View Full Version : Possible to Generalize Loot drops on raids?
Aaeamyen
03-13-2007, 10:32 AM
Is it possible to make the loot that drops off raid mobs (I.E. class armor) generalized in the same way Relic is? For what seems like the past three weeks we have gotten the same Defiler wrist, swasy cuffs, and scout helm off the EoF MMIS mobs, and FTH Mobs. I.E. last night we cleared Freethinkers and including the Malkonis Head we only gave out 2 pieces of equipment because everything else that dropped was already equiped or we didn't have that class (SK/Monk). Now i know you developers get annoyed as all getout by the constant EQ 1 refrences, but imagine this, having the same type of drops as were in Dragons of Norrath, where you would get the Heart or Leg or something from a mob, and have to find the rest of the components off random mobs to complete the item. This is somewhat how our current relic is, only the generalization of the loot was that you could make ANY piece of equipment from that item. Not just Relic Plate or Relic Chain/cloth and so on and so on. This would make EVERY piece of loot that drops on Named mobs in instances useable (other than 2hd weapons.. [Removed for Content]) I believe and if i can speak for other raid guilds, this would help in gearing up your members quicker. Other than doing a clear of FTH and come out with minimal upgrades for anyone we'd have 4 pieces of gear plus the head of malkonis upgraded.. Just a thought... If others have opposite ideas about this, then please post them. I'd like to see your reasons and see if my thinking on this is completely off.
Fleaba
03-13-2007, 11:06 AM
<p>I sooooooo totally agree with the fact that something NEEDS to be done about the loot drops. Seems like we either a. already have everyone equipped with said item or b. don't have the class on hand that it drops for.</p><p>At the rate things are going, it'll be 5 expansions down the road before anyone is in a full set of class gear. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Kizee
03-13-2007, 12:53 PM
<p>There have been countless threads about this already. </p><p>I agree that something has to be done because it is getting frustrating as hell raiding and watching item after item get transmutted or go to an ALT. Pretty soon out alts will be better geared than the mains. <img src="/smilies/1069449046bcd664c21db15b1dfedaee.gif" border="0" alt="SMILEY" /></p><p>I think people are scared that it will be another relic issue but if only the boss mobs drop the "molds" then I don't see it as much of an issue.</p>
Gungo
03-13-2007, 01:40 PM
<p>I agree fact is even if these were molds. Wushi and mayong would still be required for a full set. </p><p>The only issue i see with this is lack of molds to outfit on raid mobs. considering 7 slots and 4 types = only 28 drops with 4 chest molds and 4 legs molds reserved. That leave 20 drops to spread amongst the many raid mobs. They would have to create additional items to fill in the blank spots OR have different raid mobs drop the same molds. </p>
valkyrja
03-13-2007, 02:35 PM
Personally, I'd be happy if it was just smart enough to not drop class set pieces for classes who are not present.
MutantCrock1905
03-13-2007, 02:45 PM
Dropping class set pieces for classes present would still not solve the problem of duplicate drops. The only way to fix this is to make molds, like relic. Their system works like this. Only a certain amount of each set piece is distributed, evenly. But, the way the system is distributing the loot is the problem. I don't see SoE changing the set drops to molds, so that leaves us with one final option. Impliment a NPC that allows you to turn in a given set pieces, in return you recieve your class set pieces, thus effectively allowing raiding guild to gear up as intended.
valkyrja
03-13-2007, 04:31 PM
I know it wouldn't solve that issue, but to be honest, I'm fine with duplicate drops. This is how all other loot drops work in all the other raid zones. If your guild raids a decent amount, you probably can't give away Animist's Bracers. But you live with that. Its the drops no one is even capable of using that bugs me.
Aaeamyen
03-13-2007, 04:33 PM
<cite>MutantCrock1905 wrote:</cite><blockquote> Impliment a NPC that allows you to turn in a given set pieces, in return you recieve your class set pieces, thus effectively allowing raiding guild to gear up as intended. </blockquote> THAT is a EXCELLENT idea!
