Official Loot Feedback Thread

How do you feel about the current loot changes?

  • Love them.

    Votes: 8 44.4%
  • Hate them.

    Votes: 8 44.4%
  • Haven't noticed anything.

    Votes: 2 11.1%

  • Total voters
    18
  • Poll closed .

Dan

Staff Member
Administrator
Game Master
The loot changes below have been live for a few days now and I would like to start eliciting feedback over the next week or two.
Basic Loot Changes
  • The Max Base Budget for loot items has been increased to 750 from 700. The Max Adjusted Budget still remains set at 1450.
  • The Minimum Base Budget for loot items has been increased to 250 from 150.
  • All basic armor and weapon types now have a chance to appear on all loot packs regardless of facet/location.
    • Shields and Hats will no longer always spawn in a disproportional number compared to everything else.
    • Smiths hammers, Shepherds Crooks, and Pitchforks have been removed from the basic loot tables to make room for more desirable weapon rolls.

For those that have been actively out hunting and have noticed the changes, what do you like/dislike at the moment?

What are things we may want to consider?
 
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Ancient One

Newbie III
Benefactor
Supporter
... I don't mind the changes.
I do wish I did not get gargoyle stuff more then stuff i can use.
Also i have killed a decent amount of paragon with out anything special
Chest/ rare/ etcetera
 
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Meireffer

Novice III
Supporter
Intensity wise I would say we're pretty close to sweet spot . Still have some issues with loot packs on monsters that require more time to kill, amount of items in their corpse to be exact. I would suggest to increase loot packs of some monsters requiring more time to kill. It's OK to get 5-10 items on monster that require 2 minutes to kill, but getting 5-6 items on cora or navrey? When you need 15 minutes to get them down? Doesn't seem right. Not saying that we should cut loot packs on weaker monsters, not at all. But increasing lootpack amount slightly on some monsters would be great! Even if it would be fel only change. This would give players reason to visit Fel and hunt there (right now there's no point in going there to hunt). Also, cursed items are bloody everywhere. Getting uncursed item is success in its own.
As for gargoyle items, sure, there's plenty of them but just because someone doesn't need them it doesn't mean that they should be removed. Maybe noone plays them because there was no chance to get any armor?
 

Anthar

Novice III
Supporter
To much gargoryle stuff, very few bow drops.

Majority of weapons have area damage, majority of armor elements have Reflect Physical damage. (kind of strange)
 
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Magus Zeal

Expert II
Supporter
I say we regionalize loot.
The regions are already setup in ServUO so lets use them to generate loot that is a bit more thematic/lore-friendly and predictable:
  • Enemies in Ter Mur drop 80% gargoyle and 20% elf/humie
  • SE gear is 80% more likely to drop in Tokuno
  • Fel/Tram is 80% more likely to find elf/humie gear
  • Ilshener could be a full spread like it is now since its like a super dungeon.
So we would have a few more versions of our loot packs - UltrarichTermur, FilthyRichTokuno, etc etc. Copy and paste and change chances of spawning.

Bump up basic consumable materials in mob drops
Based on the changes to NPC's, a boost to basic consumable mats on some creatures where it makes sense would be welcome in baby steps:

  • Boost Gem drops a bit on Dragons and other "treasure horder" type mobs
  • Boost Leather drops in general on Named Mob and tough leather mobs (like GD's, Coil, etc)
  • Make earth ele's drop a bunch of iron ore (alot of new players start their careers in shame)
Increase quantity (or decrease!) the amount of loot on the fly:
Increase the amount of items in each loot pack by making a "lootscale" variable. So right now you can have (ultrarich,8) which will spawn 8 items of the ultrarich pattern of items (high intensity). I suggest you make all of these instances to (Ultrarich,8+lootscale) so you can mess with the overall loot of the land in a simple config by adjusting the value of "lootscale" which will modify all loot generation. This could even open the door for custom seasonal situations - or maybe utilize the moon cycles and increase the scale at different times of the month (full moon, scale could be like 4) . Dan could have fun with a setting like this.
 
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Omalley

Master
Benefactor
Supporter
Im not much of a loot seeker.. or a hunter.. but from the comments I have read, I dont like the fact that Garg stuff drops in Trammel.. you should have to goto Ter Mur for gargish drops.. same with SA.. goto Tokuno.. as for human and elf loot.. trammel/fel.. I like @Magus Zeal idea...

