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  1. #21
    The should set up what the setup in sunwell, that worked really well.

  2. #22
    Our feral druids face when the Heroic Thunderforged 2h dropped from Horridon when he was benched.

  3. #23
    Quote Originally Posted by Nekrosislol View Post
    I like the idea in theory, however i would make it so if you disenchant said item you get a shard. Get x amount of shards you can buy certain pieces from a vendor at the entrance. These shards would have to be Bop with 2 hour trade though so you can get the shards to the right people. However i don't mean 5 shards for a piece of gear more like 10-20.
    I like this idea. However I foresee for the average guild that a bunch of members will end up with small numbers of these shards which will end up being useless because they can't accumulate enough in time for the upgrades to be meaningful? By this I mean that if they're distributing shards evenly and not just dumping them all on one person at a time, it could take a long time to make efficient use of them?

  4. #24
    Quote Originally Posted by Mort459 View Post
    I believe Blizzard has explicitly stated (or it has leaked) that loot is not generated on kill, but when the instance is created.
    Now, whether that is:
    A. a lie
    or
    B. no longer true post LFR/spec-specific bonus rolls and all the new tech...
    I couldn't say
    I don't remember reading that, but regardless ... I can't fathom any reason why they'd want to pre-generate and store (for example) 13 bosses * 6 pieces of gear each = 78 random look key IDs per 25-man raid ID or 13 * 2 = 26 per 10-man raid ID. First of all, that's wasted storage space, which just costs them money unnecessarily. Plus, that opens them up to the possibility that those stored values could be tampered with (very unlikely, but still possible if they are generated and stored), as opposed to just creating them as needed.

  5. #25
    bosses should really drop like... 2 loot pieces and a favourable boss token.. something like.. Shackles of the zandalari.. which could be traded to a raid member present.. this could be given to an npc who would require atleast 2 shackles for one boss item (meaning your whole group would have to work as a team in order to gear someone).

    atleast in this case its better to use the loot thats dropped.. but if you have bad luck.. u could get a 3rd item for your raid, for every 2 bosses killed.

  6. #26
    Deleted
    I can see the use of such a system for old expansion raids, but most definitely not suitable for current expansion raids. You could even have it be Brann Bronzebeard or Belloc Brightblade, as they're the archaeologist explorers.

  7. #27
    Deleted
    Well, we seem to have a random roll system working for bonus rolls. Why not make 1 item for 10 man, 2 items for 25man can be randomly rolled after they show up.

    Explanation:

    10 Man Boss dies -> 2 Items show up -> you can choose 1 items to be randomly rolled from the bosses loot table again, with exeption for the exact same item.

    It's such an easy math.random + if-calculation...

    That way, you can have a lucky random shot on an items someone needs, you have a random fun roll factor in every boss if you wish to do so.

    You can still get an items noone needs. At least you got a random chance to get a new item.

    Its simple, it's easy and has a random "fun" factor.

  8. #28
    Quote Originally Posted by Mûe View Post
    Well, we seem to have a random roll system working for bonus rolls. Why not make 1 item for 10 man, 2 items for 25man can be randomly rolled after they show up.

    Explanation:

    10 Man Boss dies -> 2 Items show up -> you can choose 1 items to be randomly rolled from the bosses loot table again, with exeption for the exact same item.

    It's such an easy math.random + if-calculation...

    That way, you can have a lucky random shot on an items someone needs, you have a random fun roll factor in every boss if you wish to do so.

    You can still get an items noone needs. At least you got a random chance to get a new item.

    Its simple, it's easy and has a random "fun" factor.

    I like this idea also but my only gripe is some of these bosses in ToT have 20+ items on their table and thats not even counting shared bossdrops/trash
    I play many games. WoW, Rift, D3, PoE, SC2 I will not criticize your game choice if you don't mine.

  9. #29
    Deleted
    Yes, its not a perfect solution. The perfect solution would be class, spec and items_wearing comprehendsion.

    But blizzard doesnt want that because everybody would be geared tooo fast. They need to let the content last for a little time.

