Posts Tagged loot

Item Advancement Tastes Like Chicken

The endgame of WoW almost primarily resolves around the acquisition of new, shinier (but not always prettier!) items.  Once a character reaches the maximum level, they can no longer gain experience or acquire new talents; they are effectively limited to a simplistic gear advancement mechanism in which sixteen equipment slots are repeatedly upgraded in order to keep pace with new content.

In with the new, flashy epics, and out with the old, obsolete gear, no matter how much time or effort was invested into acquiring them.  It’s a cycle that any experienced WoW player has become accustomed to, as each expansion brings new rewards and invalidates all of your previous gear at some point.  Those warglaives from Illidan that you raided for over a year to acquire?  Old news now.  How about that old green sword (or fish, in my case…) that you kept for so long, yet still could not bear to throw out due to the naga slaying memories?  It just sits in the bank, for nostalgic purposes.

The whole system is boring, bland and in desperate need of seasoning.  What if something could be done to make these items meaningful today, while at the same time providing players with something else to do at max level?

A Solution:  Item Experience and Levels

Every item in WoW has an item level (iLvl) already associated with it.  As new content is released, new items are created with increasingly greater item levels.  A system could be created that would allow older items with lower item levels to “catch up” to newly released raid/PVP gear.  This could be extended to allow for further item level advancement of all items, perhaps up to a certain item level cap based on the current content patch.

Items could be leveled in a couple of ways:

Re-direct experience values to increase item levels. At max level, you could apply any experience gained to an item of your choosing, at some conversion rate.  Maybe it takes 100k XP in order to gain a single item level.  So, in order to level an iLvl 230 item from an iLvl 100 item, it would require 13,000,000 XP.  That’s quite a bit, but it should take a good amount of effort.  These numbers could easily be adjusted. Since quests reward gold instead of experience at max level, player could be given a choice regarding the reward instead.

Dropped tokens that increase item levels. Level items by getting other consumable items.  This seems to be the direction that Blizzard typically takes, but I can’t say that I’m too fond of it.  It does nothing to make experience useful, and the drop tables for most monsters would need to be adjusted.  There is an advantage in that you could save up tokens over time to apply to future items.  Even still, maybe dropped tokens could just be a bonus…

Re-directed experience and token drops. There’s no reason why we can’t combine both of the above solutions.  Item level tokens become a nice bonus when grinding, while the steady flow of experience provides a constant reward for the player.  Dungeon bosses could even drop more powerful tokens in order to reward groups and raids.  Everyone wins.

So, what happens when an item gains a level?

When items are created by Blizzard, each item, based on its iLvl, retains a certain number of item points that are distributed by the item designers.  Once an item levels up, it is granted a certain number of additional “item points”.   It is then up to the player to spend the additional item points on stats such as attack power, spell power or crit rating.

In order to preserve the original item flavor, perhaps the base item stats and properties should not be changed.  So for example, in an iLvl 100 item, only item levels 101 and up would generate additional item points.  Special use or proc abilities could be tied to the item level in order to keep pace.  Maybe just the special abilities could be retained, but the allocated item points could be wiped.

If any player could just level items, why bother with newly created gear?  Why would anyone still raid?

It’s all about choice.  A player could go back and level the same gear they used at level 10, or they could acquire new gear for new unique abilities, set bonuses or looks.  In the end, both avenues can be rewarding, but one is probably a lot less time consuming.

Ultimately, it should be up to Blizzard to become less lazy and create gear that’s meaningful for reasons other than just stats.  There should be innovative gear that gives players a unique reason to acquire it.  For example, what if some new rogue armor granted the ability to use an instant heal-over-time spell (think druids) that scaled with the armor’s item level?  A tank could try to acquire damage shield abilities on as many armor pieces as possible for their new porcupine spec.  The possibilities are endless, just be creative.

Make some of the gear available only through raid drops, and some people will certainly still do it.  If that’s not enticing enough, then maybe the raid content is the problem.  If it’s not fun on its own merits, why is it in the game?  Players should be able to take different avenues for equivalent (but not necessarily equal) rewards, given equivalent effort.

This is just one way to make things a bit more exciting at max level, while allowing everyone to keep the gear that they truly love and feel attached to.  Besides, who wouldn’t want a level 500 rotting bear carcass?

