Poll: Treasure
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Too Much
25.00%
1 25.00%
Just Right
50.00%
2 50.00%
Not Enough
25.00%
1 25.00%
Total 4 vote(s) 100%
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Loot - How much is too much?
#1
How much is too much?

-Today Maurin managed to make gains of over 20,000 talons (thasselen crypts cleared in a party of 4 with 1/4 of the loot due to other party members and bez-main crypt and part of upper crypt)
-Ryech made a similar amount (thasselen crypts in party of 4 plus another venture of his own)

Money really isn't an issue for Maurin at the moment, the main issue is finding things to throw all of his gold at. These new treasure spawns, while great, are fairly low level items, which makes them mostly useless to an adventurer.

A couple of ideas to get the thinking on this started:

-a script which increases the chance of finding a certain type of weapon based upon what the character is wearing or has weapon focus feats in(like +X% chance of any armor you find being a robe if you wear a robe, or +X% chance of you finding a weapon of the type you're wielding) without of course, nullifying the chance of an unrelated weapon.
-Reducing the chance of treasure overall for higher level PCs, and making the enchantments greater, so it's less mechanical deciding what to sell(at the moment maybe one or two items per time selling a load which are worth keeping. A load consists of approx 15,000 gp worth of items).
-Tweaking of item properties so that ALL magic items have a worth to at least some character(none of this +2 saves vs. cold or 1d4 cold damage vs. giants, this is then tweaked to the right amount of items found), then controlling the talons by tweaking the gold dropped(the gold dropped used to be the big part of the loot, now it's the small part, and it hasn't seemed to have reduced).

The above ideas are all based on my opinion that the large amounts of relatively useless items makes for lots of items to sell and not many are kept, this makes for a large oversupply of relatively useless items. These useless items can then be sold for LARGE amounts of money. These items may be more or less useful for those of a lower level than Maurin.

A few thoughts I have found regarding gold and the new treasure/spawns:

-gold is not currently the limiting part of crafting items (it used to be much more so)
-Carcass raised the point that the monsters are also tougher. This is true, and with increased risk comes increased reward. But I think the risk is negated by possession of stones of recall, as well as magic to counter instant death effects.

I should mention that for the group of 4, we have a merchant that is reset more than once per server reset, and carries approx. 15,000 gp after such a reset and will buy items for up to 4000 gp. Selling items is not currently a large issue.
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#2
I've always had an issue with trying to save up enough for enchanting items, so having gold isn't a bad thing from my perspective. The higher end/multiple enchantments are much more expensive so I'd find plenty of uses for your 20,000. ;)

Disclaimer: I've not actually gone out for an extended group adventure travel in a while, so I've not really experienced any new treasure scripts.
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#3
It seems pretty obvious that gold is easier to come by since the last update. Noticed this almost from the start when NPC merchants are now out of coin half the time you talk to them. From what I am seeing according to the logs, the actual gold drops on containers and creatures appears to be OK (right?), but the many new items can be sold for a rather large amounts (right?).

So....the NPC merchants have taken notice that their funds are getting depleted rather quickly in some cases - like what happens now when, for example, a level 15 sells a merchant maybe only 5-6 of the new items they gained from their sewer diving or whatever and wipes out all the money in that store until the next server reset. A change is already coming in the next update which will limit how much they merchants are willing to pay, and how the mysterious allies will be assisting to make PC owned merchants more 'generous' to their owners.

An IC post has already been developed for the IC forum here explaining it and will be posted when the new update occurs. But in short as a forewarning, expect PC merchants to pay roughly half of what they are paying now; however their gold supply and inventory will be replenished much more often than it is now. So if a NPC merchant runs out of gold there will be a decent chance it will be replenished without having to wait for a server reset - if the merchant isn't in a heavily travelled area.
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#4
The regular gold drops with both containers(bags, chests, ect..) and creatures(goblins.... Snakes? Ect..) are about 25 a pop for Veit at level 5.
Characters are: Brit Wetteel, Cade Hilltopple, Veit Mills, and Azimere.
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#5
Chiming in late here because I was gone on vacation, but personally I'd like it if there were fewer item drops but the items were more likely to be actually useful - I've seen a lot of kamas with spell focus Necromancy, etc.
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#6
The worst thing about item drop to me is that the enhancments are next to useless. Yes an extra 1d4 cold damage... Yes Darkvision on armor or clothes that are VERY class specific. Ive seen a Full Plate armor that gave extra Sorc. spell slots. As Monk up there was saying, I really wouldnt mind it if enhancements are made a little more useful and not the same thing over and over again. When I get atleast five magic items that give darkvision in one run, that just isnt right. Im not sure if im ranting on, but to put it shortly, I wouldnt mind a more organized item drop.
You shot me, I shot you more
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#7
Yeah, you are ranting and I do not like that. To make this clear once more, the item drops are not meant to be your characters "easy store for personal fitting gear" but to give you something to sell and if you are lucky you even find the thing you were looking for. If you need tailored gear, use the enchantment forges.

KTA
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#8
I am concerned when between 4 red wizards, 4 thayan knights and an apprentice, all they have is:

8 gloves of +3 skill bonus
8 bandages
1 diamond dust
4 maps of thay
4 potions of remove disease (serum)
52gp
1 apprentice battlestaff (ironically the master, not the apprentice was holding this)

I was under the impression red wizards had more magical gadgets than this. I think at some stage I mentioned some possible ideas for what they could drop, including portal stones to exotic locations or maybe stones that will ambush a PC. As well as some of the server specific items that have scripted, out of combat effects. They would probably also be made to be a little less of a pushover too if they are given any more treasure.

I say this because I often hunt them (there are 4 in the red wizard place). It could be that other NPCs are also lacking in treasure. It might be a little imbalancing though.
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