    What the above solution would do, is reducing the moarning aout crappy and wasted loot for a little bit, aswell add a little random factor to the loot system.

    And personally I think, that an adjustment of about 20-25% in loot disenchanting reduction

    One thing i'd like to add to this solution is, that other items that dropped also can't be random rolled.

    Explanation: 25 man raid -> Loot table 10 Items (1,2,3,4,5,6,7,8,9,10) -> Items 1,4,5,6,9,10 Dropped -> 2 items can be randomly rolled again.

    Item 4,5 get randomly rolled again-> Items that can be randomly rolled are: 2,3,7,8

    TLDR: Items that already droped cant be randomly rolled.
    Last edited by mmoc9238fc433e; 2013-04-04 at 09:29 AM.

  10. #30
    Loot is meant to be random, I just think you should care less about loot and more about enjoying killing the boss with your raid team / friends.

  11. #31
    Quoting myself from a related post in the past.

    Quote Originally Posted by Sengiratolom View Post
    The loot seeding packet is indeed related to the exact time the 1st person in the raid enters the instance, that instance reset.

    When a server comes up from maintainance, a timer starts, this millisecond timer produces a snapshot result when some1 enters an instance. This timer-snapshot together with the instance number then determines the loot in the instance.
    If a mob is respawned however, the loot is re-seeded. In the past there were ways to "sniff" packets and there was a way to display what the exact loot was of a targeted mob, this is a bannable offense and blizz blocked the old way of doing so (no idea if there is a new way, only heard about it after it got removed and I know that ppl got banned for using it).

    so by wiping on a re-spawning boss, you reset its loot, if the boss simply runs back to the starting point, the loot stays the same as it was before.
    Quote Originally Posted by Sengiratolom View Post
    dont know how the sniffing is done, nor do i wish to do so, but the information about a mobs loot is allready on the mob when it spawns. I can however describe the logic behind it.

    Easy ways to explain this= humanoid mobs sometimes wield a weapon/shield that isn't part of their standard displayed gear.

    Shade of Aran for example is reported to have some random things equiped, and upon being killed, he indeed dropped a green or blue item with that skin, this proves that the info about the loot itself already is known to the client before the mob dies (otherwise it wouldn't display said item). The same "equip of random gear" can happen on other humanoid mobs. So if one were to filter information of the data received, and narrow it down to the specific mob ID (IDs of mobs and items are known, look @ wowhead or armory), you could be sure it'd drop X, Y and Z in that specific spawn. (if you'd get past the packets encryption)

    The same "loot seeding" also gets supported by the (now fixed) bug were a lockbox or similar container without fixed loot, that wasn't looted clean, would reset the contents after a maintainance.
    These 2 should give enough info about how loot is generated, making the system analyse your raid would make loot alot less random. (and be counter productive, if the 1st person to enter the raid would be in a group with 2 warriors, the entire lockout would wield nothing but str gear unless you make a boss re-spawn by any means) Besides the DEed gear provides materials for crafting, which on their own are a way for blizz to make loot less useless as a few DEs result into a (normal raid quality) BoE that can be sold for 120k+ or equiped to inprove your raid.

  12. #32
    the solution is already in place: it's called Haunting Spirit. Unfortunately the implemenation is beyond terrible. You only discover patters and have enough of them when the crafted items hardly matter any more. If you were guaranteed 1 spirit from a disenchant, the patterns were made more easily available and an item would cost 3 spirits to craft, things would be much better.
    the way it is, you can craft stuff for your alts as both patterns and spirits just aren't available in reasonable amounts until several weeks into the release of a raid and then the current-normal item level crafts aren't interesting for raiders any more.