I say we regionalize loot.
The regions are already setup in ServUO so lets use them to generate loot that is a bit more thematic/lore-friendly and predictable:

  • Enemies in Ter Mur drop 80% gargoyle and 20% elf/humie
  • SE gear is 80% more likely to drop in Tokuno
  • Fel/Tram is 80% more likely to find elf/humie gear
  • Ilshener could be a full spread like it is now since its like a super dungeon.
This makes much more sense..
 

cardeal

Novice
Benefactor
Supporter
Region loot should have never been changed, it will make people stay on the same place forever looking for loot and certain regions which are already empty will never be a pvm zone if you can get the item elsewhere (Tokuno items in Malas, wtf?) 1 cloth drop in around 10 or more items? Cloth are very useful and they have such good mods. Garg stuff is almost all items. id rather have the before modification loot than now
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
All of the current loot pack changes are easily reversible :)

Zoned loot can easily be turned back on and I get the argument for doing that. Keep the feedback coming and enjoy the current loot changes for what they are, at the moment.
 

Kestrel

Neophyte II
Supporter
I just started and I'm killing undead at Haven, I have had a lot of Garg items, maybe 55% - 65% of the time I get an item it's a Garg one. Of course I might just have bad luck, but I really wouldn't expect to find so much Garg stuff outside of Ter Mur. I agree with @Magus Zeal that it's more logical to have it regionalized.
 

Xeno

Apprentice
Supporter
Overall, I like it but have some thoughts.

  • Garg items are too high, really like the idea of zone loot.
  • Resists are odd compared to OSI
  • Jewels seem to be odd too. More Jewels have skills and nothing else or mostly resists.
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
Original post updated to include what the original changes were:

Basic Loot Changes
  • The Max Base Budget for loot items has been increased to 750 from 700. The Max Adjusted Budget still remains set at 1450.
  • The Minimum Base Budget for loot items has been increased to 250 from 150.
  • All basic armor and weapon types now have a chance to appear on all loot packs regardless of facet/location.
    • Shields and Hats will no longer always spawn in a disproportional number compared to everything else.
    • Smiths hammers, Shepherds Crooks, and Pitchforks have been removed from the basic loot tables to make room for more desirable weapon rolls
 

Xeno

Apprentice
Supporter
Cool but bummer on the shepherd's crook. I understand completely though. I always try and get one with MR and stuff like that for when I am using herding. I guess I will have to try and get one imbued and maybe enhanced. Needs of the many outweigh needs of the few. :cool:
 

cardeal

Novice
Benefactor
Supporter
Region loot should have never been changed, it will make people stay on the same place forever looking for loot and certain regions which are already empty will never be a pvm zone if you can get the item elsewhere (Tokuno items in Malas, wtf?) 1 cloth drop in around 10 or more items? Cloth are very useful and they have such good mods. Garg stuff is almost all items. id rather have the before modification loot than now
I just would like to add that I am surprised with almost no bow at all(all type and crossbows) on loots. Today I spend a good amount of hours at least 6 and blyme 7 bows in total and all shit. I also think the loot became all very good, became to easy to find good loot
 

Bocephus

Novice III
Benefactor
Supporter
I have a specific request. When the Roof encounter is completed, the timer is set for 60 seconds. That is an awfully short amount of time to look through the loot and collect the gold. Given the 6 steps to reach this point, only to not get a drop, the adventurer should at the least be able to collect all the gold and look through the loot. Can you extend the kick out time for that, or have a gump offering more time, where others who wish to leave could?
 

Magus Zeal

Expert II
Supporter
it's challenging for a party of 3 to pick it up. Another option would be to make the gold stacks bigger like for champs.
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
I have a specific request. When the Roof encounter is completed, the timer is set for 60 seconds. That is an awfully short amount of time to look through the loot and collect the gold. Given the 6 steps to reach this point, only to not get a drop, the adventurer should at the least be able to collect all the gold and look through the loot. Can you extend the kick out time for that, or have a gump offering more time, where others who wish to leave could?
I don't see any reason against increasing the time to 120 seconds.
 

FireFly

Journeyman II
Supporter
There is more than 60s after last boss die. Not sure if its not 120s right now. 60s was always timer for each room. On roof im sure it is longer. I will check it soon
 
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Dan

Dan

Staff Member
Administrator
Game Master
I just looked at the code and was about to say:

It is currently coded so that after each of the lesser rooms it is 60 seconds but for the final one it is 5 minutes.

The Roof(final) encounter specifically has this:
public override TimeSpan ResetDuration => TimeSpan.FromMinutes(5);

The final room gives 5 minutes.
 

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