World drops, oads, items in general

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World drops, oads, items in general

Postby Folder » Wed Aug 10, 2016 10:46 am

World drops: Have these been discussed already? Level appropriate world drops are cool, I've always thought. By level appropriate I mean lvl5-10 mobs dropping a lvl10 item, 15-20 mobs a lvl20 item, etc.. I do mean a very very small % to drop these items, less than 1%. Most every MMO or RPG type game has world drops and it does add a certain feeling of possible rewards to grinding out those levels. Sure it sucks killing mobs over and over for hours, but maaaaaaybe it'll drop that rare item (but probably not)...helps keep the grind going.

Oads: What's going on with these? As far as I know there are none in the game right now, and I'm not finding much info on the forums about them (could be because searching these forums is silly). Is the plan to be similar to rok, as in oads reset at reset? Or are mobs going to be on their own timer, time of day based, random, etc.? I assume oads are still going to be the main source of end game items?

Drops from mobs: I've seen a few off the orange named mobs, which is cool. I've also seen a lot from graveyard mobs, too many I think. Seems to me a lot of people will level there just because of the drops, but then again the world is so small right now I'm not sure there's anywhere else to level. Point is just that there's a lot of drops confined to 1 small area, and it's worth keeping an eye on.

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Re: World drops, oads, items in general

Postby Folder » Wed Aug 10, 2016 11:04 am

On a somewhat related note, is it safe to assume the cultist story is being wrapped up in a new area under the graveyard? With the cultist leader being an oad mob? It seems the story is being pointed in this direction (for example the child in Linwood saying evil has risen from the crypt, and the logger in Canopia mentioning a cultist leader). I like this story and hope it is wrapped up well in a new area that ties in with some oad drop.
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Re: World drops, oads, items in general

Postby Satsujin » Wed Aug 10, 2016 11:07 am

True OADs (as in 24 hour spawn timers) have been discussed, yeah. Last time they were brought up, the idea was that true OADs would only be for level 25 content, but I'm not sure if that's gone anywhere yet. They're going to be on their own timers like the existing hourlies are, and reset will not affect them at all (that problem ROK had where people would crash the server to farm OADs/keys? lol no we won't have that here)

World drops do exist if you look hard enough for them, but only in a couple places. I don't know if anyone's considered putting any more in or not.

Mob drops are still being balanced. Bear with us on that one.


And yes, I believe the cultist thing will be wrapped up in the graveyard area. There may be stuff.
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Re: World drops, oads, items in general

Postby Aieron » Wed Aug 10, 2016 11:12 am

World drops are kind of in with a number of non-orange mobs dropping gear rarely (ie adepts dropping tainted cloak). It's more localized to specific mobs right now though, I guess. Not sure how they plan to expand it, but it could go a few different directions. They could add another mob in say the northeast areas eventually that also drop a tanted cloak or a renamed variation on it.

As far as I understand it for OADs, builders are lacking a very powerful tool right now that NiteHawk is still developing (scripting). Right now, they wouldn't be able to make very compelling OADs because there are a few things missing from what builder's could do in RoK. I'm an outsider though, so I'm just speculating based on what I've seen so far. No clue about whether they'll utilize reset or more time based spawns/locks though.

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Re: World drops, oads, items in general

Postby Folder » Wed Aug 10, 2016 1:16 pm

By world drops I mean an item that can drop off any mob of an appropriate level in the game. Not, for example, a tainted cloak drop from cultists. That's a localized drop which is totally cool but not quite what I meant by world drops. Maybe lycanoids don't have a specific usable item they drop but there's a chance they could drop a world item, same as the bear or goblin mobs around them. Think Nightblade or any BOE item from WoW.

I can understand limiting oads to lv25 content at first, but I do think they could be expanded later on. Nothing wrong with obtaining quality leveling gear (I'm assuming the lv25 stuff will be locked to only be used by 25s..?).

Also I totally agree with reset not affecting the spawn timers. While it was pretty damn fun at times to wake up at 6am and go oading it's also a somewhat broken system. That said if you are going for individual mob timers you're going to run into gating issues. Let's make an example and say there's a new oad area...how does it open, does it need a key? Will the area stay open after a key is used? Will the area "reset" (doors lock) when the oad monster dies? What happens if I log off 1 square away from the oad monster, can I just keep checking for a respawn? RoK had some squares where you'd be ported out of if you logged on in them. What exactly happens when server resets? Do unlocked doors lock? There's a million questions lol.

For me a large part of my enjoyment of rok/similar was in oads. I liked the areas, they had rewards, were fun, all that good stuff. 25s need something to do besides just kill each other :). Besides that we need an economy that has items trading around. All the gold we're talking about in other discussions has to have a purpose besides consumables.

I'm just trying to get oad discussion going here. It's all good that the world is small now and still very early in development. This doesn't have to happen overnight, but I think it should be talked about. I'm also more than happy to help however I can!
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Re: World drops, oads, items in general

Postby Satsujin » Wed Aug 10, 2016 1:36 pm

Quality gear for other levels would be obtained through hourlies, or minor bosses with longer spawn timers that still spawn 2-3 times a day. OADs should be a big production imo, on par with raids from WoW, not the relatively simple thing they were on ROK. Endgame content should take some doing to get.
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Re: World drops, oads, items in general

Postby Lateralus » Wed Aug 10, 2016 1:51 pm

Folder wrote:World drops: Have these been discussed already? Level appropriate world drops are cool, I've always thought. By level appropriate I mean lvl5-10 mobs dropping a lvl10 item, 15-20 mobs a lvl20 item, etc.. I do mean a very very small % to drop these items, less than 1%. Most every MMO or RPG type game has world drops and it does add a certain feeling of possible rewards to grinding out those levels. Sure it sucks killing mobs over and over for hours, but maaaaaaybe it'll drop that rare item (but probably not)...helps keep the grind going.