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(under)Achievements

The achievement system in WoW is pretty cool: A light show and grats from guildmates/bystanders, and sometimes a title/item. The problem is, the rewards are rarely of any value beyond aesthetics (mounts aside). In a game where your only choice for advancement is to work your ass off for minor item upgrades, I think there’s a lot of room for improvement in the achievements system. There’s really no reason that the rewards from achieving something to be so useless/ineffective.

A Solution: Cooler achievements, Cooler loot

Yeah, this one’s pretty obvious. If the problem is lack of rewards that affect your character, add rewards that do so.

Learn new abilities. For example, take the trinket for teleporting to respective sides in Alterac Valley. Maybe after so many kills/wins/losses you’ll gain the achievement “Don’t tell me where to go!” with a new skill in your general tab “Teleport: [Dun Baldar/Frostwolf Keep].” Another example might be a passive skill to add 1% to some gathering proc rate. Maybe killing bosses will give additional hate rating on a diminishing return basis: 10=5hr, 25=10hr, 50=15hr, 100=20hr, etc. Of course, you’d have to scale that by level, but it’s a solid example – call it “Not you again!”

Loot quest items in the mail. I’m not too hot for this idea – I’d rather see characters advance by ways other than loot – but it’s still a valid solution. Gaining certain achievements should send you a quest item that you could turn in somewhere to claim a reward. Maybe if you pickpocket 1000 items, you’ll get mail from Ravenholdt (another rant entirely) with a quest item that you can turn in for some cool gloves with a property to increase pickpocketing range (like the glyph). Get creative with it.

Access to secrets. Maybe there’s a secret room in Dalaran for people who’ve completed every heroic dungeon, a room where they sell discounted Emblem of Heroism items (like 10% discount). Maybe completing all the lore-related quests would grant you access to a library with all of the game’s books – nothing you can’t do anyway with legwork, but all in one place. Little secret locations /exclusive content that anyone can get to with a bit of work, but make you feel like the achievement was really worth the effort.

I’m sure that all the Blizzard folks can think of even more enjoyable rewards if they can get over the “achievement rewards should not affect gameplay” nonsense they seem to have in the rulebook. You can always disable the bonuses in arena if the character advancements are a threat to the (laughable) PVP balance.

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Don’t Have 24 Friends? Wait Half a Year

Emblem loot is a nice way of guaranteeing players a payoff for their effort, should luck not run their way. Here’s how the system goes now:

25 Ulduar: Emblems of Conquest
10 Ulduar & 25 Naxx: Emblems of Valor
10 Naxx & Heroics: Emblems of Heroism

What this implies: Next major raid content patch will drop Conquests in the 10-man and something new in the 25’s. Don’t have enough people to run a 25? Your options are either a) abandon your friends in favor of an impersonal “pro” raiding guild, or b) wait half a year for the next raid patch so you can get your hands on that next set of emblems.

Adding insult to injury, you can convert emblems downward, (Conquest -> Valor -> Heroism) but not upward. Cutting off folks from these rewards ultimately just sours the game for them and shows preferential treatment toward raiding.

A Solution: Make the Exchange Work Both Ways

You can already convert Conquest to Valor and Valor to Heroism on a 1-to-1 basis. What could be the harm in allowing the reverse with a steeper price tag? Say, 5 to 1? Let’s examine the prices that’s result from this.

Breastplate of the Wayward Vanquisher (T 8.5 chest)
Cost: 58 Emblems of Conquest

For a 5:1 upward exchange rate, that’d be 290 Emblems of Valor. That might even be a bit too much. Let’s make it 3:1, or 174 Emblems of Valor. Woould it be worth making a lot of 10-man raiders happy at the cost of a few 25-man raiders getting a little bit less exclusive content? It’s not like they’d be losing all the dropped content, and it’d even give ‘em a good reason to do that old content. 174 is pretty steep, but those that feel stunted by that 25-man barrier would probably be glad for the opportunity.

It’s easy to implement (2 item entries in a couple vendors – that’s like, what, 30 seconds of work?), and potentially makes a lot more people happy than it angers. It should result in more heroic runs, and more low-end raiding. That’s a good solution in my book.

I realize a lot of these solutions are obvious, probably even implemented elsewhere (as I’ve been informed), but it just baffles me that they aren’t implemented in an MMO with such vast resources as WoW’s.

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