Throne and Liberty Open Beta Itemization Cross-Feedback
Finally open beta means I can talk about things freely. This post might be a little 'sharp' in terms of information, because it's targeted to the Intrepid Itemization team who I really hope will just know most of what I'm talking about. Glad to chat with others and clarify anything that makes no sense because of that, but making minimal effort to start.
1. The droprates are correct now, in the individual sense of how many things you need to kill to get something to drop. (I haven't really fought things below my level so far enough to get any statistics)
2. The gathering is better, respawns are very on-point, the flow of items toward goals is still broken though.
3. Everything in the gear acquisition loop got squashed, but seems likely that someone just came up with a beta-targeted drop spreadsheet, result is pretty meh.
4. Some effort has actually been made to fix the location-flows that was messing with that mini-PoI complaint I had from before, but there's only so much they can do.
5. A lot of enemies still don't drop remotely sensible things, even materially (scorpions dropping Rune Leather)
6. That 10 Green -> 1 Blue stuff is still in there.
7. At least two zones got specifically rebalanced in a way that might imply better itemization incoming.
8. The 'rewards' for holding Regions still suck because they're just more 'white materials you eventually can send up the pipeline.
9. I don't think most people have found where to get any Lithographs in the open world, yet almost all blue gear is now Lithograph (might be a sign that they're moving toward actual crafting and those will just be replaced with other materials, but that's a longshot dream).
10. The heavy focus on growthstone based rewards for enchanting feels a little empty, particularly when you eventually do hit the blue-gear wall, again, possibly just tuned for an accelerated beta.
11. Less deconstruction of gear to get mats for other gear. Could have been removed from beta to streamline or reduce distraction, but feels slightly better, might be permanent
12. The gemstones used to make Accessories are all streamlined into one thing now. RIP the dopamine hit of mining.
13. A lot of stuff can't be sold on the Auction house now.
Opinions:
So, what this beta has let me see/feel is that the better droprate fixes a lot, but not enough. The lack of variety in actual gear is still there, but that's an issue with stats (a game with 4 stats and no elemental damage/defense can only do so much, but it's doing better than I'd have expected). Even if one isn't thinking in terms of being a crafter, there's still a sort of weird 'missing feeling' from not being able to specialize on the Auction House.
It's mostly now closer to the usual 'this is an MMO because you can have guilds' feeling, in this beta. I don't necessarily think this is the longterm intention, it was just really useful study material because this isn't the sort of build a live game normally uses so I would have no way to check responses to it 'raw'.
So, for example, the fact that the wolves can now drop Quality Rune Leather instead of just Rune Leather gives that feeling-hit of 'Oh, I can do/make something with this'. Before, they dropped regular leather, iirc, so you'd have to get 30-50 drops of that to do anything that anyone cared about. Much weaker feeling, and poor droprate.
Also if you don't want leather armor, too bad, can't really do anything with it (fortunately everyone needs at least a belt so it shouldn't affect non-artisans, they still get at least some of the feeling, and the other whole system of giving you boxes that turn into whatever Green Material you want, still works, because you can choose Thread due to having enough Leather, etc). But, as example, spiders don't drop thread (thankfully Mandrakes do).
Goblins drop Green Accessory component crystals sometimes, could probably get a similar positive feeling (I didn't kill many Goblins this run). This, for me, ended up just being a throwaway feeling, but that might be because of my bias against nonspecialized itemization of this type. Basically it 'might as well be a quest'. The game tells me I have to 'check off these boxes to get this gear piece'.
Since it's hard to imagine the Goblins caring about this crystal as much, it doesn't register. Especially because some of their Contract quests are literally stuff like that:
"Kill Fanged Desert Flowers and bring back their Pink Petals for the Tailoring Association."
You get to see the Pink Petal drop on the ground and everything, but it never goes into inventory (this part is fine), just incrementing a counter for it'. So one can try to imagine a tailor that is going to receive these, but you never have to bring them back to town or anything (neutral) so it's easy to just abstract it to being a counter if you're not trying to. It doesn't help that there's no obvious tailor in Vienta.
So, it's a bit better. That feeling of the 11% droprate, of 'getting a drop you were hoping for but not necessarily expecting', or of 'choosing one target location over another because of that 11% chance', but it's still mostly abstracted stuff and Instanced Dungeon drops.
Key Points:
1. That feeling of actually engaging with anything outside of 'walking forward to get more powerful gear' is still missing.
2. Lack of specialization means areas are ignorable until something points you there.
3. Lack of reasonable drop expectations (below BDO tier still) means that it feels easier to just focus on power and interact less with others
4. Relatively poor methodology for fighting bots at the Auction House makes that feel ignorable too (bearing in mind this is, again, probably just a streamlined accelerated beta, but it seems a terrible way to give people a feel for the game overall, that said, crafting is on the way, so maybe they figure people will ignore itemization)
5. I'm not incentivized to go fight Mandrakes for Rare Magithread even though I like fighting them because I can't be bothered to figure out what else I have to kill to actually use it (Blue Lithograph), and a bunch of stuff just drops as whole gear from bosses anyway.
6. Overall, this can work as is, by just changing the Lithographs to specific materials (maybe put in the tooltip that they're used to make X gear if it matters so much) and having those materials drop from the DCNMs and other bosses, and then some form of crafting.