There is no world drop table but most of the common/trash npcs in canopia, wastelands and the graveyard have chances to drop good useable items at a low rate < 2%

Oads: What's going on with these? As far as I know there are none in the game right now, and I'm not finding much info on the forums about them (could be because searching these forums is silly). Is the plan to be similar to rok, as in oads reset at reset? Or are mobs going to be on their own timer, time of day based, random, etc.? I assume oads are still going to be the main source of end game items?

Oads are being held for 25 atm but I have no problem with lower level oads either. Thing is you are usually only level 10-15 for about for a few hours or so then you then you level up to the next block so any items you get at that level will be somewhat worthless for you after your level up. This is the reason we have items dropping off hourly bosses instead of oad bosses. During your few hours at level 10-15 you might have time to kill a few hourly bosses and get some cool items compared to never having a chance to kill 24 hour boss that is only once a day.

Drops from mobs: I've seen a few off the orange named mobs, which is cool. I've also seen a lot from graveyard mobs, too many I think. Seems to me a lot of people will level there just because of the drops, but then again the world is so small right now I'm not sure there's anywhere else to level. Point is just that there's a lot of drops confined to 1 small area, and it's worth keeping an eye on.

Canopia, wastelands and graveyard all have orange bosses (wastelands has by far the most and then canopia after that). Before we go live all areas will have a few as well as common npcs dropping useful items at a low rate.

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I see that others have already answered but I wanted to put my 2 cents in as well.

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Re: World drops, oads, items in general

Postby NiteHawk » Wed Aug 10, 2016 2:45 pm

I want to point out that embers will actually be a thing, hence the title.

They will drop on all monsters.

They will give bounses to your weapon or armor. The first ones that will be out are divinity bonuses. Equipped to armor, gives a bonus to resistance on it's strength *I.E. A fire ember on a shield will give some resistance to night divinity.", and equipped to weapons it will give damage to said divinity, I.E. a fire ember on a sword will give some extra damage to night divinity.* I might make it so that it will give both a bonus and a weakness. They will be relatively low, and will only give low bonuses, but should shape characters a bit more.

I don't think I will even bother with a drop rate, I will add it automatically to all mobs in the coding depending on divinity and rarity. If they have no div, it can be assumed a random chance drop of any divinity, or unique ones, which are evil and holy. I haven't brought this up yet but it will be interesting. We'll say that Evil has a 'small bonus to all divinities, but holy can devour it'. Holy will be a one super shot against evil, no weakness. Again, the automatic mode might be just simply a no automatic drop and will have to be added to all mobs, don't know yet.

I'd think something like this would make more sense what will drop on what mob:
https://docs.google.com/spreadsheets/d/1OLFXN31-ITprs39HxYF1wkJ0_mb9MAZf4srEfXWHQRc/edit?usp=sharing

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Re: World drops, oads, items in general

Postby Folder » Wed Aug 10, 2016 3:16 pm

Satsujin wrote:Quality gear for other levels would be obtained through hourlies, or minor bosses with longer spawn timers that still spawn 2-3 times a day. OADs should be a big production imo, on par with raids from WoW, not the relatively simple thing they were on ROK. Endgame content should take some doing to get.


Hmm maybe, but that's setting up an awful lot of work for builders and players to obtain endgame gear. I'm all for big productions too but I think ultimately there needs to be some middle ground stuff so players have things to do. Get 25 and you can run a number of oads for most of your gear, but then there could be more complex runs for the best gear (Spirit Forge quality, for an example). I'm thinking something like:

---at 25---
-Minor bosses as you put it, the stuff that spawns a couple times a day, for your basic 25 gear.
-Oads for your standard endgame gear. These can be special areas that are not terribly complex but still have a basic story/theme/goal. Lighthouse, pyramids for easy stuff. Slightly bigger things would be acheron's temple, Valest area. These are examples and I don't mean to say we should copy those.
-Big production oads, raids, whatever you want to call them, for the best of the best. Spirit Forge as an example here. That place took 20 characters to run and was really something special.

I don't think you even need hourlies at 25. Not that they would hurt but I don't think they are needed with storeboughts/minor bosses leading the path to standard oads, which then lead the path to the best stuff.

This is all of course long term thinking.

Re: Embers
Oh boy this is a whole other discussion! Those sound super cool and I just found the original thread about them.

Lat:
I hear you about lower level items and that's a totally fair point. I have to get into a bit of new thinking because of items being permanently bound to characters. I think there should be SOME things for non 25s, but I can certainly see them mostly being aimed at 20-25 which will take a good chunk of time to level through. Orange mobs are hourlies? I've seen a couple of them drop things but I assume it's a lowish drop rate, which is fine.
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Re: World drops, oads, items in general

Postby Folder » Wed Aug 10, 2016 3:26 pm

1 more quick point re large scale oads.

Sat you mentioned wow raids - If you were thinking bosses would have large item pools of drops but only drop X number of items I can get behind that. That would be a new way of doing things, but could be pretty cool too. Might simplify design by having less areas and more items. Instead of 5 areas for 5 items you could do 1 big area for 5 items.
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