Loot update
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Cthulhu Drega
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Loot update
let me just say first off we love all you hard work on the new loot system.
that being said here are some more suggestions
armor seems to be dropping from the sky while i do prefer armor worth something vs a brass ring maybe a bit more of the other items like boots cloaks helms ect and a little less armor.
i havent played mutch since the latest tweak but ill update my findings as i test it out more. heres a oddball question why do we have blue pouder and invis potoins ? they both do the same thing seems a bit redundant to me. other than that the loot is lookin good to me so far keep up the good work
that being said here are some more suggestions
armor seems to be dropping from the sky while i do prefer armor worth something vs a brass ring maybe a bit more of the other items like boots cloaks helms ect and a little less armor.
i havent played mutch since the latest tweak but ill update my findings as i test it out more. heres a oddball question why do we have blue pouder and invis potoins ? they both do the same thing seems a bit redundant to me. other than that the loot is lookin good to me so far keep up the good work
As for the Blue Powder/Invis potion question, it's a question of which is more useful when: the potion lasts longer, but being a potion, it provokes and AoO from enemies in combat, while the powder is a flash-in-the-pan duration, yet can be used more safely nearby enemies.
~DM Yonwe
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Lolth - Goddess of the Drow
Velsharoon - God of Undeath
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Elagneros
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Hmm? I thought they were both the same really. Same spell, same level. Each potion weighs 0.1 while the powder weighs 0.3 with three charges, so even that works out the same. Only really difference is that you can stack 10 potions, but can't stack powder.
There's several spells in the game that have both potion and items:
There's several spells in the game that have both potion and items:
- Cure Light Wounds
- Bull's Strength
- Cat's Grace
- Endurance
- Eagle's Splendor
- Bless
- Aid (way way WAY too common IMO)
- Invisibility
- Barkskin
- Mage Armor
- Etheral Visage
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- PeregrineV
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Re: Loot update
Yes, i smashed up a few screens of bandits today (in hopes of finding a coffer which i didnt) , but i too noticed a rather exorbitant ammount of armor dropping , alot more than usual, and a bit less of other stuff .... well i must say thanks for your efforts, it is getting better but not quite ideal yetCthulhu Drega wrote:let me just say first off we love all you hard work on the new loot system.
that being said here are some more suggestions
armor seems to be dropping from the sky while i do prefer armor worth something vs a brass ring maybe a bit more of the other items like boots cloaks helms ect and a little less armor.
i havent played mutch since the latest tweak but ill update my findings as i test it out more. heres a oddball question why do we have blue pouder and invis potoins ? they both do the same thing seems a bit redundant to me. other than that the loot is lookin good to me so far keep up the good work
Fatzo
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Cthulhu Drega
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Maybe they wear different armors on different daysCthulhu Drega wrote:well that woud be logical but they are dropping like 2 and 3 sets each
I am also finding different colored armor, colors i have never seen, looks cool...
Fatzo
Resident Glutton and Hand of the Legendary Brethren
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Elagneros
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I think I mentioned this before, but no duplication of items on mobs would be good. I like a nice variety of loot, we don't really need stuff dropping 3-4 heal kits, 2 or 3 sets of armor, 2 or 3 of the same potions, 2 or 3 thieves tools, etc.
Haven't really seen how this is working on high level mobs yet, I spent most of the day yesterday leveling a new character and defending our relic, but the system looks pretty good so far up to at least ogres.
Also, save dye drops at least for mid teens and higher. These can be sold for quite a bit of money, so it's best to keep them unavailable or very very rare before level 10 so noobs don't get too much easy money.
Haven't really seen how this is working on high level mobs yet, I spent most of the day yesterday leveling a new character and defending our relic, but the system looks pretty good so far up to at least ogres.
Also, save dye drops at least for mid teens and higher. These can be sold for quite a bit of money, so it's best to keep them unavailable or very very rare before level 10 so noobs don't get too much easy money.
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It looks like 1 dye= 1 heal potion. Both run 10,000 gold IIRC.
I don't mind the healing kits, as it lets you keep on the "road" longer, without having to resupply as often.
The drops as of last night were much more balanced than ever since the first changes were made. Drops were not constant, and the size and quantity varied.
I don't mind the healing kits, as it lets you keep on the "road" longer, without having to resupply as often.
The drops as of last night were much more balanced than ever since the first changes were made. Drops were not constant, and the size and quantity varied.
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Elagneros
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Yeah, dye kits have a sale value of 10k gold, that's why I said limit drops to at least level 10 or so.
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