Design: Loot Categories
November 9, 2025โ
- jyu
- mal
- moomar
- rev
- rora
- special
- warren
- whale
- wout
- dany
- rachael
- galactic
Focusโ
Define loot/reward system for 0.3.0 (Rift Expansion)
- categories
- sources/earning methods
- integration with core loop (Prepare, Rift, Advance)
Loot Purpose & Pillars Alignmentโ
Core Questionsโ
- What rewards motivate re-entering Rifts?
- What do players prioritize when opening chests?
- Does loot align with pillars?
Pillar Frameworkโ
- Meaningful Progression: Does loot make players stronger or open new build options?
- Shape Your Own Path: Does loot allow customization or different playstyles?
- Curiosity and Awe: Is loot exciting and cool to find?
Player Responsesโ
- Satisfying and useful loot (crafting resources, weapon fragments)
- Currently: Geodes for gear upgrades
- Gear-related rewards priority
- Gear improvements expected every 3-4 runs
- Abilities and environmental looting for streamlined crafting
- Short-term goals keep engagement
Integration Approachesโ
Hybrid Approachโ
- Mix Vanilla and Rift aspects
- Keep Vanilla for sandbox farming and familiarity
- Build into Rift system without removing Vanilla unless necessary
- Maintain Minecraft vernacular for newer players (eg. "Rift biomes" vs "Rift themes")
Rift-Focused Approachโ
- Design systems within Wanderers of the Rift framework
- Overworld still exists but not required for progression
- Players can complete mod entirely without Overworld interaction
- Use Minecraft as game engine rather than framework (total conversion approach)
Loot Categoriesโ
Category Listโ
Gear & Weaponsโ
- Gear bases and/or components for crafting
- Keep as single category until further clarification
Gear Upgrade/modification Relatedโ
- Runegems+
Ability Relatedโ
- Skill thread
- Abilities
Rift Relatedโ
- Essence
- Modifiers
Transmog & Vanityโ
- Skins, paints
- Not one-time collectibles (find multiple times for new gear pieces)
Collectiblesโ
- Lore bits, hints
- Maps or clues for exploration
Consumablesโ
- Looted items used from inventory (food, potions)
- Provide bonus stats
- Option if player didn't prepare well
Instant Lootโ
- Immediate effect upon pickup (doesn't enter inventory)
- Examples: Dropped hearts for instant healing, directional maps
- Combat-related drops from spawners or mobs
- Buffs: Increased loot chance on next chest after clearing mobs
Quest/Objective Lootโ
- Items requested by guilds
- Rift-specific objectives
- Example: Scavenger items (Vault Hunters reference)
Resources/Materialsโ
- Building blocks
- Crafting recipe components
- Mod components linking Rifts to Overworld
- Support builders and extra mod users
Sellables/Junk/Fillerโ
- No real purpose but take inventory space
- Minor resource gain when sold to traders
- Example: Soul Harvester extractor (Vault Hunters)
Categories Removed/Reconsideredโ
- Currency: Technically loot but not physical item (less focus)
- Thematic loot: Problematic as category (some vanity items already thematic)
- Guild-specific loot: Difficult to conceptualize beyond existing mechanics
Loot Sources by Categoryโ
Gear & Weaponsโ
Sources:
- Mob drops (zombies/skeletons for components)
- Chests (components or upgrades)
- Weapon and armor stands
- Bosses or elite mobs
- Quest completions
- Rift completion rewards
- Theme-specific mobs
Design Note: Jyu prefers gear as basic loot, not locked behind defeating enemies
Rune Gemsโ
Primary Sources:
- Geode POIs (break open for colorful crystals)
- Mining tasks: Ores or clusters
- Ore: Singular item, one drop when mined
- Amethyst-style: Six sides, six different drops
Secondary Sources:
- Quests and Rift completions
- Trade (stop-gap when can't find in Rifts)
- Dust from recycling
- Geode pieces milled down to make runes/gems
- Special rune gem from completing mob spawner
- Anomalies
- Pre-rolled jewels in jewelry chests/bags
Current State:
- Health, offense, ability-related rune gems exist
- Offense has ability-related modifiers
- Two implemented monster rune gems copy Pentagon versions
- MVP 2.0 source: Monster spawner and loot chests
Implementation Ideas:
- Cave themes with cave-generating rooms spawn geodes in walls