DobyMT
03-13-2007, 04:53 PM
Karog@Crushbone wrote: <blockquote><cite>MutantCrock1905 wrote:</cite><blockquote> Impliment a NPC that allows you to turn in a given set pieces, in return you recieve your class set pieces, thus effectively allowing raiding guild to gear up as intended. </blockquote> THAT is a EXCELLENT idea!</blockquote> Yeah, they called it Relic.
Biggest complaint about relic.. it dropped off trash.. other than that, many people i've heard said it was fine.
Antryg Mistrose
03-13-2007, 06:24 PM
3-4 useable pieces / raid = much sooner everyone has all the gear. So what do you do while waiting for the next expansion? That, I think is SoE's fear. They however, are not playing it night after night where stuff all useful drops, so that frustration they don't see.
Zelkova
03-13-2007, 08:07 PM
Antryg Mistrose wrote: <blockquote>3-4 useable pieces / raid = much sooner everyone has all the gear. So what do you do while waiting for the next expansion? That, I think is SoE's fear. They however, are not playing it night after night where stuff all useful drops, so that frustration they don't see. </blockquote> 3-4 pieces per raid would be great. Assuming your guild has exactly 24 people (every guild has more) and raids 5 nights a week (most guilds don't) and everyone needs 2-3 pieces PER SLOT depending on what is needed (resists and such, different weapon types, flowing thought, there's no 1 best item for any slot including the mostly-crap EoF fabled sets) it could take 6 months time to fill out all the slots available with actual, useable gear if there was no bad luck weeks. That's pretty good for a perfectly setup hard-core raiding guild with exactly 24 people right? Cause everyone else would be taking much, much longer to gear up. Though I don't necessarily like the idea of "molds", the current way things are is crap, and really favors the few lucky guilds who don't get tons of repeat drops. With 120 pieces that can potentially be dropped (legs/BP excluded) there should be much more variety in what people have been seeing, whether they need to better distribute the set pieces or whatever.
Dragmoon
03-14-2007, 06:43 AM
<p>WTB Mystic loot <img src="/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" alt="SMILEY" /></p><p>never saw a single piece dropping so far!</p><p>Dragmoon</p>
Nitrous999
03-14-2007, 06:57 AM
<p>Couldnt agree with this more something really needs to be done. </p><p> Dragmoon we had the mystic shoulders drop in Inner Sanctum at the weekend only for our mystic not to be there was the only raid she has missed in almost a year <img src="/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" alt="SMILEY" /></p>
InsertNeko
03-14-2007, 08:06 AM
<cite>valkyrja wrote:</cite><blockquote>Personally, I'd be happy if it was just smart enough to not drop class set pieces for classes who are not present. </blockquote> This, and/or a mold system would essentially "fix" what is currently a very broken loot system. In our eof raiding we have transmuted more fabled than looted. That tells me something is very wrong with the current system. The risk vs. reward is so out of whack right now, and we've yet to hear anything from anyone at sony. if only I could start up a business selling no-trade defiler cuffs <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />
Magnethjelmen2
03-14-2007, 08:48 AM
I would also like to see this work as realic did. Or something like that, because at the stage now it does not work optimal.
I sorta have to agree. We've been selling, gearing up alts, or simply transmuting the class stuff far more than they're actually going to mains. Getting shadowknight forearms and boots time after time in FTH is getting really annoying.
