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Frank
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New Random Loot: All the ways it is broken/buggy
Jul 29th, 2016 at 4:28pm
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This is just off the top of my head, there are probably many more.

1) Ranged weapon special damage not scaling (example: 3d6 evil damage will only do 1d6)

2) Guards not scaling (example: 3d6 evil damage will only do 1d6)

3) Damage types not breaking DR (example: 3d6 evil damage won't break the DR of a monster with DR 15/evil)

4) Damage types not imposing level penalty (example: 3d6 evil damage won't cause a negative level to a good aligned character)

5) Reverse deconstruction (example: 3d6 evil damage deconstructs into good essences)

6) Force spell power not applying


Please add any I've neglected.

It was SteelSieve's (as in: "He has a mind like a steel sieve") post which prompted this one.  It's classic (but not at all classy) how they knew about the problem and, rather than making their own post about how they'd identified an issue and intended to fix it, waited until a player pointed out that things weren't working correctly.  Wasting both the OP's time doing unnecessary troubleshooting of a problem they could have simply announced, and also the time of everyone else who tried to help the OP.
« Last Edit: Jul 30th, 2016 at 2:10am by Frank »  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Revaulting
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Re: New Random Loot: All the ways it is broken/buggy
Reply #1 - Jul 29th, 2016 at 7:02pm
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8) Attributes such as keen, deception, feeding, etc. have no versions above 1.

9) But he managed to make Fortification scale. This dumb motherfucker. Fort 99? Really?

10) As far as I can tell, Banishing and Smiting no longer drop. Vorpal is all over the goddamn place, though. ML 1? Vorpal.

10) The whole grab-bag style of random attributes is a clusterfuck, worse than the Great Ghostbaning. Repair amp robes, doubleshot handwraps, melee of caster items, and ranged of tanking. I mean, beyond and above the senselessly mismatched spell powers that we're all used to.

How the fuck do you out-Feather Feather? Burden of Steelstar.
  

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Re: New Random Loot: All the ways it is broken/buggy
Reply #2 - Jul 29th, 2016 at 7:17pm
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Revaulting wrote on Jul 29th, 2016 at 7:02pm:
Repair amp robes, doubleshot handwraps, melee of caster items, and ranged of tanking.

they're just lazy pieces of shit. There really isn't any reason they could not have blocked certain combinations from forming. It's not a rarity increase/decrease since it is statistically insignificant. It doesn't add any flavor to have strictly vendor trash show up in chests. Just laziness. Lack of pride in their work. General asshatery.
  

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Re: New Random Loot: All the ways it is broken/buggy
Reply #3 - Jul 29th, 2016 at 11:38pm
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"3) Damage types not breaking DR (example: 3d6 evil damage won't break the DR of a monster with DR 15/good)"

just nitpicking but this is how it should work:p evil damage is not supposed to break DR/good. Good damage is supposed to do so. Not saying it works anyway
  
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Re: New Random Loot: All the ways it is broken/buggy
Reply #4 - Jul 29th, 2016 at 11:45pm
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Revaulting wrote on Jul 29th, 2016 at 7:02pm:
But he managed to make Fortification scale. This dumb motherfucker. Fort 99? Really?


*oh, the quality*
  
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Frank
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Re: New Random Loot: All the ways it is broken/buggy
Reply #5 - Jul 30th, 2016 at 2:09am
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Gringo wrote on Jul 29th, 2016 at 11:38pm:
"3) Damage types not breaking DR (example: 3d6 evil damage won't break the DR of a monster with DR 15/good)"

just nitpicking but this is how it should work:p evil damage is not supposed to break DR/good. Good damage is supposed to do so. Not saying it works anyway


Yeah, I typoed/brainfarted on that one.  Thanks for pointing it out, and I'll edit the OP.
  

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Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Frank
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Re: New Random Loot: All the ways it is broken/buggy
Reply #6 - Jul 30th, 2016 at 2:36am
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Revaulting wrote on Jul 29th, 2016 at 7:02pm:
8) Attributes such as keen, deception, feeding, etc. have no versions above 1.

9) But he managed to make Fortification scale. This dumb motherfucker. Fort 99? Really?

10) As far as I can tell, Banishing and Smiting no longer drop. Vorpal is all over the goddamn place, though. ML 1? Vorpal.

10) The whole grab-bag style of random attributes is a clusterfuck, worse than the Great Ghostbaning. Repair amp robes, doubleshot handwraps, melee of caster items, and ranged of tanking. I mean, beyond and above the senselessly mismatched spell powers that we're all used to.

How the fuck do you out-Feather Feather? Burden of Steelstar.



For 8, keen should not scale.  They went through a fairly careful process of eliminating a lot of overstacking of crit chances.  Adding them back in would be foolish.
Deception should scale, there are examples of that in loot already.  Feeding, no examples in loot to base scaling the NRL property on.  Some effects just don't scale, like underwater action.  Some should, like deathblock.  On a lot of gear deathblock also includes a % of negative energy absorption.