- Geode item becomes rune gem, rolls shape and modifiers
- Players seeking POI mining action
Essencesโ
Purpose: Rift crafting related
Distribution Philosophy:
- Available everywhere in Rift
- Sprinkled in any loot container, mining POI, or activity
- Completing Rift objective = net positive essence gain
Sources:
- Fountain anomaly that spews essence
- Mobs that turn into dust when defeated
- Dead players become pile of essence (their Rift loot converts to equivalent essence)
Abilities (Skill/Ability Related Items)โ
Acquisition:
- Keep in quests, completion chests, and trading
- NOT in random loot containers (avoid RNG acquisition)
Upgrade Path:
- Abilities upgradeable within Rifts
- Craftable abilities: Basic start, upgrade to certain point
- Lootable abilities: Consumable scrolls (stack to 64)
- Experience abilities via scrolls before investing in crafting
Progression Gates:
- Not all abilities craftable immediately
- Lock behind rare crafting resources or guild progression
- Guild levels gate top-tier permanent ability purchases
Mod Components/Resourcesโ
Purpose: Link Rifts to Overworld/mods
Use Cases:
- Support builders
- Players using extra mods/tools
- Harder-to-find or non-renewable Overworld resources
Sources:
- Resource chests (general resources)
- Specialized shipping crate anomaly
- Guild shipment-related anomalies
Transmog & Vanityโ
Case-by-case basis for sources
Collectiblesโ
Sources:
- Special rooms
- Personalized POIs
- Each collectible with own POI (player knows what they're hunting)
Benefit: Know what to search for or when set is complete
Consumablesโ
Considerations:
- Mixed in generic loot pool or own container?
- From mobs or Rift spawners?
Theme-Dependent Lootโ
Benefitsโ
- Adds value to themes
- Allows targeted looting
- Remixes loot ratios (increase chances of specific items in certain locations)
Examples
- Chase resources specific to themes (snow biome, forest)
- Nether-themed focus on gear
- Cave-theme focus on helmets
Additional Topicsโ
Emerged organically through discussion
Inventory Managementโ
- Current Vanilla Constraints - 36 total slots
- 27 slots remaining for loot
- Non-stackable gear problematic
- High loot volume requires larger capacity
- Item design impacts space (geodes dropping many gems/dust types)
- Loot every piece for resources (dislike leaving items)
- Quick runs, fill backpacks, sort later
- Pre-programmed slots for stackable Rift items
- Example: Silk thread always goes to specific slot
- Mod-specific solution to avoid taking numerous slots
- Built-in slots instead of 26 inventory slots
- Reduce needed quantity to match inventory constraints
ARPG Comparison:
- Limited inventory space standard
- Players leave items behind
Lean Loot vs Volume:
- Determine expected loot amount and needed space
- Goal: Understand loot design, not eliminate backpacks
- Purposeful loot preferred over massive inventory bloat
- Weight systems often ignored; slot-based easier to manage
Tension & Gameplay:
- Lean loot minimizes Rift downtime
- Removed timer reduced tension
- Limited inventory creates hard choices (reintroduce tension)
- Disagreement: Some find leaving loot disheartening
Chest Design
- One chest per POI
- Better chests in bigger POIs
- Open chests to see contents (not mine them)
- Sell unwanted gear to traders
New Rift Objective: Swarm Hot & Coldโ
- Enter Rift with safe room
- Get swarmed by mobs continuously
- After killing certain number: Audio/visual "hot and cold" indications
- Directions lead to treasure room
- All loot in end room
Environment:
- No chests or spawners
- Possibly derelict POIs with cosmetics
- Mobs provide direction hints to reward room
- Stressful continuous spawning
- Similar to mob nest protecting treasure hoard
Completion:
- Reward room has loot and portal for objective completion
- Could spawn as random POI becoming the objective
Next Actions
Forum Discussionโ
- Continue Loot discussion, branch out into inventory management and expected loot quantities
Pitch Prepโ
- Start drafting pitches based on discussion of loot.
Next major topicโ
- Mobs
Timeline
- Pitch Votes on Loot after next meeting
- Start drafting mob pitches around same time