I'm just brainstorming here but please hear me out. I think removing the player variable from the loot stage would solve a lot of problems and simplify the loot progress for both the players and the devs alike.
I'm suggesting two changes. The first is this:
New Loot Type = [OPTIONAL] Zombie type (for loot bags)[OPTIONAL] + Area Type (forest<burned<snow<wasteland) + POI type (small houses<bigger houses< skyscrapers /hospitals<military bases etc basically based on Tier difficulty quest) + Bloodmoon Stage (is independent from POI type)
New Loot Quality (could be) like this (numbers may vary):
New Loot Quality Table=
Level 1 items for player level 0-10
Level 2 items for player level 10-20
Level 3 items for player level 20-30
Level 4 items for player level 30-40
Level 5 items for player level 40-50
Level 6 items for player level 50-60
Let me give you an example:
For a player 20 level, inside a Tier 2 quest in a snow biome could be like this:
New Loot type= 3 + 2 = 5
Loot quality found = 3
During bloodmoon the player would get from slaying a zombie a bag with the following loot:
New Loot type= 3 + 2 + 2= 7
Loot quality found = 3
Now instead of having to painstakingly calculate the dynamic loot stage, the item pool becomes significantly smaller to handle:
-Loot type is essentially "disjoined" from player levels and "locked" on areas.
-Item/tool levels are "locked" to player level
-Players will find significantly more loot on higher difficulty POIs than farming on their bases (exception: bloodmoon stage).
-Players can check their loot level from character menu (as they do now, but it is dynamically changed when inside POIs)
-Low level characters CAN farm end game loot in higher difficulty POIs assuming they are experienced enough to stay alive there.
-Players can farm good loot type items in their bases only during bloodmoon, where the best and hardest bases are in wastelands.
What do you think?
I'm suggesting two changes. The first is this:
New Loot Type = [OPTIONAL] Zombie type (for loot bags)[OPTIONAL] + Area Type (forest<burned<snow<wasteland) + POI type (small houses<bigger houses< skyscrapers /hospitals<military bases etc basically based on Tier difficulty quest) + Bloodmoon Stage (is independent from POI type)
New Loot Quality (could be) like this (numbers may vary):
New Loot Quality Table=
Level 1 items for player level 0-10
Level 2 items for player level 10-20
Level 3 items for player level 20-30
Level 4 items for player level 30-40
Level 5 items for player level 40-50
Level 6 items for player level 50-60
Let me give you an example:
For a player 20 level, inside a Tier 2 quest in a snow biome could be like this:
New Loot type= 3 + 2 = 5
Loot quality found = 3
During bloodmoon the player would get from slaying a zombie a bag with the following loot:
New Loot type= 3 + 2 + 2= 7
Loot quality found = 3
Now instead of having to painstakingly calculate the dynamic loot stage, the item pool becomes significantly smaller to handle:
-Loot type is essentially "disjoined" from player levels and "locked" on areas.
-Item/tool levels are "locked" to player level
-Players will find significantly more loot on higher difficulty POIs than farming on their bases (exception: bloodmoon stage).
-Players can check their loot level from character menu (as they do now, but it is dynamically changed when inside POIs)
-Low level characters CAN farm end game loot in higher difficulty POIs assuming they are experienced enough to stay alive there.
-Players can farm good loot type items in their bases only during bloodmoon, where the best and hardest bases are in wastelands.
What do you think?
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