ESO and Trivial Loot

Post » Sat Sep 07, 2013 8:03 am

So How will trivial loot work in ESO?

Trivial Loot: Loot that you have far out leveled and is no longer of use to you. Does not just pertain to armor and weapons but crafting ingredients as well. Most MMOs stop giving a player loot after he has out leveled the monster or area in the game.

Since the devs have said that nearly everything can be used as a crafting ingredient does this mean that mobs will always drop loot regardless of level? If so does that mean a high lvl character can obliterate a low lvl boss monster just to loot a good piece of gear for an alt?

I do love the thought that anyone can kill and loot anything regardless of level but it can come with a nasty side effect, for example, It does kind of break the immersion for me when I see 30+ pieces of the same lowbie gear up for sale, just because it is a good piece of armor, but more importantly, it was just that easy to farm with a high lvl character.

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Facebook me
 
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Post » Sat Sep 07, 2013 11:59 am

Good point. Getting drops from any mob at any level its nice yeah, but the drop should be adjusted to lvl i think. Such as low lvl killin low lvl mob will get gear or mats or gold. Where as a higher lvl killin low lvl mobs will get no gear but more mats... just a idea.
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LittleMiss
 
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Post » Sat Sep 07, 2013 1:43 am

In almost every MMO I've ever played mobs kept dropping the same loot regardless of what level you were (GW2 is the only exception that comes to mind). It is just made so that the loot is appropriate for the level range of the zone in which the mob is located. So lower level mobs would obviously drop loot for players of approximately that level (same with crafting materials:they would drop materials for the crafting level that characters normally have at that level).

It's also never really been an issue that people farmed gear for their lowlvl characters on a large scale, since that is just not possible in the MMOs I've played. The reason for this is that good quality gear is normally only handed out through dungeons or as loot from outdoor bosses and this loot is almost always bound on pickup, so that you can only use it with the character that found it and not trade it to other players or alts. Good quality loot that is bound on equip, so that you could sell it or send it to a different character on your account, is almost always only confined to rare world drops that are hardly farmable, since the drop chance is so minimal and you couldn't predict what you get. I would assume that ESO will also have some kind of bind on pickup, so that it's impossible to farm good quality lowlvl gear for alts with your highlvl main. Another option would be to make the drops so completely random that it doesn't matter at all, because you could farm the same boss again and again and always get different stuff (that was the case in GW2 for instance, where no real loottables were available which made dungeons a lottery game where you didn't get anything useful except a little cash most of the time).

That you could possibly craft good gear with the materials farmed by a high lvl character will probably remain a possibility, though. But I don't really see a problem there, since good crafting recipes would probably demand very rare ingredients that still would make the effort higher than the benefit of having a epic or rare piece of armour for your twink that will be outdated a few levels afterwards. So, I don't really see this as a problem at all. Most people wouldn't spend the time and effort it would take to get some good low to midlvl armour set, when they know that it will be outdated soon enough.

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Budgie
 
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Post » Sat Sep 07, 2013 10:57 am

At its core, a MMORPG is a "RNG" activity... that's "Random Number Generator"

The same principles that get people to pull a slot-machine lever all day at Vegas are the same principles that MMORPG's use to keep people playing.

They do this when training animals as well. You can't give a reward to a dog *every* time, or he learns to expect it - and becomes complacent and lazy. The reward loses its meaning. Therefore when you reward the dog intermittently, he continues to participate in the experiment for the off-chance that he MIGHT be rewarded.... The possibility of being rewarded is often enough to drive animals and people.

It's been my experience that no game on the planet has ever gotten loot right. In such games as Guild Wars 2, it's an obvious (and often bemoaned fact) that you can get trash white and blue items from some of the most epic encounters and activities in the game.) With that being said, my prediction is that ESO will have a large amount of trash items to make the receiving of better items all the more desirable.

I've grown accustomed to picking up a lot of "trash" in MMORPG games, and even RPG's like Skyrim... all I ask is this: Give us something like a salvage kit, or a transmutation stone to break down garbage items into crafting components. At least then when you've picked up your 50th "Rusty Short Sword" you can at least say you got some iron ingots out of it.

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Jodie Bardgett
 
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Post » Sat Sep 07, 2013 12:33 am

I hope they do as good a job as possible having mobs and NPCs drop loot consistent with what they are. No weapons or armor or gold from wolves and if an NPC is wearing full plate, he should drop full plate even if it's all broken.

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Guinevere Wood
 
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