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Wildstar Changes to the Dungeon and Adventure loot systems

OneWhoRuns

New member
Greetings Nexians!

Based on the feedback we’ve been getting both from you and our own internal testing, we are planning on making revisions to the way Superb-quality loot is awarded in dungeons and adventures. Simply put, we currently place too much value on completing gold runs for veteran level content. By placing Superb-quality rewards behind a gate of near-perfect PUG performance, we have fostered a “Gold runs or bust” mentality that is negatively affecting our group play experience. We’d much rather people engage with the content and complete the runs they start.

Therefore, we will soon be implementing the following changes:

· The existing gold medal rewards are being removed from gold medal completion.
o These rewards will instead drop off the final bosses or encounters for dungeons and adventures.​
o The table from which this loot drops has a chance to be selected and is granted in addition to that bosses regular loot.​

· Any medals earned instead will instead give the group bonus rolls on an instance-wide loot list, at the end of the instance, on top of extra coin and experience rewards.
o By way of example, completing a bronze medal would provide one bonus reward roll on top of the regular boss kill and completion reward, while a silver medal would provide two bonus rolls and a gold medal would provide three bonus rolls.​
o The items on these rolls are randomly selected from all equipment rewards that could drop from any boss or encounter inside that instance.​
§ Each of these bonus rolls has a smaller, flat chance to select from the list of superb rewards.​

We want groups to complete full runs of the dungeons and adventures, regardless of the medal earned. Instead of needing to disband immediately when a gold run fails, the Superb-quality rewards are available by working together to get through the instance.

Simply put: if your group runs Veteran Sanctuary of the Swordmaiden, all you need to do to earn a shot at Superb-quality loot is defeat Spiritmother Selene. No more medal requirements!

If you have any more feedback for us, please post it. The devs are listening!

Source: https://forums.wildstar-online.com/...d-medal-rewards-from-dungeons-and-adventures/
 
While I like what they are trying to do, they literally just keep adding more and more RnD to this game. Fuck that.
 
Huh. So every boss drops from all loot tables and final boss has extra chances of higher loot tables depending on medal?
 
Huh. So every boss drops from all loot tables and final boss has extra chances of higher loot tables depending on medal?


Nope final boss drops from all loot tables and the medals = chance for a random roll like a challenge at the end.
 
I read it as all those fancy epic drops that you were looking for in gold runs will now drop from the final boss no matter the medal. You are guaranteed some superb loot if you complete the instance.

Medals now depend on what amount of bonus loot you will get. Bonus loot is picked from the loot tables of any boss or mob in that instance.
 
Actually the purps are not guarenteed. There is now a small percentage for it to drop in the rotation of all the other shit too. So yay for more random
 
I read it as the first step of nerfing the game to appease casuals.

Before: Only the hardcore can get the gold medal loot by clearing it with a gold medal.
This causes elitists to disband as soon as the gold medal run fails. Imo this should have been expected and is normal hardcore behavior.

After: The hardcore get nothing extra for being hardcore. Everyone gets the same chance at the hardcore loot. You just get a slightly higher chance at it if your group gets a medal for the run.
Lets give loot to everyone and ignore the 1% who will play the optimized way even if it upsets the multitudes (casuals). The 1% can still try to be elite if they want, but there is no tangible reward. The elite who grinds the dungeon/adventure for that low % drop will be wearing the same as the faceroll guy who isn't worth kicking and just gets incredible luck and wins a roll against all odds.
 
So much for not nerfing for the masses. Wildly under estimated how the hardcore don't pay the bills :p
 
This seems fine to me.. if this is done right the overall acquisition rate of superb quality items should remain similar to what it has been, but with more people completing the adventure instead of stopping it right off the bat. Hardcore players will get gear faster on veteran adventures. Casuals may get gear faster on adventures as well, but to get loot from veteran dungeons you still need a fair level of skill. Assuming dungeons are harder then adventures and raids are harder then dungeons, PvE is separated into tiers depending on skill level and I don't really think this will make a huge difference in getting your gear.

Not to mention, that whole gold or bust mentality seemed to happen with every adventure I've run; I have yet to bump into a group of casuals who are like.. "nah, we don't care about that.. we are just casuals." I think this is a good thing overall. The best gear is still reserved for people who raid, and as long as they don't make that any easier to acquire I am happy.
 
Its a great change for the average player. I just find it funny that it goes against the thing they have been saying from day 1 which is "we cater to the 1%"

This is the exact same path that WoW went down when it started to cater to casuals.

pretty much no one identifies themselves as casuals. Most people are casuals.
 
i really dont think this is catering to casuals. they saw that people were abandoning instances because of their reward system, so they changed the system to encourage people to finish the dungeon. it was a problem that needed to be addressed and they did. before you criticize see if you can come up with a better solution, just a suggestion.
 
i really dont think this is catering to casuals. they saw that people were abandoning instances because of their reward system, so they changed the system to encourage people to finish the dungeon. it was a problem that needed to be addressed and they did. before you criticize see if you can come up with a better solution, just a suggestion.
It is probably the best solution if your goal is to let the masses have an easier time getting through the dungeon.

What I am pointing out is that they were all big on catering to the 1% elite players when they were developing the game. Leaving the instance as soon as you loose the gold medal status is the optimal play for elite players. This means that it wasn't "a problem that needs to be addressed" it was "working as intended".

If Carbine were to stay strong on their stance of we cater to the 1% then they would have said "play better" to those complaining about people leaving their instance. Instead the cold hard fact is that the 99% are the ones who really pay for this game. If they want to just play and not be the best, Carbine had better start changing their stance on things before all those players will end up quitting because the game is too hard. This is just the first step down that road.
 
See now here's the thing, a lot of the arguments are about how this is making the game easy for players and how they are changing their view of the one percent. I get the feeling however that this is not as big of a thing as its being thought out to be. The true hardcore players and top "1%" are more than likely already raiding, and may only from time to time actually be going and grinding through these veteran dungeons on gold medal runs.

This change was meant to create a less toxic environment for those who are pugging the veteran dungeons. The gold or bust mentality was created because the rewards for completing adventures and dungeons were not worth the time or effort unless a gold medal was achieved. By making this change they are trying to remove that mentality.

Until we find out the percentages and final behavior of how the new drops and rewards will work, I think that it is hard to criticize the impact that it will have across the board. Its yet to reach the PTR (as far as I'm aware) and I am sure Carbine will not gimp those who can already successfully complete adventures and dungeons with ease. In the end, those who are able to finish with high medals will be receiving greater rewards than those who don't, and will rightfully gear faster.
 
The way I see it, this is a very minor baby step on the road to what WoW is today. It is still a step in that direction.

The true hardcore players and top "1%" are more than likely already raiding, and may only from time to time actually be going and grinding through these veteran dungeons on gold medal runs.
I disagree that the 1% are only raiding. They are doing everything they can to get the absolute best gear before/during/and after raiding.

It remains to be seen how much Carbine will keep making changes to appease the masses, which this change exactly was.
 
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