  13. #33
    Deleted
    The current normal itemlvl crafts are for some classes better than everything that drops heroic exept for Ra'den. Example: enhancement schaman

  14. #34
    Quote Originally Posted by Mûe View Post
    The current normal itemlvl crafts are for some classes better than everything that drops heroic exept for Ra'den. Example: enhancement schaman
    If you are refering to the hit/mastery boots, you have missed a point as 4pt15 makes haste better then mastery for enh, hence making the boots of tortos (dreadstompers) better then the craft, even if they are only normal thunderforged, but ye the craft is very well itemised if you lack hit for spellcap and or dont have 4pt15 yet

  15. #35
    Deleted
    Your idea is not bad, for 10 man guild groups.

    Your story was quite entertaining in some parts and i enjoyed reading it.

    WoW does not have only organized groups though, but pugs as well.

    For those groups your idea wont work. (Imagine the master looter to have 4 potential items instead of two to need from? Guess which item will be traded for pulsating bone fragments).

    Also to have to go back to loot on a per boss basis is exhausting, to live it for the end again would work peachy for organized teams but not for pugs.

    Why not having the items generated on the spot by the npc right there, next to the boss?

    Also keep in mind that upgrades are fixed on the spot by the winners to be used on the encounter people are progressing on. One more reason for the loot to be distributed right after boss is downed.



    Finally you re asuming that we are all good in nature, and that nobody cares about gear enough to create drama.
    You re wrong on that one.

    Just imagine the situation where 4 unique items will be created, that all are upgrades to your raiders main spec.

    2 of them will be used, 2 will be forever destroyed.

    I am adding a dramatic tone deliberately here, because...in that case, even if your decision is 100% fair, 2 items that are there, and people can grab it "if only", will vanish.

    It is a complete different story to say "it didnt drop" than to say "it dropped and i had to see it vanish forever after 20 times i killed the boss waiting for that particular item to drop!" Again try to see this happening in a pug.

    Lastly, you re assuming that Blizzard was intending to give better rewards to 10 man and they "just missed the mark".
    On the contrary, they explained that "25 will be the efficient way to gear up, to make up for (you know what)".
    Sadly, over the course of the previous Expansion they forgot even that little incentive and ended up giving a worse tier and mount ration for 25s!
    Right now they re seeking for a balance. They will never find it, because "what is fair" is irrelevant here. it is always about "what i get vs another" and its always (what a coincidence!) "I" that is getting screwed...
    Last edited by mmoc4cbbce03d2; 2013-04-04 at 10:36 AM.

  16. #36
    yes. nice story.
    but even better would be, maybe, just MAYBE,
    make boss drop only loot usable by the classes that your raid is composed of.
    If no mail user - DONT drop mail items,
    if no agility user - Dont drop agility items.
    no fist weapon user - Dont drop fist weapons
    Simple.
    And good enough.
    All the items that drop, but noone needs them - DE.

  17. #37
    Blue post for "I don't remember reading that" people.

    Quote Originally Posted by Drysc
    Loot is generated upon creation.

    As soon as you step into an instance, or a mob is created in the world, the loot that's going to drop has already been determined.
    Why you think the Net was born? Porn! Porn! Porn!

  18. #38
    Brewmaster Daedelus's Avatar
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    What is irritating is that 522 necks drop at all - when everyone got 522 necks on day 1 of the patch for VP.

    I realise they need to be on the loot table for thunderforged/heroic versions but it's still annoying.
    Last edited by Daedelus; 2013-04-04 at 10:52 AM.

  19. #39
    Yeah I guess to cover all bases the better option that doesn't gear us at an unacceptable rate would be the option to Veto 1 of the loots for a re-roll. It just seems a bit lame to me, no immersion behind it if you know what I mean, just yet another UI window to mess with. Lot of people mentioning they'd like a system that recognizes the classes and specs of group members. The problem with this is that blizzard only want us to gear at a particular rate, so a system like that would too drastically increase gearing speed... there still needs to be SOME wasted loot, just not as much as currently.

  20. #40
    Useful loot always drops? Sweet. Oh, now we're full bis geared. Blizz make maor content plz. < Every time something like this comes up, this is the situation blizzard sees. Is it somewhat silly that RNG is, to a degree, necessary to prolong the life of the content? Yeah. But it helps buy development time.

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