kingdeke
03-14-2007, 09:48 AM
<p>Even if they did change it to a mold type system you would still have to deal with the RNG. </p><p>And the boards would be flooded with Guild A only gets cloth molds, while the 30 million replies with guilds B-X getting only 1 type, and guilds X, Y, and Z complaining that not enough of it drops...</p>
Aaeamyen
03-14-2007, 10:26 AM
Spakkle@Permafrost wrote: <blockquote><p>Even if they did change it to a mold type system you would still have to deal with the RNG. </p><p>And the boards would be flooded with Guild A only gets cloth molds, while the 30 million replies with guilds B-X getting only 1 type, and guilds X, Y, and Z complaining that not enough of it drops...</p></blockquote><p>Why would you limit it the way current relic is? If you can get a mold its a mold for Arms.. You make the mold General that way it is more than likely going to be used by someone. We should be able to turn in any drop that we get for a class piece that is useful to someone on the raid. (Other than weapons and Jewlry) </p><p> This seems to have been a VERY constructive post. is there a way we can possibly get a Dev to chime in on this?</p>
kingdeke
03-14-2007, 11:19 AM
Karog@Crushbone wrote: <blockquote>Spakkle@Permafrost wrote: <blockquote><p>Even if they did change it to a mold type system you would still have to deal with the RNG. </p><p>And the boards would be flooded with Guild A only gets cloth molds, while the 30 million replies with guilds B-X getting only 1 type, and guilds X, Y, and Z complaining that not enough of it drops...</p></blockquote><p>Why would you limit it the way current relic is? If you can get a mold its a mold for Arms.. You make the mold General that way it is more than likely going to be used by someone. We should be able to turn in any drop that we get for a class piece that is useful to someone on the raid. (Other than weapons and Jewlry) </p><p> This seems to have been a VERY constructive post. is there a way we can possibly get a Dev to chime in on this?</p></blockquote><p>Thats a good idea, I think they would have to add general items to each mobs loot table too then. Like jewelry and weapons and such (already done on some mobs). I say this because what happens when all ~26 people in the guild have the class item from that mob; we lose the carrot on a stick that keeps us killing the mobs, hoping for the piece of loot we want. </p><p>Thing is, however, how to implement that? Have mobs drop 1 class "mold" and 1 of the specific items, or just a chance to drop the specific items (rare) and normally drop class molds? Personally I would rather lesser named only drop 1 item in a chest.</p><p>And I know end bosses are already dropping set items plus stuff from their own loot table; and some lesser mobs too, but after a whole guild has the set items from sub-bosses of the zone it would get pretty boring quick to keep zoning in only to hope for non class drops off the last mob in a zone. </p>
Kizee
03-14-2007, 12:41 PM
Antryg Mistrose wrote: <blockquote>3-4 useable pieces / raid = much sooner everyone has all the gear. So what do you do while waiting for the next expansion? That, I think is SoE's fear. They however, are not playing it night after night where stuff all useful drops, so that frustration they don't see. </blockquote><p> I rather be geared up for the next expansion than only have 1 set pieces before expansion comes out.</p><p>People won't care about this stuff when next expansion comes out because items will be better. </p><p>Seems kinda stupid to have no more than a 1/2 dozen people across all the servers have a complete set by next expansion.</p><p>It is not like this stuff is hard to get but being at the mercy of the RNG sucks and it shouldn't be that way.</p>
Vraneth
03-18-2007, 01:15 PM
Dropping molds for certain slots would gear up people way too fast, that's not the way to go IMO. What incentive would you have to raid if you were geared out 2/3's in to the expansion and everything is on farm satus? If you could just set the RNG to do a check on what classes are present and then drop specific gear only useable by these classes it would very much solve the problem IMO, less transmuted gear but still the chance to get duplicate, so that it won't gear people up so fast.
Solar_Fla
03-18-2007, 02:34 PM
Hehe whats funny is people actually laughed at me when EOF came out when I did the math on this and stated quite plainly that even with optimal drops from mobs it would take over 4 months to gear out a 24 person raid force that could kill all content. People are finally seeing that the RNG is a piece of crap. I knew this day would happen. Just wish they had listening in the beginning.
Kaleyen
03-19-2007, 06:53 PM
Excuse my bloobiness, what's RNG?
