Originally Posted by aj0413
Originally Posted by LordCrash
I give my vote for a mixed system:

1) General loot is randomized, even powerful items. So there isn't a big change for the current system.

2) But unique items are placed at special locations or are used for quest rewards.

3) There are unique items for every class or at least overall builds (two-handed, one-handed, dagger, shield, bow, crossbow, wands, staff; heavy armor, light armor, mage clothes).
4) Unique items are really powerful (at least one level above randomized loot). Upgraded normal items can get better than standard unique items, but never better than upgraded unique items.

5) Unique items can be improved by crafting with very rare ingredients to become even more powerful items. Sometimes the very same ingredient can only be used to improve one unique weapon or armor. To get these ingredients you have to look out for special locations or even solve quests and riddles in the "correct" way.

6) Unique items always have a special look and history behind them, making them interesting and enhancing the roleplaying.


I'd only add unique crafted items to that list and place normal crafted items in the same vain as normal loot items in terms of max and min power.


Sounds good to me, Normal crafted items should be used to make money or fill loot gaps. D:OS did a great job of allowing you to upgrade items you had found with specific gems or items so if that normal loot can be made better with a little elbow grease than we're good.