or no maze would be introduced again. Or at least something similar to that. Some people just want to improve their gear or try to find mutables, so why not give them a chance to do that? Climbs feel so unrewarding.
Member
Posts: 26,253
Joined: Apr 9 2007
Gold: Locked
Apr 26 2018 04:19am
Quote (Dante @ Apr 26 2018 04:05am)
I think we should generally get something to farm back.
Chests suck, over 90% of items are plain t1-t3.
Maps really take forever and are not that rewarding either.

I personally would really appreciate if no maze no more was spawnable in every average climb, or no maze would be introduced again. Or at least something similar to that. Some people just want to improve their gear or try to find mutables, so why not give them a chance to do that? Climbs feel so unrewarding.


This is the biggest point for me. Look at hack and slash games like Path of Exile, you pick up fragments of orbs, things worth next to nothing, because it's enjoyable to be able to stock up things like that.

Why does the game even spawn tier 1 shit items every single kill. It's not needed and just discouraging. The game thinks we are killing super weak monsters 95% of the climb, and we don't want that.

I would love some sort of revised drop system that makes looting more enjoyable.
Member
Posts: 26,503
Joined: Oct 15 2006
Gold: 105,555.55
Apr 26 2018 04:23am
Quote (Joshie @ 26 Apr 2018 11:19)
This is the biggest point for me. Look at hack and slash games like Path of Exile, you pick up fragments of orbs, things worth next to nothing, because it's enjoyable to be able to stock up things like that.

Why does the game even spawn tier 1 shit items every single kill. It's not needed and just discouraging. The game thinks we are killing super weak monsters 95% of the climb, and we don't want that.

I would love some sort of revised drop system that makes looting more enjoyable.


I come from a slightly different perspective
Currently barely any new gear is being generated, and gearing up is expensive as hell
Barely anyone is playing, and the drop system seems to be laid out for multiple hundred, or even thousands of people

I think the entrance barrier to LS needs to be smaller, so at least the averageish stuff with 70-120 ee drops a lot more often, and the high end gear still remains hard to attain, or something like that
I'm also not a fan of how much muting has been degraded from back then, coming from a rank 55 muter
I've gone 55 ranks without muting above 136 ee, my highest (good) stat roll was 46 int and 44 dex on mystical 45/40 robes, and both were one-time-things

I personally believe lowering the entrance barrier would get more people in the game (or keep more people in the game, because most quit again because they can't afford any gear to play with) and/or giving us a way to farm would help the game out greatly, because even if you're on the "high end", you still want to improve your gear, or have a chance to do so
Member
Posts: 27,699
Joined: May 14 2013
Gold: 845.85
Apr 26 2018 04:26am
I like how everyone started suggesting things when Paul made some changes :D
Member
Posts: 26,253
Joined: Apr 9 2007
Gold: Locked
Apr 26 2018 04:29am
Quote (Dante @ Apr 26 2018 04:23am)
I come from a slightly different perspective
Currently barely any new gear is being generated, and gearing up is expensive as hell
Barely anyone is playing, and the drop system seems to be laid out for multiple hundred, or even thousands of people

I think the entrance barrier to LS needs to be smaller, so at least the averageish stuff with 70-120 ee drops a lot more often, and the high end gear still remains hard to attain, or something like that
I'm also not a fan of how much muting has been degraded from back then, coming from a rank 55 muter
I've gone 55 ranks without muting above 136 ee, my highest (good) stat roll was 46 int and 44 dex on mystical 45/40 robes, and both were one-time-things

I personally believe lowering the entrance barrier would get more people in the game (or keep more people in the game, because most quit again because they can't afford any gear to play with) and/or giving us a way to farm would help the game out greatly, because even if you're on the "high end", you still want to improve your gear, or have a chance to do so


Completely agree with this. I just truly feel like the code just isn't correct. How is it I've seen 50+ treasure chests at level 55+ and I've seen ONE TIME, A LEVEL 5 WHITE ITEM. EVERY other time is tier1-3. That's absolutely outrageous honestly.

One interesting thing to note was the damage return bug. Players were able to make the monster "seem stronger" by killing itself, spawning appropriate items to the monster level etc.
Member
Posts: 26,503
Joined: Oct 15 2006
Gold: 105,555.55
Apr 26 2018 04:33am
Quote (Joshie @ 26 Apr 2018 11:29)
Completely agree with this. I just truly feel like the code just isn't correct. How is it I've seen 50+ treasure chests at level 55+ and I've seen ONE TIME, A LEVEL 5 WHITE ITEM. EVERY other time is tier1-3. That's absolutely outrageous honestly.

One interesting thing to note was the damage return bug. Players were able to make the monster "seem stronger" by killing itself, spawning appropriate items to the monster level etc.


there was another bug, which was dropping really good when you were killing higher level mobs with lower level characters
I still have a video of that if anyone's interested, we reported that bug to paul later just FYI
Go Back To Ladder Slasher Topic List
Prev12346Next
Add Reply New Topic New Poll