Items And Loot Archive
Thread: Pub19-Krayts
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Vindale
Wed Jun 29, 2005 10:13 am
#1
Killed about 40-45 of them now, all types/levels but 80% of which being gaints. Killed them in a few locs but so far loot seems to be a bit bugged for me.
looted
9 assault armor cores
3 recon cores
5 mandalorian interfram
no scales/tissue/pearls.
Has anyone looted a tissue/pearl/scale after 19?
ObiQuixote
Wed Jun 29, 2005 10:16 am
#2
Was just going to post on this. About the same experience 25 or so killed (no ancients) dropping only cores and slicing gear. No krayt specific loot, no pearls, no tissue, no scales.
Shender
Wed Jun 29, 2005 10:44 am
#3
Yea... I guess maybe DJMs/DJKs will now drop pearls. I guess they're level is high enough to dictate that...
Lord-R
Wed Jun 29, 2005 11:11 am
#5
THIS IS BS
i TOO have killed 40-50 Krayts and NOT ONE PEARL OR TISSUE
as for the guy asking about the Mandalorian Intraframe and Delicate Trigger Assembly read below (its the new Smuggler tools)
Hardening offers a critical save to take half damage if hit in that armor peice. Chances are quite low, however.
Hardening1 | 15% | None | 1% Crit Chance
Hardening2 | 50% | Trandoshan Intraframe | 2% Crit Chance
Hardening3 | 100% | Mandalorian Intraframe | 3% Crit Chance
Hardening2 | 50% | Trandoshan Intraframe | 2% Crit Chance
Hardening3 | 100% | Mandalorian Intraframe | 3% Crit Chance
Level 1 | 2% Increase | 20% customisation | No Components
Level 2 | 4% Increase | 45% customisation | Simple Toolkit
Level 3 | 7% Increase | 70% customisation | Finely Crafted Toolset
Level 4 | 12% Increase | 100% customisation | Delicate Trigger Assembly
Level 2 | 4% Increase | 45% customisation | Simple Toolkit
Level 3 | 7% Increase | 70% customisation | Finely Crafted Toolset
Level 4 | 12% Increase | 100% customisation | Delicate Trigger Assembly
StownGaijin
Wed Jun 29, 2005 11:30 am
#6
Lord-R wrote:
THIS IS BS
i TOO have killed 40-50 Krayts and NOT ONE PEARL OR TISSUE
as for the guy asking about the Mandalorian Intraframe and Delicate Trigger Assembly read below (its the new Smuggler tools)
Hardening offers a critical save to take half damage if hit in that armor peice. Chances are quite low, however.
Hardening1 | 15% | None | 1% Crit Chance
Hardening2 | 50% | Trandoshan Intraframe | 2% Crit Chance
Hardening3 | 100% | Mandalorian Intraframe | 3% Crit Chance
Level 1 | 2% Increase | 20% customisation | No Components
Level 2 | 4% Increase | 45% customisation | Simple Toolkit
Level 3 | 7% Increase | 70% customisation | Finely Crafted Toolset
Level 4 | 12% Increase | 100% customisation | Delicate Trigger Assembly
Thanks!!!!
Vindale
Wed Jun 29, 2005 11:55 am
#7
Make that about 70 now with no luck, I'm off to farm nightsisters =/
ObiQuixote
Thu Jun 30, 2005 12:46 am
#9
think were up to about 50 now with none. looking like broken
tuffness55
Thu Jun 30, 2005 12:48 am
#11
well this sucks, why do the drops break with each new patch
ObiQuixote
Thu Jun 30, 2005 9:36 am
#12
Looks like to get anything fixed there needs to be multiple reports of a problem in the "In Live.issues" thread. Despite asking not to repost bugs it appears that’s one of the more important criteria they use to decide what to fix. So if you experienced this you should confirm it there.
Mogdath
Thu Jun 30, 2005 1:36 pm
#13
This is a repost of what I did write in the smuggler forum before publish 19 went live:
I have a wish/question not related to smugglers, but since you brought it up several times about letting the new smuggler high-end items be looted from certain mobs, could you run some internal testings on loot drop ratio for different kinds of mobs?
One of the most talked about drops in the game is the fabled krayt pearls so I use that as an example. They only drop at "good" quality after the CU from krayt dragons (yes I have a jedi and I am sorry to come posting in the smuggler forum ).
I have understood that what kind of loot you can get is both linked to the type of mob and what level it has. That is why it seems easy for you to add a new loot item to a certain type of mob (correct me if I am wrong).
Would it be possible for you to loop the code that runs the code like 1000 times or more (more the better) and just dump the result to a result set (file/database) and see what kind of loot is generated? That way you both can see if a new loot item, like in this case with the new slicing item, lowers the other drops from the mobs or it increases overall and if the right kind of level of loot is dropping.
This brings me to another thing (yep its early in the morning and I am probably not entirely awake) that I have been wondering about. Loot is tied to a mobs CL, or so it seems. To get better loot, raise the CL = easy. By doing this many players and professions are left with less content, as they wont find it worthwhile/possible or fun to fight a certain mob. The reason to fight something doesn't have to have with loot, just the pleasure to have killed mob X or Y. Killing some mobs even give badges today. This reminds me of a friend that hunted gungans with a vengeance, just cause he disliked them in the first movie
So if we see that raising CL to get the right kind of loot isn't the best method, I have 2 suggestions that could work (in my world at least):
1. Add a "Loot-level" (LL) to each mob. What this would do is either add or subtract from the mobs CL when it comes to what kind of loot it drops, without altering the CL itself. The calculation of the new CL have to be done _after_ the mob is dead(ie when the first looter check the corpse), so we don't see mobs with CL80 being CL120 behind the scenes This doesn't have to be too much work, the mobs that has a working/balanced drop rate today doesn't need to be altered, let them have Loot-level = 0, ie CL80+LL0 = CL80 for loot. Hm, somewhere here the FS Luck skill should do its work?
2. Alter loot tables min and max values. I am guessing wildly here but lets take the example with krayts again: A giant krayt dragon can generate loot in a certain "loot-range" and today the best pearl dropped is "Good". What has to be done to have them start dropping premiums again? Either upping the CL (see above) or raise the level of loot that can be dropped, so a premium could be dropped too. I don't think that both min and max values should be increased, just the max, otherwise items earlier looted at the "lower" levels of the loot table would stop dropping from certain mobs. (This needs to be looked over, it isn't fun/rewarding to loot a super-crappy CDEF pistol from lets say a krayt or high-level NPC. I rather don't loot anything then swearing over crap)
I hope I made sense and that you understood what I meant. I know a devs time is limited but one of the main elements in any MMORPG is the loot, something for our small toons to strive to get, no matter if it is a loudspeaker or the ultimate weapon of Doom.
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