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Thanks for answering my previous posts folks. Another question about the game, if you will:
How is the loot system, say for special items/weapons/armor that may drop off bosses. I know there are no instances, so it seems like it would be a loot rewarding system similar to the legendary Asheron's call (yes, I know VG isn't as good as AC...).
1. So I was wondering, is there one specific reward item at the end of each dungeon that is dropped by the boss? (i.e. Boss A drops the Flaming Sword of a Thousand Truths every time he is killed)?
2. And if so, when go into a dungeon with a group of people, does everyone in the party get that final item at the end, or is it a dice-roll system for the item, like in WoW (meaning you could run the whole dungeon and end up with nothing...).
3. Also, how long are the dungeons typically? Are they like 30min? 1 hour? Many hours?
Comments
Loot is set by the leader
Most party tend to do roll on Loot but is the items dropped cant be used the leader generally tend to link item before collecting it to see if anyone really needs it tehn they roll need as opposed to greed, (need come before greed on rolls)
Only get one item from boss unless its a quest item and you are on the quest in which case it holds a few of them
http://upload.wikimedia.org/wikipedia/en/a/ab/Norsefire-logo.png
Crud, sounds alot like the master loot system in WoW. Seems like there would be a chance that your leader (or other group members even) is a ninja and will take the loot for himself (always a potential problem in WoW). I was trying to escape such a system and have one where everyone would get the reward item at the end, even if it isn't part of a quest line.
So, does anyone have any input on how long the dungeons take?
edit - Oh, and thank you for the reply
LOL
there are seveal types of loot you can have
Free For All (aka Ninja Looting)
Roll on Loot (set what type of loot is rolled on)
Master Looter (one person only can loot and will store items)
there is another but not sure what
You can decide what type of loot is rolled on from mundane up to Legendary
Coin Split is active as well so all cash picked up is split to group, also able to do this for mundance loot drops (claws, Skins etc etc)
http://upload.wikimedia.org/wikipedia/en/a/ab/Norsefire-logo.png
FUNCOM - putting the FUN in disFUNctional !
Lets say you grind one dungeon, Tsang's Tomb. You will notice that certain powerfull items drop there all the time, dreadlords leggins, an amulet with +10 str and lotsa hps (forgot its name) some other yellow (rare) items also. That is pretty static. However, those items dont drop from one specific mob. They might drop from any named or elite mob, this way you are not encouraged to camp one specific mob and get into conflict with other groups trying to get the same item (Stormfeather anyone?). So yes, there are plenty of static loot AND random loot as well. Ive been surprised many times with a nice item drop from a named mob when I was traveling and managed to spot his hideout.
However, since questing is the only sure way of gaining items that you know the stats ahead, it is logical to assume that people who do not do a lot of fighting will tend to have similar gear. But dungeon crawlers (like myself) will have random and often superior gear to those who just finish quests.
The graphics side of items is a whole new problem, most of items share same graphics, ie a hammer of judgement looks exactly the same (visually on your char) as another yellow mace. But thats fixable in the future patches.
I realy like how Vanguard dealt with looting, it is similar to WoW but doesnt feel as random and it is a bit more structured and persistant.
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
Ya, the loot system works fine for me. At the point I’m at in the game player crafter gear is the best. Only thing I really fight for is enchanting dust and I’ve seen that drop often. I know of some “Boss” like mobs and I know what they might drop but I’ve never seen them drop the same thing twice.
I think what he means about the random loot generator in DAOC is that the each piece of loot that drops could be unique and the only thing like it that drops in the game. That's how it was in Asheron's Call anyway.
Most games have a huge database of droppable items, whether they be crap, rare, epic, legendary, whatever. But you can not have something drop that is not in this premade database. In AC, the stuff that dropped was randomly created at the time of drop, so you could get, say, a max damage morning star with a certain look/color, certain damage, certain speed, some sort of damage enchants, and with a bonus to hit rate, but it's all randomly created at the time of drop. There is no "Falcon's Dagger of Mighty Strength" or "High Archmage's Pink Vibrator of Fire", where the item is pre-created and has some percentage of drop chance.
With a true random loot generator like in the older games, there was a chance that you could get some awesome stuff just by killing higher level random mobs that are just walking around in the field or dungeon. The good items with max damage and max hit/dodge bonuses didn't drop often, but they could be dropped by anything, unlike in WoW where such weapons could only be dropped by big dragons that took 40 people to kill it.
I've never tried DAoC, but with it being the 4th major mmorpg to come out after UO, EQ, and AC, I would guess its loot system would be similar to the older games.