Leg/Ext Items: A Replacement System
Posted: Mon Aug 12, 2013 8:26 pm
Wyrmspawn brought up something that's been bugging me for a while now... legendary and extraordinary items. You may smile and glance at my signature and see that I have none yet, despite grinding for both the RoLS and the RoL for a very long time but I'd like to highlight the problem as I see it.
Example: Player A kills 2 wild boars before getting a pair of leather boots to drop while player B has to kill 6 wild boars before he gets the drop. High drop rate = small variance. Neither player minds the difference because the number is so small.
Example 2: Player A kills 429 shadow gargoyle trainers before finding a RoLS while player B kills over 14,000 before getting the same legendary item to drop. Low drop rate = large variance. Player A is ecstatic that he got the item that far below the drop rate while player B is understandably grumpy after seemingly wasting hours of his real life to get the same item that his buddy got in a matter of minutes.
If the problem is not yet visible, you either don't mind the grind (some people honestly just don't mind) or you were the lucky player A keeping up the appearances that finding a legendary item is easy.
So, do I have a solution? Why yes, I do! Definitely not an original idea but this process has been used in many other games quite successfully and I think it would work quite well here. This is a multi-part solution so bear with me.
PART I: Loot
Remove all legendary and extraordinary drops from monsters. Every monster type (Black Ant and Forest Ant both count as Ants) in the game is given a single unique drop with a fairly high drop rate (something like 1:4 or 1:8).
PART II: Specialists/Recipes
Give certain NPC specialists the ability to create new items (these would be the new leg/ext items). Each NPC should have no more than 1 recipe and the materials required by the recipe should both indicate the power of the item to be created and limit that item to those players who can obtain the unique drops. In other words, you wouldn't find an NPC in Fallhaven who could create an uber awesome weapon and the specialist in Blackwater Settlement might require an item that only drops from the spiders on the way to Remgard but would be able to make a much more powerful item. In effect, this gates the obtaining of leg/ext items in a similar manner to what we have now. For example, one of the thieves from the Thieves Guild may be able to make a pretty nice rapier that has an effect similar to that provided by the skill Evasion but overall the stats probably wouldn't be worth it by the time you got all the way to Remgard. The key is to increase immersion by giving recipes to NPCs where the story fits. You're probably not going to want a mage type NPC to make a 2H Battleaxe legendary item... leave that to a dwarf somewhere.
PART III: Unlock
The NPC specialists would not want to just make their fancy items for any kid off the street... they would want you to prove your worth as well as your need for the item. This would allow for new quests as well as requirements such as being on a certain quest or having killed at least 1 of a certain kind of monster or having been through a particular dialog. For example, a specialist in Fallhaven might be able to create a ring with +1 regen after you explain your findings at the village near the Crossroads concerning the poisoning. Of course, you would still have to go out and collect the unique monster drops to make the item.
PART IV: Shared Resources
Some recipes would require similar components as other recipes. You might have killed 500 ants and wondered what you would do with all those ant legs only to find that not only are they needed for your little wooden sword at the very beginning of the game but that helmet that the guy in Remgard can make also requires quite a few ant legs. The idea is that each recipe would require a few components from a lot of monsters. Say, 14 different kinds of item but only about 50 of each one. This spreads out the requirements to a lot of monsters instead of forcing a player to sit in one little room for days killing the same monsters over and over and over and over and over to meet that 1:10000 drop rate.
Something to note: when each skeleton you kill has a 1:3 chance to drop an elbow bone and you only need 140 elbow bones (along with many other items in similar proportions) in order to get that new legendary weapon you've been eyeing the grind becomes a bit easier than when you have a 1:10000 chance for that shadow gargoyle trainer to drop your legendary... especially when you've already killed 12,000 of them still haven't seen it drop.
In short, reward hard work with proportional prizes rather than using a lottery system that makes some people happy at the expense of upsetting others.
^-- Math fact.Lowering the chances of an item dropping causes the variance between number of kills it takes to obtain the item to increase.
Example: Player A kills 2 wild boars before getting a pair of leather boots to drop while player B has to kill 6 wild boars before he gets the drop. High drop rate = small variance. Neither player minds the difference because the number is so small.
Example 2: Player A kills 429 shadow gargoyle trainers before finding a RoLS while player B kills over 14,000 before getting the same legendary item to drop. Low drop rate = large variance. Player A is ecstatic that he got the item that far below the drop rate while player B is understandably grumpy after seemingly wasting hours of his real life to get the same item that his buddy got in a matter of minutes.
If the problem is not yet visible, you either don't mind the grind (some people honestly just don't mind) or you were the lucky player A keeping up the appearances that finding a legendary item is easy.
So, do I have a solution? Why yes, I do! Definitely not an original idea but this process has been used in many other games quite successfully and I think it would work quite well here. This is a multi-part solution so bear with me.
PART I: Loot
Remove all legendary and extraordinary drops from monsters. Every monster type (Black Ant and Forest Ant both count as Ants) in the game is given a single unique drop with a fairly high drop rate (something like 1:4 or 1:8).
PART II: Specialists/Recipes
Give certain NPC specialists the ability to create new items (these would be the new leg/ext items). Each NPC should have no more than 1 recipe and the materials required by the recipe should both indicate the power of the item to be created and limit that item to those players who can obtain the unique drops. In other words, you wouldn't find an NPC in Fallhaven who could create an uber awesome weapon and the specialist in Blackwater Settlement might require an item that only drops from the spiders on the way to Remgard but would be able to make a much more powerful item. In effect, this gates the obtaining of leg/ext items in a similar manner to what we have now. For example, one of the thieves from the Thieves Guild may be able to make a pretty nice rapier that has an effect similar to that provided by the skill Evasion but overall the stats probably wouldn't be worth it by the time you got all the way to Remgard. The key is to increase immersion by giving recipes to NPCs where the story fits. You're probably not going to want a mage type NPC to make a 2H Battleaxe legendary item... leave that to a dwarf somewhere.
PART III: Unlock
The NPC specialists would not want to just make their fancy items for any kid off the street... they would want you to prove your worth as well as your need for the item. This would allow for new quests as well as requirements such as being on a certain quest or having killed at least 1 of a certain kind of monster or having been through a particular dialog. For example, a specialist in Fallhaven might be able to create a ring with +1 regen after you explain your findings at the village near the Crossroads concerning the poisoning. Of course, you would still have to go out and collect the unique monster drops to make the item.
PART IV: Shared Resources
Some recipes would require similar components as other recipes. You might have killed 500 ants and wondered what you would do with all those ant legs only to find that not only are they needed for your little wooden sword at the very beginning of the game but that helmet that the guy in Remgard can make also requires quite a few ant legs. The idea is that each recipe would require a few components from a lot of monsters. Say, 14 different kinds of item but only about 50 of each one. This spreads out the requirements to a lot of monsters instead of forcing a player to sit in one little room for days killing the same monsters over and over and over and over and over to meet that 1:10000 drop rate.
Something to note: when each skeleton you kill has a 1:3 chance to drop an elbow bone and you only need 140 elbow bones (along with many other items in similar proportions) in order to get that new legendary weapon you've been eyeing the grind becomes a bit easier than when you have a 1:10000 chance for that shadow gargoyle trainer to drop your legendary... especially when you've already killed 12,000 of them still haven't seen it drop.
In short, reward hard work with proportional prizes rather than using a lottery system that makes some people happy at the expense of upsetting others.