Balancing loot etc
Zool last edited by
As your probably mostly aware, various things are being tweaked at the moment.
To address a few concerns:
It might seem like things are crazy, and that they have been nerfed too hard, and we're glad to get feedback on things.
Something to take into account there, is if you are comparing loot on quests that have been altered, and quests that haven't been altered, then it is going to seem weird and wrong. I'm not sure we have one of each main level range (there's generally three ish level ranges) which have been altered yet, but once we do, comparing the loot between a low, mid, and high quest will make sense.
We DO have a bunch of players dedicated to helping us with this, so we're not doing it in isolation.
I'll try and make sure we let you know which quests have been altered when they get done.
I'll even try and use some of my personal time, which I just got a smidgen more of incidentally, to use the new power level system we've been working on and alter some of the quests myself.
We aren't trying to go from OP, to utterly useless. We are trying to scale it down less drastically than that.
When you find an item that seems useless or underpowered for a certain quest, bring it to our attention, but also bear in mind that we do add in items that are there to make the really good stuff, appear less often, so that it is random what you find, rather than predictable. However, if an item is just way below power level for a quest range, it should at least have a charge or single use of some kind of spell effect, so it's not JUST something you could give to a new character.
We definately DO want the loot in low quests to be less good than mid quests, and mid quest loot less good than high level quests. We really want to implement some level of progression, preferably so that your character can keep earning new loot that they care about up to level 9-10. We don't want people to get all the loot they ever need by anything below level 7.