Liluk@Venekor wrote: <blockquote>Excuse my bloobiness, what's RNG? </blockquote><p> RNG = random number generator</p><p>computers actually use PRNG's (pseudo-random number generators) which consist of incredibly complicated mathematical formula's that incorporate natural processes such as heat or time to increase the appearance of randomness in the system...and they obviously aren't perfect...</p>
icetower
03-22-2007, 11:46 AM
<p>I can't speak for other guilds, but we are pretty much fed up with these armour upgrades. </p><p>Another raid tonight where we got one single useable piece from 5 mobs. This is not uncommon. Our dkp system is pretty much worthless because nobody's spending regularly, and blind luck rather than past commitment to the guild is the main deterninant of loot distribution. This is not the way we want to run our guild.</p><p>Personally, I have 1 single forearm piece to show for 3 nights raiding per week since expansion came out. Others haven't even got that, and nobody has more than 2 pieces. </p><p>Bring in molds and reduce the drop rate by half, or do whatever you have to do, but 24 classes is way too many to support this current system.</p>
Kizee
03-22-2007, 12:52 PM
<cite>icetower wrote:</cite><blockquote><p>Personally, I have 1 single forearm piece to show for 3 nights raiding per week since expansion came out. Others haven't even got that, and nobody has more than 2 pieces. </p><p>Bring in molds and reduce the drop rate by half, or do whatever you have to do, but 24 classes is way too many to support this current system.</p></blockquote><p>Yep, same thing with my guild. We had our first main get his 3rd piece last night however I think we have 6 or 7 people with 1 piece and rest with nothing.</p><p>I can see running into this problem when most of your guild has some items aready but shouldn't be seeing this when 3/4 of your raid force doesn't even have a single piece yet. </p>
Triste-Lune
03-23-2007, 11:23 AM
my bigest complain is about the lack of randomness. always the same items droping everytime, i also hate the fact that since class gear has been introduce on some nameds we havent seen any of their former loottable. an archetype mold could be a solution (warrior crusader brawler etc etc) it would make PVPer shutup. but it s not going to happen and you wouldnt be able to ekip it until after leaving the raid. having items for class that are in the raid will help at the begining but from my personnal experience i can say that we got now 9 ranger shoulder drops and only 1 ranger in the guild. so that wouldnt be a solution either it would only delay the complains. i dont think their is any real solution so i wont try to figure out a "miracle" solution.
Kaleyen
03-23-2007, 11:50 AM
Archetype mold seems to be the middle ground of everything. Some say that if it's the molding system like relic that people will gear up too fast, while others are having their raid gear up too slowly under the current system. My guild is in the same situation as others here, we'll get the same piece over and over again, or get a piece for a class that isn't on the raid. Also with the issue that some people have 3+ pieces while the majority of the raid has 1 piece or less.
rogies
03-29-2007, 03:43 PM
<p>So last night we travel into MMIS.. </p><p> We clear everything but Mayong. (Soon, very soon he dies <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> )</p><p>We walk out with 1 piece of usable loot.. EVERYTHING else was transmuted...</p><p> 1 piece, and only that one because we ran our 2nd zerker to the zone to grab the loot!!</p><p> 1 piece our of 5 named mobs that were killed..</p><p> something has to be done about this.</p><p>Earlier this week we went into FTH and got 2 pieces of usable loot (Including the head) off of a zone clear. Is there any way we can have this looked into?</p>
MutantCrock1905
04-01-2007, 11:30 PM
I know SoE does'nt usually do anything that we recommend, but the way the rng is now my entire guild will be lucky if we have 1 person with a full set of class armor by the time the next expansion is relased. Seeing the same loot, over and over sucks!
SmCaudata
04-02-2007, 01:54 AM
The problem is that this is the majority of the loot in EoF. Labs was the zone you went to for your class set gear in KoS. The named had a chance to drop a specific piece, but if they didn't they would drop a pretty nice item usually. Also the pieces would cover 2 or more classes with the exception of the hats. Relic was done in molds in addition to the class sets. This is a ton of loot dropped every run. So if you use 5 of the drops the whole zone you are feeling good about the run even though you got 12 or so drops. Now, if you only get 5 named you you may only get 2 pieces of usable gear. I think percentage wise the same amount of gear is actually used, there is just a heck of a lot less of it dropping. Something should be done about the current system, I'm just not sure what. Currently DKP across the game is inflating. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
Caetrel
04-02-2007, 02:11 AM
I think it is SOE's design that this issue slows progression of gear...that's the problem. Until they deem that it needs fixing, things will likely remain as they are...considering top guilds who have been clearing all the EH zones for months are getting full sets/ close to full sets on their members, this is probably exactly as intended. Perhaps a middle ground mold would be a nice compromise...i.e. crusader mold, cleric mold etc...but I highly doubt we'll see anything like relic if they even change it at all. Pretty much a dead horse at this point.
