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Reader Comments (51)

Posted: Jan 28th 2010 8:17AM (Unverified) said

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I think they overdid it in WoW.

Trial of the Crusader was a loot fest and ruined the instance. I liked the idea when it first came out but each stage they added just created a false sense of progression.

Posted: Jan 28th 2010 3:05PM (Unverified) said

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TOC was a crock of a raid because the 3.2 patch was never meant to be a raid patch but rather a class-balance patch. Class balance really does take up a lot of dev time and I'm hoping the rated BGs coming in Cataclysm will push Blizzard away from trying to balance classes based around only 5 people playing against 5 others. ICC in 3.3 has really raised the bar in terms of raid content though so I'm pretty damn pleased.

As far as tokens go, I actually think Blizzard has the right balance at the moment. The very best items still come from drops off bosses, but in case you don't want to wait too long you can spend your emblems on a stop-gap item which can turn into much more than a stop-gap item if the loot gods are angry with you. All in all, I'm for a balance rather than just one system.
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Posted: Jan 31st 2010 10:12PM (Unverified) said

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Let's just be honest...WoW is based on loot acquisition. Beyond the lore, the RP, and the mechanics the only real way people measure success is by how much loot one has. Before badges loot was a status symbol, to a degree, that you were either lucky or determined to spend hours doing the same thing over and over again.

Badges helped alleviate that false sense of superiority and opened gear acquisition to many more players. This meant the sole measure of progress in the game was easier for a lot more people thanks to easier gear acquisition.

The next steps would be to remove the RNG as a means of loot distribution and consolidate or streamline the whole badge system. Those two steps, along with more appropriate gear availability, would make gear acquisition less the point of the game and simply a function of it.
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Posted: Jan 28th 2010 8:17AM Sephirah said

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I'd be for letting everything that drops from a boss to be buyable from a vendor, obviously for a large amount of tokens. With large I mean not less than one month needed to collect the tokens for a single item, months for the most powerful items.

I like the thrill of "this week he'll finally drop my weapon!", but after months of bad luck it becomes "sob, another week he won't drop the weapon..."

Posted: Jan 28th 2010 8:54AM (Unverified) said

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i feel the same way tokens are good but if they seemed to over use? but waiting 30/60/90 days to get something is just wasting my time
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Posted: Jan 28th 2010 8:25AM (Unverified) said

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I'd rather have it that any item can drop from any mob in the world of the appropriate level. However, have bosses giver a higher chance of a good drop and raid bosses an even higher chance (With one guaranteed drop of a random 'epic' item). I can't stand games where you have to run a certain boss that only drops 'assigned ' items.

Posted: Jan 28th 2010 9:13AM Meagen said

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This. CoH's "epic loot" (ultra-rare recipes, or "purples") have a chance of dropping from any enemy that drops level 50 recipes. Anything you do with your 50 (except things that involve exemping down, like Flashbacks and some of the TFs), you have a chance of getting purples. And if you don't, eventually you'll gather enough Influence to buy them on the market.
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Posted: Jan 28th 2010 8:29AM (Unverified) said

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I want my share. If I did 60% damage I want 60% loot. Although an even split is good too.

Posted: Jan 28th 2010 8:50AM Kemikalkadet said

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So the tanks and healers get nothing?
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Posted: Jan 28th 2010 9:11AM (Unverified) said

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lol @ Anon and agreed @ kemilol.
good lord.

Anon - I bet you run ahead and tank on your 'ROUGE' coz ur uber leet deeps, and everyone else is taking too long and pulling too slow, and you yell at the f***ot healer cos you die.
Right?
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Posted: Jan 28th 2010 12:35PM (Unverified) said

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Different game
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Posted: Jan 28th 2010 8:41AM (Unverified) said

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Not really sure how an instance being a "loot fest" ruins it. Its more about the fights at first. Long time WoW players know that the RNG isn't always friendly. I like the token idea, and I even like the pace of it. When they first put them in for AQ, it was neat that multiple classes could benefit but having a rep requirement on top of it was silly. Badges of Justice were better, but you needed a TON of them to get anything good near the end of BC. I think in WotLK, they found a good balance with different token levels. Prices didn't really change much from tier to tier but having to do newer content to get the best stuff worked out well.

Knowing that if I run X amount of dungeons that I'm guaranteed and item that I can use no matter what drops keeps me going. If I get a drop from a boss as well, then that's a bonus. I only wish they had weapons available for badges as well.

Posted: Jan 28th 2010 8:58AM (Unverified) said

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I agree that you should be rewarded for spending time over and over again if you don't get lucky on drops to get a upgrade through badges otherwise frustration that you are not moving forward might set in and it can make may people that don't get lucky want to consider playing something else.

Posted: Jan 28th 2010 9:01AM (Unverified) said

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Time is money, friend!

If you put in the time you should get the money (or token).

Posted: Jan 28th 2010 11:58AM (Unverified) said

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Really?

So where's all my loot from raiding BWL in Vanilla for 6 months straight...
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Posted: Jan 28th 2010 2:55PM wjowski said

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Why should the fact that you had to do it the old fashioned way get in the way of future improvements?
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Posted: Jan 28th 2010 9:04AM GaaaaaH said

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I like luck based, but the option to trade for it using ingame currency - screw binding on pickup

Posted: Feb 6th 2010 7:48PM (Unverified) said

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I'm all for a mix. In cases of gear gating, I think that bartering works really well. For the really rare items, I'd prefer to keep it as a random drop. In any case I think that having barter items is generally a good idea to reward everyone who shows up. Even if you've got all the gear from a particular instance, barter items may be used to purchase consumables or other items, It's a good way to encourage players to go back and revisit old content.

Posted: Jan 28th 2010 9:13AM (Unverified) said

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I have played the games since launch and I remember the vanilla days and the Molten Core (Or Molten Bore as some named it), that the topic that overflowed the forums were that "there are nothing to do when you finaly become level 60". And the only option you had was either find a large guild that did Molten Core or take a part of that insane battleground grind..

I was in a large guild and I raided every night for a year. It took me almost 7 month to complete the tier 1 set. I always hoped back then that Blizzard would make an emblem or token system so that everyone, even if they did not find that big guild could over time be rewarded for their play time. So I think that Blizzard did the right thing with the system that they have today.

Blizzard have done most things right and the game is in greater shape today then ever. Only thing I hope they will bring back is a little CC and upgrade the challenge in heroics + bring back the world feeling again (too convenient transports now and too little travel for questing). A little travel and exploration is good for us. After all the best part of Wow is the beautiful world. And that they fix unbalanced wintergrasp.

Posted: Jan 28th 2010 9:21AM Heraclea said

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The real problem, in my opinion, is the practice of binding loot to characters. This makes the decision to award loot from an encounter inherently dramatic, in a bad way. I've always lost interest in games that feature raiding and awarded loot; raid politics is the sort of thing I play games to get away from.

It also reduces replayability; you can't hand your outmoded gear to another character that could use it, and your only option is to leave it around as clutter or vendor it for a deep loss.

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