(edited by Khornne.6129)
Change To The Loot System
Proposal Overview
Change the loot system to such that it adheres to:
- Damage not directly being the cause of receiving loot.
- Certain guarantees are made for players participating or contributing (directly/indirectly) to the awarding of loot (from kills, events etc).
Goal of Proposal
My proposal is to change the loot system so that it adheres to players not having to rely on damage wholly to receive loot from events, dungeons, kills etc. This i think allows people to play (in terms of gear stats and builds) however they want and the ‘zerker’ would not be necessary to receive loot.
To start with i would like to propose going back to the ‘old’ reward scheme of event where-as if you were in the area of an event, you would get credited for it when the event finished. This method should be bought back a rework of the reward tiers. The event completion tiers would working in a way where the difference between ‘being in the area’ and participation would be significant. A simple way i though this could be achieved is that everyone who is around is awarded ‘bronze’ tier. This would give you (for example a level 10 event) 500xp, 50copper, 50karma; whereas in you actually helped with the event and actively participated you would get 1500xp, 2silver, 200karma. This would be a silver tier or something similar. This in my opinion wards players for being out in the world. it does breed the issue of no-one helping with an event at all and just ‘standing around to get rewarded’; this i think can be remedied to some extent with maybe a larger focus on if you were helping with an event though damage, healing or event time spent with the event, that the reward difference between the idlers and active participants have a greater divide.
My second and most important proposal is to do with actual loot drops. I believe that every ‘enemy’ in this or any other game should drop some fashion of loot. Since GW2 is heavily reliant on the random drop methodology due to game restriction in other areas i propose that every ‘mob’ should in fact be changed to drop loot bags. The loot bags would replace all other loot that the ‘mobs’ would drop apart from event specific items off course. The loot bags i would like to see drop from the ‘mobs’ are the ones that champions drop. These loot bags would have much different loot table depending on the class of the ‘enemy mob’. Every different tier of ‘mob’ has its own tier of loot bag. -Normal ‘Mob’: White loot Bag [1 blue item, 1 crafting material, 1 junk]
-Veteran ‘Mob’: Blue Loot Bag [1 blue items, 2 different crafting materials, 1 junk]
-Elite ‘Mob’: Green Loot Bag [2 blue items, 2 different crafting materials, 1 junk]
-Champion ‘Mob’: Yellow Loot Bag [3 blue items, 2 different crafting materials, 1 junk]
-Legendary ‘Mob’ / Event Specific Loot (World Bosses, High Tier Event Chests): Orange/‘Exotic’ Loot Bag [3 blue items, 3 different crafting materials, 1 junk]
The numbers and items above are guarantees from their respective loot bags. The items quality and the crafting material amounts are off-course determined by ‘the luck of the draw’, though the detailed specified are the very bottom of the table and increase in quality though a players luck. So to reiterate the specified numbers are guarantees that you would get at the very least those items and that quantity from opening a loot bag. All loot would be condensed into these loots bags and players would get only loot bags and event specific items from any and all mobs. This in my opinion is a very clean and precise way of distributing loot throughout the entire game.
Having so many different types and subgroups of ‘enemies’ in the game off-course makes it hard to create so many different themed loot bags, but ANet devs have done it before with the champions, i believe they would be able to do so again on a larger scale.
My third and just as important as the second point is that damage amount not play factor in how much loot a player receives. The point above i think gives a fair and manageable system to which players can be rewarded for playing the game and not doing the biggest numbers on a ‘mob’, whether it be full defence or full offense. If damage amount is truly all that Anet feels is important in GW2 then a tier system similar to the event reward scheme i proposed above can be implemented to the lot bags as well whereas overall damage amount rewards more bags per percentage of damage contribution. This can be done in a from similar to the reward chest for the ‘Triple Trouble Great Jungle Wurm’ where there are 3 different chests that are rewarded on performance.
Proposal Functionality
This proposed idea does no in my opinion affect the design of GW2 at all in terms of game mechanics. The loot tables i wold like to think would go mostly unchanged and the only thing from a players perspective would change is that all loot from mobs would now come in a bag instead directly from the ‘mob’. This, i also think, gives the developers a easy loot table to work with i terms of there would be a certain bag for a certain type of enemy.
Associated Risks
Lack of player input and participation in events and dungeons. This issue i think is a double edged sword. I do personally believe that this is an issue that players need to be given the tools out for themselves.
So you want to make magic find totaly useless?
And award people who stand afk for just being there no, no reward if not contributed.
Why bags so you can farm all day and not have to sell once?
I cant see that this proposal add anything to the game in this implementation but thanks for taking the time mate.