What is SO wrong with old MMO Loot / Gear Progressions?

But seriously…it’s worked for so long, why are we completely reinventing things?

HUNTING for rare items is fun.
Grinding daily to increase your gear score to get potentially better items that may or may not randomly roll the statistics and perks you want…is NOT fun.

I remember back in Everquest trying to hunt down rare monsters with cool loot outside of raid time. They had spawn windows, which made them competitive, and you knew what items they had the potential of dropping. They may not always drop the specific item you wanted, but they still dropped SOMETHING. Nothing is worse than killing a big boss and getting NO bag or a stingy potion.

DEFEATING hard bosses for rare loot is fun.

The reason why dungeons feel like garbage in New World is because of personal loot. You feel obligated to get a piece of loot because of how the system has trained us from early levels

“I kill this big guy, why didn’t I get something cool?”.

With a shared loot system, you can at least see the “cool” loot drop, even if it’s not for you. There is still a feeling of reward, something of value dropped, and you got to see it and someone in your party had a chance to roll on it. Nothing is stupider than your tank getting a BIS legendary bow RNG drop from a boss while you got nothing and you aren’t able to trade him. How is that in any way fun? It was a team effort, the team should be rewarded with potential loot on the bosses table and everyone should get a crack at whatever drops.

Outdoor world PVE can be FUN and REWARDING especially in a PVP / flagging system. However fast spawns, looting chests, and garbage AI mobs is not the way to go.

Please take a look back at successful MMO’s of the past. Stop trying to reinvent gear progression. It’s not working.

11 Likes

Also it isn’t all BoP so the healer isn’t getting a legendary axe or something because they can trade it to the dps in the dungeon and stuff like that. Right now it feels bad to get rare gear drops in a dungeon and not be able to give them to someone else in the party that it would actually be useful for and takes away from the group aspect of an MMO for me personally.

2 Likes

((3 factions together in Myrkgard))
((LMFAO - Party Rock Anthem starts playing))

“Yeeeeeeee boy”
“HEY! look it’s Oprah!”
Oprah: “You get loot rights, you get loot rights, EVERYONE GETS LOOT RIGHTS!”

“So, hey fellow party go’er…is there more to do in this game?”
“MORE TO DO? What are you on about my doooood, just get down with the party!”
“I was thinking about finding out more about crafting and maybe if dungeoning produces some good gear…”
“DOOOOOOD, will you shutup already, just enjoy the party!..Oh a Corruption Portal, get the Party Crasher’s man!”
" -___- "

Long story short, this game is a joke (and therefore worthy of California prime time TV!).
and more to the point…
The design of this game is definetly to reward people easily, which is clearly why they didn’t decide to partake in any old MMO loot system.

BoP/BoE and personalized loot are absolute garbage inventions.

i should be able to give my old stuff to a friend or sell it to another player who can make use of it when i found something better for myself.

also i should not need to grind some weird system to even have a chance at good loot.

and lastly i should not need to be lvl X to use an item. if i somehow manage to kill that big fkin dragon at lvl 3 and he drops some badass sword or whatever i should be able to use it immediately at full power.

2 Likes

I’m okay with BoE to an extent on certain items but BoP should only ever be on the named quest reward items and not other stuff. Specially not crafted items like New World has decided to do with several.

yep when you try to reinvent wheel or hot water is more then hilarious not that they cant just chance to be done is same like to get good drop in NW :rofl:

i mean yea i guess it doesnt hurt there but honestly what purpose does it serve.

in daoc for example you used a quest necklace in almost every template. the quest however was kinda annoying to do so i only did it once and then transferred the necklace over to whatever character i wanted to play.

in general i think daoc got it right. basically almost every item was tradeable. only very few specific items were marked as not tradeable. some were only usable by specific class or a specific set of classes. everything else could be used and traded as many times as you wanted. you could also wear every item at lvl 1 but if you equipped a max lvl item at lvl 1 you would only get a fraction of its effectiveness and it would loose durability MUCH faster.

For the quests to make armour like Shrouded Intent it could lead to weird issues and bugs if you got traded the gear while doing the quest.

the better play here would have been to go all in on the crafting idea. Create loads of unqiue bosses from small scale to large scale. Some could be dungeon, some small group world bosses with decent respawns, and some rare respawns with spawn windows / spawn in an area that require a large group/raid. Have these bosses drop rare materials or materials specific to their archetype. Then create legendary recipes that require materials from multiple high-end bosses.

It’s like they went half in on this idea and abandoned it.

1 Like

It sounds like that was the original intention for how the elemental mobs were going to be used based on their patch notes tbh.

Ya, but those shitty fast respawns killed it. Should have been a simple fix, just putting them on spawn windows. But they seem to be a global respawn and didn’t care to change individual rates unless they were quest bosses? It’s hard to tell.

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