MutantCrock1905
04-02-2007, 05:49 AM
<p>"I think it is SOE's design that this issue slows progression of gear...that's the problem. Until they deem that it needs fixing, things will likely remain as they are...considering top guilds who have been clearing all the EH zones for months are getting full sets/ close to full sets on their members, this is probably exactly as intended."</p><p>Actually, my guild has been clearing EoF for 3 months now, and the person with the most pieces of set gear is a dirge with 4. Other than that the most everyone has is 1 - 2 pieces, and a lot of us with no pieces what so ever. Reason being, the same things are dropping over and over again. Hell, illusionist chest dropped off mayong 3 times in a row.. </p><p>So yeah, the "RIG" sux the way it is now. /shrug </p>
Theivan01
04-03-2007, 01:58 PM
<p>Can we please get a dev response on this?</p><p> Either SOE is happy with this system, and they arent even considering changing it, or tell us its being looked into and we will have a solution at some point.</p><p> As for my opinion on the subject - We have seen more berzerker and monk loot than any other class. we actually looted Monk gloves from the Tacticians armor 5 weeks in a row. It's getting a little rediculous. If you dont want players to gear up as fast, there are multiple things you can do. Copy relic, but reduce the drop rate so that we are getting the non-set items off of named more often. </p><p>Copy relic, but make them for instance Scout Chain Forearms (brig, swash, assassin, ranger, dirge, troub), Priest Chain Forearms (Defiler, Mystic), Fighter Plate Forearms (Guard, zerker, sk, paladin), Priest Plate Forearms, Fighter Leather Forearms, Priest Leather Forearms...so on and so forth.</p><p>Or go even further with being specific-</p><p>items like "A Melodic Chain Tunic" from mayong would be...dirge/troub only. or perhaps "A Devout Plate Breasteplate" could be Templar/Inquisitor only... give us something to help the situation. I shouldnt hear 23 people groan like they have just been kicked in the genitals when I open a master chest.</p><p> If you do not like the idea of purely a relic system (but from named only) then find a middle ground, but please do something.</p>
Builttolast
04-03-2007, 10:19 PM
Rasix@Befallen wrote: <blockquote><p> If you do not like the idea of purely a relic system (but from named only) then find a middle ground, but please do something.</p></blockquote><p> I agree. We aren't asking for much, just a little less randomness and a little more of a payoff to those who are present.</p><p>Most of the issue could be solved if no-trade (and non-saleable) items restricted to classes not present had significantly lower chance to drop, or being removed from the loot table altogether for that instance (based on raid entering zone).</p><p>I'd hazard a guess that every raid is sick of seeing the same 1-2 items on a nameds loot table drop week after week while the rest of the loot table doesn't seem to exist. I know some items are supposed to be more rare than others and could appreciate it more if I wasn't so sick of seeing good loot go to waste. </p>
MutantCrock1905
04-04-2007, 02:26 AM
Cleared MMiS tonight, 2 illusionist gloves in a row. Grats Transmuter..
