Origins of Color Coded Loot

This morning we are going to go on an adventure, or at least travel down a rabbit hole. Be warned that today’s post is going to involve a heavy dose of speculation. There are going to be things that I just don’t know and could not find the answers to, but drew my own conclusions. Like so many of these adventures that I occasionally go on, it starts with a random thought that I carelessly posted on twitter.

Color Coding Loot

Color coding loot as a concept is a brilliant one, because it quickly allows players to filter which bundles of stats are worth paying attention to and which should just be sold or broken down immediately. As someone who plays an excessive number of games that throw loot at you constantly, they are invaluable and help me do a first pass before actually sitting down and inspecting whether or not an item is worth keeping.

The thing is… we have ended up in this situation where most games use effectively the same system with a few minor tweaks here or there. This is a random assortment of games that have color coded loot rarity systems. As you can clearly see there is a pattern here and an agreed upon language that we have landed upon as to what each color means. The funny thing is this same logic applies to many other gaming related spaces, for example when I set up a discord my default is going to be to land upon a white > green > blue > purple > gold scale for hierarchy as far as ranks go. The same was true when I was in the business of building forums.

The Popularization

This lead to a search of what game popularized this concept. This was a fairly short search if we are willing to accept Wikipedia as the authoritative source. To keep you from having to click through and read the entire post on loot in video games, here is the relevant bit.

Loot may often be assigned to tiers of rarity, with the rarer items being more powerful and more difficult to obtain. The various tiers of rarity are often indicated by particular colors that allow a player to quickly recognize the quality of their loot. The concept of color-coded loot rarity was popularized with the 1996 game Diablo, whose designer, David Brevik, took the idea from the roguelike video game Angband.

Wikipedia – Loot (video games) article

So there we have the most basic answer. The game that popularized this concept was Diablo and this style of loot coding has carried forward in the ARPG genre and can more or less still be seen today in games like Path of Exile or Wolcen. This however is deeply unsatisfying because even when the color coding was expanded by Diablo II and Diablo III you still end up with a vastly different scheme than what we have come to accept as the bog standard loot coloration. I feel like we still don’t really have our true answer yet of how we ended up where we are on what colors mean what things.

The Consider System

Now is the point where we start drifting into wild speculation. There are however a few facts that one should take into account. The game that I most closely tie the “standard” loot scheme to is World of Warcraft. I believe in my heart of hearts that its popularity is what has lead to the wide adoption of a specific meaning for each color. However we don’t really know how they landed upon the specific scale that they did. We do know a few things about the early designers of that game and its itemization. In many cases they were hardcore Everquest players, with Alex Afrasiabi and Jeff Kaplan in particular being the leaders of high end raiding guilds. So we know for a fact there is a specific color scale that they would both be intimately aware of.

Everquest was a game that did not give you clear statistics for the monsters you were encountering. It wasn’t like you could highlight the mob and get a specific level number to indicate how difficult an encounter might be. Instead you had something called the /consider command, that would give you a rough approximation both in text and color coding how difficult an encounter might be. So for example if you typed /con on a mob that was significantly lower than you it would spit back a message in green saying “looks like a reasonably safe opponent”. If you considered a significantly higher encounter it would spit back in bright red “what would you like your tombstone to say?”.

As a long time Everquest player, this scale became so ingrained that we just referred to encounters by the color that they considered. You might brag to your friends that you were able to easily solo yellows, or that you managed to kite a red. You also might complain that you ended up getting swarmed by greens and took a stupid death due to the glitchy aggro of a specific zone. It is within this consider system that I think we start to shape up what is the standard going forward.

The Dark Age of Camelot Consider System

Alex Afrasiabi, better known as Furor to the old timers… was the leader of a rather notorious raid guild called Fires of Heaven. I started my Everquest career playing on Veeshan, the server they were resident on and was quite aware of some of their exploitative tactics for coming up with creative solutions to encounters. During one of these such encounters it earned Furor and practically the entire raiding group a permanent ban from Everquest. I believe it was during this time that a number of Fires of Heaven folk set up shop in Dark Age of Camelot, which was the first true competitor for Everquest and offered a significant number of tweaks to the template. Again we are going into the territory of speculation here as I have no specific knowledge that Furor was among this group, but I believe if my memory serves me that Fires of Heaven had a Midgard guild.