9)  At the very least the scaling needs to be increased a good bit.  When I can craft a L7 fort 100 item, or pick up a L9 fort 100 neck piece, I shouldn't be seeing L15 fort 78 items at all.  That's just stupid.  No one wants less than 100 fort as soon as they can squeeze it onto their build.

10) Banishing and Smiting no longer drop.  Also there is no more Holy, etc.  The new and broken damage types have replaced them all.  Vorpal on a L1 item I just don't care about.  It should still add the +.5W (I should see if any of the NRL items I have with vorpal on them actually do that), and that makes them deadly for the level.  I don't see these as bugs, just replacements and exclusions.  Aside from the new damage types not breaking DR, which they have said is a bug they intend to fix.

10) Also not bugs.  Just lazy and sloppy programming by people who probably don't play the game and have no idea that handwraps of doubleshot and the like are quite literally useless.  Even though they aren't bugs, this kind of crap should be fixed.  Weapons of +5d6 some_damage_type and 5 some_spell_type lore I'm not so concerned about.  There are gish builds, so there should be the possibility of items for those builds.  It goes more into the lazy/sloppy programming, as they seem to have set up the 'slot 1' and 'slot 2' effects lists in a way that generates too many gish items and not enough pure melee/ranged or caster items.

And of course all of that stupid will be built in to NewCC on the ground floor.  I saw people gushing about being able to craft a +X Stat +Y Insight Stat item in the three long NewCC threads.  I could be wrong but I don't think that's possible given the limitations of the slot1/slot2 lists and the restrictions of what effects can go on what kind of items.



  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: New Random Loot: All the ways it is broken/buggy
Reply #7 - Jul 30th, 2016 at 4:22am
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What happened to 7?

  
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Re: New Random Loot: All the ways it is broken/buggy
Reply #8 - Jul 30th, 2016 at 12:47pm
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Rubbinns wrote on Jul 29th, 2016 at 7:17pm:
they're just lazy pieces of shit.

Ding. Loot system still worse, broken as fuck and no even acknowledgements in sight. That was when I decided a short break was another long break. Logged in to check out the loot changes, played and looted enough chests to see it was fucked, realised they were doing nothing about it, stayed logged off. If they can't be bothered with their game any more then neither can I.

Shoddy, lazy, inept, boring, broken, embarrassing, demonstrates a lack of understanding of playing the game. Most of these things apply both to the loot system and the devs building it out.

They've pissed away most of their heritage and goodwill with the game by now. Given the movement/combat engine is all that's left, I expect "damage causes lag" and "you now have to stop moving to attack" to come next.
  
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Re: New Random Loot: All the ways it is broken/buggy
Reply #9 - Jul 30th, 2016 at 3:12pm
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Frank wrote on Jul 30th, 2016 at 2:36am:
NRL

retarded abbreviations are retarded. no need to go full uurlock.
  
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Frank
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Re: New Random Loot: All the ways it is broken/buggy
Reply #10 - Jul 31st, 2016 at 8:47am
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crunch wrote on Jul 30th, 2016 at 3:12pm:
retarded abbreviations are retarded. no need to go full uurlock.

Whatever.  I'm not typing out New Random Loot a dozen times when the context makes the acronym clear.

I have been reminded of a couple new ways NRL is broken:

11) Items still showing up with +0 effects.

12) Still missing effects in the names on some items.

13) The 'spellsight' effect says it applies its bonus to spellsight, a skill which does not exist in the game.

« Last Edit: Jul 31st, 2016 at 9:11am by Frank »  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: New Random Loot: All the ways it is broken/buggy
Reply #11 - Jul 31st, 2016 at 10:46am
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Frank wrote on Jul 30th, 2016 at 2:36am:
For 8, keen should not scale.

Keen II adds 0.5(WPN). Keen III adds 1(WPN), etc. Except even at ML 30, new gear only has Keen I.
I've still got several Feeding/Draining I through IV items. The only thing that scaled was number of temp Hp/Sp gained on a proc.

Frank wrote on Jul 30th, 2016 at 2:36am:
When I can craft a L7 fort 100 item

You know how they're going to "fix" this issue as well as I do: We will soon not be able to craft fort 100 at ML 7.

Frank wrote on Jul 30th, 2016 at 2:36am:
It should still add the +.5W

It does.



Frank wrote on Jul 30th, 2016 at 2:36am:
14) On a lot of gear deathblock also used to includes a % of negative energy absorption.

Palemasters cried buckets over it, and now it's gone.


PersonaNonGrata wrote on Jul 30th, 2016 at 4:22am:
What happened to 7?

7) Bug note is missing for #7.
  

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Re: New Random Loot: All the ways it is broken/buggy
Reply #12 - Jul 31st, 2016 at 8:44pm
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Revaulting wrote on Jul 31st, 2016 at 10:46am:
Keen II adds 0.5(WPN). Keen III adds 1(WPN), etc. Except even at ML 30, new gear only has Keen I.