Thainos
04-05-2007, 04:59 PM
<p>From reading this I see two sides of the coin. I see the players wanting to get geared up and I see that SOE does not want everyone to get geared up in 1 month seeing that the next expansion probably is still 6-8 months away.</p><p>The main issue here is that the not needed gear is dropping 75% of the time while the needed gear is 25% of the time and that's simply unfair. What I believe the solution to be would be a simple loot script that helps determine the loot that is generated when the raid first enters the zone. This would not be hard to implement and there would be no massive change needed. Actually SOE could have the script written in a few hours IMO.</p><p>So once again the issue is that the expansion is still far away so what needs to be done is that all loot can still drop but more importance is put onto needed gear. So you give a numeric value to all possible loot when it is generated.</p><p>Let's say you have a balanced raid 1 of each class for simplicity sake. Each item is placed with a value of 2 then you have the script go thru to see what classes there are, seeing that there is one of each class all gear retains that value of 2.</p><p> (If lets say you are missing a certain class from the raid then all the gear of that certain class would get the value of 1 because that class is not there.)</p><p>Because most raids have some double classes the script would have to recognize those classes as well. You don't want to give extra value to the pieces because then guilds will exploit it, but lets say you have two guardians in the raid and one of them have a set item while the other does not. The certain item would retain the value of 2 because it is still needed. </p><p> (To do this you would first check what gear everyone has and give it a value of 1, after that the gear that has a value of 1 would be rechecked with each player there to make sure they have the item. If the script finds a player that does not have the item then it is re-given a value of 2.)</p><p>This is a simple script solution and all it would require is that guilds would be a little more patient while the script is running while the zone is loading, This might take a whole 30 seconds longer and I know as a raider who has given tons of time for the same stuff to drop over and over again that's useless I would gladly wait another minute while I zone in for a better chance at needed gear to drop.</p><p>Now that the value of the items are set it really simple. All items with the value of 2 would get 2 items in the loot generator for possible selection while the items that have a value of 1 only 1 item gets put in. This give the needed gear that the raid needs a much higher chance to be selected, while the gear that is valued only 1 still has a chance to drop but at a smaller percentage.</p><p>Now for SOE's sake this will still make some pieces harder to get because as more and more people get geared, all those items get a value of 1 and they are still in the generator. I would suggest that in the script that at least 1 item that has a value of 2 must drop every raid. This will only effect the raids that now have everyone geared up 60%+ because there will be a lot of items that have a value of one, and no one likes to see a raid of useless items drop.</p><p>Cheers</p><p>Avek kithicor </p>
Kaleyen
04-05-2007, 06:04 PM
<cite>MutantCrock1905 wrote:</cite><blockquote>Cleared MMiS tonight, 2 illusionist gloves in a row. Grats Transmuter..</blockquote>I think I would have cried.
HellRaiserXX
04-06-2007, 10:13 AM
<p>One thing you have to consider is that if your guild cannot clear all the content that drops class specific gear than not all the class specific gear is available. Im not talking just Mayong and Wuoshi either. If all your guild can do is clear FTH and kill the 5 named in MMIS than there is a lot of class specific loot that will never drop because it isnt in their loot tables.</p><p>One problem with making molds is that unless they are distributed across the raid in a similar way you will have class pieces available from mobs who werent supposed to drop those pieces. For instance the 2nd named in FTH only drops forearms for roughly half the classes (warrior, shaman, druid, cleric, crusader, bard), all the mage forearms drop off Enynti in IS while the rest you wont even see till 3rd floor EH. Now yes getting the same piece over and over again is very frustrating and believe me my guild has transmuted its fair share of stuff, but the only problem with the molds is that they would have to be very specific to maintain the same spread of gear. I still dont understand why there are two named in IS that share a loot table on certain gear and thats the case no where else is beyond me. They really need to split the loot table between the two so at least you cant get two of the same piece!</p><p>Also you will be gearing up people much much faster with molds, astronomically so in comparison to now unless you maintained the spread like now, which would still leave some room for rotting, you may get the same druid forearm mold over and over and not have any druids who need it anymore. There is also the fact that the next expansion is a very long way off and if raids were able to gear up a good deal faster it would make zones like FTH pointless to go to. With any randomized system there will be some item that repeats itself more than others. Its just like flipping a coin. Even though both sides have a completely equal chance of landing, it is often the case that one will turn up more than the other. You have to do away with the randomness in order to garauntee a certain output and frankly with something that has many possible outcomes like loot on a mob there is no way to eliminate the randomness. The mechanic involved with the system detecting whos in raid and adjusting the loot according would be extremely complicated to implement and would probably cause more problems than good with a potentially higher probability of zone crashes and lag and what not because of the system having to examine each member to see who is in the raid and who has what armor. </p>
Kegofbud
04-06-2007, 12:43 PM
Clearing every EoF instance doesn't really give you better results either though. Our class with the most pieces of set gear is tied between a Pally and a Bruiser. The bruiser is an alt. I have seen exactly 3 pieces of Wayward drop in the entire expansion, 2 of them were the same piece. We clear every instance...still crappy dupes on Ranger arms, guardian gloves, SK boots - over and over and over. What good is a "set" of EoF gear if 2 people in a full raid of people complete it, right about the time the next expansion is released? A bit of a change is needed in this issue, because it's rediculous to raid 6 days a week and hopefully get 2 set pieces a week that a main or an alt can even use. I have a hard time ever even remotely seeing anything for a rogue that I'll think of spending DKP on, so I have a virtual Swiss bank account of DKP...thanks a lot.
