Is there a plan to revamp the current loot in this game? It seems to be that one can only get the "higher" end loot in 1-4 end game type places.
...
This is something we constantly battle with, especially given the longevity of the game. There are no concrete plans at this moment (i.e we are going to make X changes in Publish Y) however, this is the kind of balance change that comes into consideration whenever we add any content cluster.
...
So the current loot systems in game:
a) random monster drops
b) random treasure chests / MIBs
c) random Artifact dungeon based drops (Doom Gauntlet, Anti-Virtue Dungeons)
d) random quest based rewards (Heartwood type kill/crafting quests)
e) turn-in based item choices ( Blackthorn Dungeon, Zoo/Library/Museum Collections, Void Pool)
So out of all these systems, only e) the turn-in based are guaranteed to eventually give the player something they want. Crafting comes nowhere near top-end. Imbuing will get you a good start, but also not even close to Legendary.
Also some questions which everyone will have different answers to:
1) How soon/available should top gear be? I've gotten Lesser Artifacts off
bandits, but had a greater dragon give nothing but junk.
2) Should top end loot be solo-able? This is a MMORPG; teamwork and social interaction....
3) Are traditional Crafting and Imbuing and their products in the right place compared to loot?
My thoughts:
1) Top end gear should be available to everyone; but NOT easily. Some Shards have affordable player Vendors, some do not. Shadowguard, the Doom Gauntlet and Peerless have a well-established role in Ultima Online. It is not limited to gear either, should Powerscrolls, Stat Increase Scrolls, Pinks and Blues be easier to come by too? Maybe...but not by much.
2) For solo players I would suggest improving/updating Collections making rewards cheaper and possibly stronger. These are Mondain's Legacy era items, pre-Imbuing and largely inferior to the new loot system, very few are still valued highly. Make it easy for
new players to get their hands on useful gear to help them forward.
3) I think crafting loot should be brought equal to Imbuing. Tackling Crafting and Imbuing separate:
i) Imbuing is only a single skill Investment and is very reliable. It
does not give top-end items but I think it is in a good place though as
players must still gather components which does require high end items
to be earned elsewhere.
ii) Traditional crafting was crushed when Imbuing was introduced and it still rests in the crater to this day. The only saving grace is for Tailors, if you have a GM Tailor, you probably have a character that can easily gather Barbed or Horned Leather. But less then 50 resists on a piece of armor won't get you very far. The exception is the improved craftables from Doom and Kolt City were a nice way to
give Legendary Crafters a purpose, but if you can get a hold of the
rare drop components, you probably have top-end gear already.
More help is needed. I would suggest new materials made up of blended old materials. Alloys would grant +20 Resist to Armor or a 20% Hit Chance Increase to weapons, depending on mix:
- Agapite with Shadow Iron for "Black Alloy". Weapon = Hit Lower Attack, Armor = Damage Eater.
- Copper with Verite "Green Alloy". Weapon = Hit Lower Defense;
Armor = Defense Increase
- Bronze with Gold for "Yellow Alloy"; Luck, Lower Requirements,
- Dull Copper with Valorite for "Silver Alloy"; Weapons = Swing Speed; Armor = Stamina Increase
Similarly, wood for Carpentry and hides for Tailoring might require "treating" or "curing" to give new and better materials (ex: dragon scales added to leather). This could at least put Traditional Crafters back and par with at least Imbuing. Each blend would have a specific "niche" like the alloys above. This would put Traditional Crafters to equal use as Imbuing. To compensate, a component or catalyst would be needed to create the new materials, which would be equal to the time and/or gold Imbuers have to put into acquiring their components. This will give
returning players a chance to get their characters ready for new game content without forking over millions of gold at the few well-stocked player vendors. Also, the competition may drive prices at some of the crazy economy shards down.
So there are my thoughts.
1) Make Collection type items more available to new players to help them go from New Haven to Peerless/Champ Spawn/ Shadowguard
2) add new advanced material to the Crafting system so returning players can update their gear and shakeup the stagnant Shard econmies.
3) End game content should be written for groups of characters equiped with powerscrolls and top end weapon/armor. Since powerscrolls are very limited, making the above changes should help the equipment end to catch new and returning players up.