I stand corrected.

Quote:
I've still got several Feeding/Draining I through IV items. The only thing that scaled was number of temp Hp/Sp gained on a proc.

I found them in the U20 Patch 1 release notes.  Levels from 1-7 for both.  It's interesting that the wiki does not have a page for either effect.  It's a nice effect, even at a sole level drained.  They should definitely keep it on the tables, and scaling.

Quote:
You know how they're going to "fix" this issue as well as I do: We will soon not be able to craft fort 100 at ML 7.
Well, yeah.  This is dead with the arrival of NewCC and the removal of the Masterful Craftsmanship shards.  Who knows what people will be able to do with their Cannith urns or whatever.  It was a grind to get enough favor just to be able to buy them, I hope they don't just become junk in my green bag.
And who knows where Fort will be at L7 in the new system.  But looking at the items I've picked up that were twice that level or more and didn't get to 100, it's not looking good.

Quote:
Palemasters cried buckets over it, and now it's gone.

Take a look at Any of the armor drops in the legendary raids.  Who knows why a 27% negative energy absorption is called "Deathblock IX" (maybe it's 3% per?), but it's there.  Why would palemasters bitch about this?  It's not like there's more than a trivial PvP aspect to DDO.  Unless it absorbs incoming negative heals, which would be a bug they should fix rather than considering removing the effect because that's easier than fixing a bug.

Quote:
7) Bug note is missing for #7.

You'll need to talk to Revaulting about that.  He's the one who skipped 7 and used 10 twice.  I figured he was high, thought it was funny, and rolled with it.

Frank wrote on Jul 30th, 2016 at 2:36am:
And of course all of that stupid will be built in to NewCC on the ground floor.  I saw people gushing about being able to craft a +X Stat +Y Insight Stat item in the three long NewCC threads.  I could be wrong but I don't think that's possible given the limitations of the slot1/slot2 lists and the restrictions of what effects can go on what kind of items.

I double-checked.  Stats (NoWorries called them 'Attributes' and I'm going to assume that means stats like STR, DEX, etc.) are a Group 3 effect.  So no items with Str and Ins Str on them.  And in addition all Group 3 effects require a +100 skill for some stupid reason (and Group 2 a +50 skill).  And in further addition there are item slot restrictions on what stats can go where, and they are eliminating flexible shards.  Someone on the forums took the time to point out in careful detail how arbitrary and unbalance the stat breakdown is.  Odds on them changing any of it based on a nice piece of factual evidence that they did it wrong?

She did say they might take a look at the level of stats and tweak the system to allow them to be higher at lower levels, which since NewCC is based on NRL would also adjust all items currently in existence.  Odds that this will happen?
« Last Edit: Jul 31st, 2016 at 9:00pm by Frank »  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: New Random Loot: All the ways it is broken/buggy
Reply #13 - Jul 31st, 2016 at 9:54pm
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Frank wrote on Jul 31st, 2016 at 8:44pm:
And who knows where Fort will be at L7 in the new system.  But looking at the items I've picked up that were twice that level or more and didn't get to 100, it's not looking good.

This. The average on random loot has fort at 99(!) at level 20. I've seen stuff over 100 at as low as ML 16, but then I don't pay much attention, since it's fucking garbage. Even the augment gives 100 at ML 8.
At least the rangen ML for elemental resistances is roughly in line with augment levels. I'll miss fire & acid resist 30 at ML 7 (ML 5 with the old race-specific + masterwork, or cursed + masterwork), but at least there's some kind of fucking sense to their new values.


Frank wrote on Jul 31st, 2016 at 8:44pm:
Unless it absorbs incoming negative heals, which would be a bug they should fix rather than considering removing the effect because that's easier than fixing a bug.

Right in one. And come on, no they're not going to fix it.

Named loot is on a completely different page from the rangen. Some of the rangen issues are the same for named, but mostly each is a category unto itself, with bugs specific to itself.


Frank wrote on Jul 31st, 2016 at 8:44pm:
You'll need to talk to Revaulting about that.  He's the one who skipped 7 and used 10 twice.  I figured he was high, thought it was funny, and rolled with it.

All things considered, it's really shocking that I turned out better than Shade at math.


Frank wrote on Jul 31st, 2016 at 8:44pm:
NoWorries

I keep forgetting that guy exists. Where is he on the blame-chain for new Cannith crafting and new rangen loot, vs. new named loot? I really liked "Burden of SteelStar", but not unless it's deserved.
  

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Re: New Random Loot: All the ways it is broken/buggy
Reply #14 - Aug 1st, 2016 at 1:02am
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Revaulting wrote on Jul 31st, 2016 at 10:46am:
Palemasters cried buckets over it, and now it's gone.


I can't believe there enough of these assholes that they're even a constituency, but an influential consituency?!


Da fuck?!
  
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