rubels
04-07-2007, 09:17 AM
<p>Having gear being tailored wont happen. The reason being is raids will then push those classes to get the gear pieces needed and farm out set pieces. RNG for win .....</p><p>- Krov</p>
Aaeamyen
04-10-2007, 10:37 AM
<p>MMIS yet again, for the third week in a row, we only get 2 pieces of usable gear.. And Yet again, only because we brought someones alt in from outside of the zone that happend to follow us down..</p><p>So for a 24 man raid, we got 1 piece of gear for them... </p><p>I think this post has be very civil, and there hasn't been any outrageous attacks made, would it be possible to have a Dev or someone post on this thread to let us know if this is being looked into? or if it is being worked on to be fixed? Or if this is the way you want to keep it? </p><p> I mean, 3 weeks of raiding MMIS FTH and EH and we only get 4 usable pieces of class gear is pretty horrid.. </p>
Kaleyen
04-10-2007, 10:47 AM
Add that to the fact that some class gear is rather easy to get (FTH/MMIS) while others is on the 2nd floor in EH.
NaeenSpeedbringer
04-10-2007, 04:36 PM
i'd be satisfied with 2-man molds dropping (i.e. crusader mold, druid mold, bard mold, etc...). it would at least substantially increase the odds of getting useable loot and not be exactly like the relic system.
Karog@Crushbone wrote: <blockquote><p>I think this post has be very civil, and there hasn't been any outrageous attacks made, would it be possible to have a Dev or someone post on this thread to let us know if this is being looked into? or if it is being worked on to be fixed? Or if this is the way you want to keep it? </p></blockquote><p> This is being looked into. This was posted on another forum yesterday although it is pretty vague...</p><blockquote><p>You will like the next update then at least when it comes to legendary and fabled set pieces <img src="http://eq2flames.com/images/smilies/smiley-wink.gif" border="0"> __________________ Chris Kozak Programmer, EQ2 </p></blockquote>
Kaleyen
04-10-2007, 05:09 PM
Link to that?
<a href="http://www.eq2flames.com/showthread.php?p=100991#post100991" target="_blank" rel="nofollow">http://www.eq2flames.com/showthread...0991#post100991</a>
Kaleyen
04-10-2007, 07:30 PM
Thanks mate.
Topan
04-11-2007, 10:02 AM
<cite>sahet wrote:</cite><blockquote>http://www.eq2flames.com/showthread.php?p=100991#post100991</blockquote>I'm all for Devs, Programmers, Masters of Itemization, and SOE Interns talking to us, so I will take communication any way they are willing to provide it, but I'm very confused as to why communication seems to flow so easily on EQ2Flames and equally valid posts on the Official Forums almost never get responces. . . I mean its pretty clear that the guys and girls that post on off site message boards really care about the game and are willing to take the extra time and effort to seek out a section of the player base to hear questions and concerns from them, but it seems like there should be some customer/player relations people that are assigned to these message boards. . . Is this not the case? Or do they just suck at their jobs?
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