The DAoC consider system is pretty close to that of Everquest, with a few tweaks. For starters there is no specific “even” consider within the system. Things that are Yellow are either on level or above your level. One of the problems with the Everquest system is that Red was a really obtuse consider ranking, especially at low levels. There were times that reds were absolutely something that was reasonably to do with a full group, but it was impossible to tell without the use of Allakhazam whether those mobs were 20 or 40 levels higher than you. In Dark Age of Camelot they fixed this problem by introducing purple as being extremely higher than you, meaning that no really… you were absolutely going to die if you tried this thing.

Another really interesting thing that Dark Age of Camelot did was set usability ranges on your gear. if you used an item significantly higher than your current level, it would wear down more quickly given that you “lacked the skill” to use the item. As a result the items in the game used this same consider color system to indicate how far or above an item was to you, giving you some indication of whether or not you should be using a weapon and when you should probably start upgrading it. As far as I am aware this is the first case this specific color palette was applied to specific loot items.

World of Warcraft Viral Spread

As I said at the beginning of this nonsense, I am absolutely certain that games like Borderlands use this color scale because World of Warcraft popularized it. World of Warcraft is the very first example I could find of using purple as the rarity immediately following blue for example. My theory is that Diablo had already popularized and codified the concept that loot should have colors denoting rarity, and since very seasoned Everquest and potentially DAoC veterans were over the itemization… that we ended up using that very familiar color scale as their gauge. I feel like I am bolstered in this notion by looking at the original launch color rarity scale. Red in the Everquest consider system was used to indicate the end of the scale, and this was also the original color of artifact gear. Yellow at some point became gold, maybe because in later revisions of the DAoC con system Orange was introduced to wedge between Yellow and Red.

Today we have a slightly different looking color scale with Artifact and Heirloom meaning very specific things and as such being outside of the actual rarity scale. Once World of Warcraft became a cultural event, this same loot scale spread from game to game until now it is just effectively the standard language for quickly indicating how special an item might be. Do I know for certain that anything I just said is the truth? No… not really. Like I said at the beginning of this, today’s was a journey of speculation. Do I think that my theory is likely? Yeah I really do think that Diablo popularized the concept of loot color coding and that the World of Warcraft Standard was deeply influenced by the Consider system from Everquest and Dark Age of Camelot.

Season 21 Complete

Saturday afternoon I finished up Season 21 in Diablo 3 and I have to say… I am a bit listless now when it comes to what I should be doing with my time. I have plenty of other options, and I have been more or less falling back on playing Destiny 2, but it feels a little weird. During the course of a season I pour so much of my time and thought process into it that when it is over it feels a little strange. Games can be that way, and often times I find myself stalling finishing one just because I don’t want the experience to be over. There are a slew of games that I am one to two hours away from beating… and then just stopped playing rather than pushing across the finish line for one reason or another.

With Season 21 I had gotten into this familiar and comfortable pattern of farming bounties to get caches. I’ve written about this at length in other posts but the “easy” way to get the Avarice conquest is to save up enough caches and then open them all at once so that when you move you gather up over the 50 million gold needed. For me this represented 36 bounty caches that I managed to farm up, when I in theory only needed 31. However the amount of time that goes into the farming… always makes me want to over farm just to make sure I don’t screw things up somehow.

The most stressful moment is when I have to reach back into the bank to grab more caches knowing that if I move now it will be over and all of my farming will be for nothing. This is quickly followed by the frustration of having to clear out the mass if items that drop as a result. It takes so many trips do and from the pile of loot in order to clean everything up. This time around I spend most of the time cubing legendaries to finish out the last 20 or so that I needed for that final step in the seasonal journey. Unfortunately I didn’t get anything of note and am still at a single Primal Ancient for the season.

Why did I go through all of this effort? Well for the pet of course. This time it was some sort of a skink in a tube on top of a robotic crab body. The last time I did this seriously was for a Goblin that looked like Tyrael. Why do we do anything in games? For me at least it is more than likely for either a gear upgrade or cosmetic reasons. I could in theory do a bunch more things this season, but in reality once the final goal has been accomplished it feels like it is time to put this character to bed for a few months. I do at some point really need to clean up all of my alts in Diablo 3. There isn’t much of a reason to keep anything more than one of every class, so that might be another side project over the coming weeks.

