Fix vault loot

#0 - July 6, 2009, 8:06 p.m.
Blizzard Post
is there anyway blizz could fix vault loot cause i have been in many occasions where loot drops and there is not class in that group. its only a real problem in 10 man.
#5 - July 6, 2009, 8:21 p.m.
Blizzard Post
The loot tables for the bosses in the Vault aren't determined in a manner different than those used for generating loot for creatures in every other dungeon, or in the game world as a whole for that matter. A certain number of items are programmed to drop and there's a percentage-based algorithm used to pseudo-randomly determine what loot drops, regardless of any outside factors (i.e. who enters the instance first, what classes are present in the raid, who the raid leader is, etc).

I'm aware that you likely already know this; I don't mean to sidestep your request, however, asking for loot tables to be generated via alternative means is best done on the Suggestions forum. Asking for greater intelligence to exist within the Vault loot system -- such as assessing what classes are present, what gear players are already wearing, etc. -- probably might as well be suggested as a greater functionality change to the loot generation system as a whole.
#20 - July 6, 2009, 8:37 p.m.
Blizzard Post
The first time I killed Emalon after the first week or two of patch 3.1 being live the Furious Gladiator's Felweave Trousers dropped and I won the roll. It was the only time I've seen anything for warlocks drop in the Vault...

I've done the Vault quite a bit too.

Edit:

Q u o t e:
There's already an algorithm-based method of generating vault loot in place; tier gear will be created for those at the bottom of the meters. I have yet to see this malfunction.

lol.
Q u o t e:
Edit: And wow, Z is up late.

I'm killing time while my girlfriend gets her hair cut, waiting for my turn. I feel privileged to date someone whose stylist will do home visits at midnight on a Sunday night.
#88 - July 7, 2009, 1:09 a.m.
Blizzard Post
Oh, I had to leave the thread because it was my turn by the way... but I'm back now and looking sharp. The hair cut only took... what, 16 hours or so? ;)
Q u o t e:


This is a good example of Blizzard being INCREDIBLY lazy and shortsighted.

Instead of creating some algorithms that would drop items that would be useable by raiders IN the party..... and yes - I can't tell you how many times I've been in groups and my Tiered Gear NEVER DROPS!!!!! -- blizzard decides to just give everyone easy mode loot with Conquest badges.

So, think about it. Blizzard creates a system that completely drops arbitrary stuff that uses NO rule-set given the raiding party and then to make up for "underachievers" lack of gear, they socialize the badge system?

How does that make sense?

So instead of letting items drop that can benefit the raid and give the rewarded raider a feeling of accomplishement, they decide to give away pretty much free stuff to make up for the shortfall! wow, just plain wow.

I'm not sure why or how you're drawing the comparison. You're piecing together a cause-and-effect scenario that just isn't there: because the loot system doesn't drop loot for only the classes in an instance, the emblem system will be changed to allow for those unlucky raiders to get their gear.

We are not altering the emblem system, as you suggested, because it's easier than changing the way loot tables are generated. We are altering the emblem system to allow players to choose more how they spend their time at level 80 while gearing up, increase the appeal and relevance of 5-player dungeons, and allow newcomers to the end game a better chance of getting geared for the next tier of raiding.

We feel the loot system is as fair as it is unfair and adds a bit of a need for diligence on the part of the player to seek a certain piece of gear. The Vault in particular would be a little bit too convenient if it very intelligently dropped items for the players who are present. The items that drop in the Vault are extremely good when compared to the time and effort required to kill the bosses that drop them, and we do not necessarily want players walking in with a great chance of getting such items every time they run the instance.