There is of course my Switch character that I will continue working on. As of last night I hit level 66 and have started trying to pre-emptively knock out as much of the seasonal journey stuff as I can so that when I ding 70 I should have some packages of loot waiting on me. Since I did not do Crusader for the PC season, I decided that Thorns would be a highly playable build for console. So over the next few days I should be dinging 70 and will begin knocking out those seasonal journey accomplishments there. The only real challenge is that I don’t have much in the way of a peer group to knock out things like curses. I know Carth managed to solo it with a well leveled Boon of the Hoarder gem, so I might go after that route.

Curses, Thrill, and Bounty Farming

Idling in Tristram on Seasonal Barbarian in Diablo 3 Season 21

Yesterday morning was a bit rough due to the hosting issues, and as a result I got my normal post out significantly later in the day. If you are on a cycle of only reading my blog in the morning then I would greatly appreciate you giving that mid day post a read as well, because I am curious about folks thoughts. In other business I still need about 11 bloggers to volunteer for Blaugust Promptapalooza so please check that post out as well if you are so inclined. Now that the business is out of the way I have been spending most of my time working on the Season 21 journey in Diablo 3. Here is a rundown of the progress made since I last wrote about it.

I tweaked my “No Set” build quite a bit, switching it from an earthquake based build to one that uses Hammer of the Ancients or “HOTA” in D3 parlance. I started with this build as a template and then tweaked it with the items that I actually had access to, namely I still have not gotten fart pants or illusionary boots. I also swapped the Esoteric Alteration gem for a Legacy of Dreams which makes the whole no-set thing significantly easier. I managed to do the 45 with plenty of time to spare and quite honestly Legacy of Dreams just made it a cake walk considering I went in with a 55 gem. The one gotcha is that I took this conquest to mean “no set bonuses active” but what it actually means is no set pieces at all equipped. I ran it once with a pair of ancient legendary set pants and didn’t get the conquest until I went back in and ran with a random legendary pants equipped.

The other conquest that I have knocked out is curses. The easiest way to make this one happen is to keep recreating your adventure mode game until you see the “Cursed Peat” bounty up in Act V Paths of the Drowned. This guarantees that the cursed chest is up, and that particular event spawns a ton of little boglings which help you add up the numbers needed. Two nights ago I was on fairly late and I saw it was up and tried to solo it… and I only hit 311, so just a bit shy of the 350 needed. Last night however Grace and I popped in and out of games until we found the right bounty and managed to beat the 350 needed by about 20. I wish we could have connected with Thalen, because I am certain he will need the conquest as well at some point this season.

That leaves me with only the very time consuming conquest left… Avarice. I’ve written about this before but effectively on T16 I am going to need to run 7 rounds of bounties or a total of 31 bounty caches. I realize I just linked to the post that has all of this information but for the sake of anyone with fresh eyes I am going to repost the cache related information here.

A T13 bounty cache contains 1,190,000 gold.
43 T13 caches contain enough gold to achieve the conquest.

A T14 bounty cache contains 1,440,000 gold.
35 T14 caches contain enough gold to achieve the conquest.

A T15 bounty cache contains 1,540,000 gold.
33 T15 caches contain enough gold to achieve the conquest.

A T16 bounty cache contains 1,640,000 gold.
31 T16 caches contain enough gold to achieve the conquest.

I could in theory do them on T13 and effectively knock the bounties out quicker… but I am not sure if the difference in speed would be worth two full more rounds of bounties. I always do more than the strict amount because I am constantly afraid of having to repeat the entire process again. So in theory were I doing T13 I would collect at least 45 chests (9 rounds), and on T16 I would collect at least 35 chests (7 rounds). I am limited in part due to my movement speed and less on the actual killing speed… so in theory there isn’t that big of a difference in the time it takes me to clear T13 as to T16.

Once I have finished my 3rd conquest I will have one last thing to finish, and I have been collecting a vault full of legendaries to knock it out. Essentially I have to use the cube to extract 40 powers, and doing all of these bounties are going to give me plenty of materials to be able to complete this easily. I will be swimming in them, and hopefully can use the excess to begin rerolling the various items I have equipped and hopefully get everything to ancient, and maybe a few to primal. The weirdest part about the season for me is that the roles have been reversed. I am the one carrying others and not the one being carried, which is kind fun for a change. If you need help knocking out any seasonal stuff let me know and I can hopefully arrange a time to assist.

Leapquake and Whirlrend

If you have been around this blog for any length of time you will know that I sorta have a thing for Diablo 3. It is easily one of my favorite games of all time. On what is effectively a three month interval I drop everything that I am doing and allow myself to get wrapped up in the seasonal madness. This began on Friday and as is our tradition Grace and I did the early grind together with Byx who has of late become our regular third. Topping off the party was Grace’s husband that we lovingly refer to as “the Kraken” for reasons that won’t make sense. We actually lasted considerably longer than normal and made it to just shy of 60 before sleep finally claimed me. Unsurprising to anyone, Grace managed to grind out the rest of the season before sleep claimed her.

We actually had a significantly more structured approach to this year and we completed a challenge rift in an attempt to get a bit of a boost. I crafted a two handed mighty weapon and it thankfully turned into Fury of the Vanquished Peak, which provided a nice boost to Seismic Slam damage, but also was a required cube item for the final build. This season the Haedrig’s Gift set is Might of the Earth and as a result I built into the Seismic Slam build which involves hopping around the map and each time you do so you drop an earthquake and then using a significantly buffed Seismic Slam to do the clearing. The build ended up significantly more powerful and more quickly than I had expected in part because of that early cube item get.

My goal for the season however was to build out a Whirlrend build, which involves a specific combination of items that effectively lets you spin forever and each time you touch something apply multiple stacks of rend that tick down instantly dealing all of the damage at once. I love the build in part because it is mindless and doesn’t require any timing for finesse. It is the perfect build for farming Rifts and Bounties… which I am going to have to do a significant amount of this season to get the Avarice conquest once again. The only challenge I am running into is that the Might of the Earth build above just has a higher potential right now for clearing. Whirlrend is fun, but at least at this very moment it feels EXTREMELY squishy as in the GR60 range a pack of anything that throws a projectile can effectively end my day.

The challenge that I ran into even trying to make the Whirlrend build work, is that I was missing a number of key items… items that were not dropping at all. The biggest of these was the Ring of Might, and after some reading I found out that the easiest way to get one of these is to do Kadala’s blood shard lottery on a low level Barbarian… level 8 to be specific. As a result my second seasonal Barbarian was born, and sure enough on my third ring bought from Kadala I picked up that Ring of Might. Had I been following a guide more closely it probably would have had me pick up this item early on, but regardless it worked.

The next key item in my cross-hairs was picking up Ambo’s Pride a legendary Mighty Weapon that makes your rend apply all of its stacks at once. I was having zero luck getting this either through the lottery or through converting rare mighty weapons. Doing some more reading it is apparently available at level 29 and at that level the drop pool is significantly smaller. This meant that I needed to level my baby second barbarian so I ultimately ran a round of bounties and that was effectively enough to get it. I proceeded to attempt to gamble and rare convert on my level 30 Barbarian and the luck was not with me. However in one of the runs farming bloodshards to try another round of gambling I managed to get the drop effectively negating leveling up to 30.

The core problem with Whirlrend is that it really needs way more paragon points than I currently have, or at least way more perfect items than I managed to acquire. For now I am probably going to shift back to Might of the Earth Seismic build because while it requires a lot more work, I think I can probably make more progress in knocking out the remaining steps n the seasonal journey. I need to pick which of the set dungeons I am going to master, because quite honestly this is the thing that trips me up pretty much every season. I am bad at set dungeons, and I hate being on a timer… so I pretty much avoid doing them until they are literally the only thing I have left in the season. I’ve already solo’d my GR70, but I have yet to step foot into a set dungeon. I guess I need to buckle down and figure this out.

Secret Mission Update

On Friday I wrote a bit about a Blaugust secret mission I am working on. I still need eighteen bloggers who are willing to do some shenanigans with me. Essentially I am working on something and all it requires is that you:

  • Have a Blog or Vlog
  • Are Willing to Make a Post on a Specific Date

If I can pull this off it will be really cool, but I don’t want to go into more details publicly right now. However if you are interested in helping me with this drop me a line on any of the various contact means you might have. Comment section of the blog, twitter, facebook, discord, or whatever other contacts means you might have for me. I have some documentation ready to go that I will share with you if you choose to accept this nonsense.