Massively now has up an article looking at the recent patch, and if a bit about item drop power is going to affect things for the bad in the long run. Here is an excerpt:
As you should already well know, Destination Games is hard at work on patching up some common complaints in their new sci-fi epic Tabula Rasa. Though the most significant part of the patch for most players was Rage getting whacked with the nerf bat and the promise of a free respec, that wasn't all that Paul Sage and crew had in mind. An easily overlooked part of the patch notes says, and here I quote, "We have also fixed another problem where item rarity was not affecting damage bonuses on the items. Now green weapons will do more damage than their white counterparts of the same level. Blues will do more than greens." Itemization is getting tweaked, and it's going to have huge ramifications.
As things of this nature usually do, the change has spawned a heated discussion within the TR community, with some feeling that the difference in itemization (which, if you'll note, is called a "fix" not a "change") is going to have profound implications for the way players approach equipment and the game in general. As the game exists now, damage is entirely independent of item quality, and the only advantages conferred by rare items (which follows the popular rarity scheme of white < green < blue < purple) are that they have their mod slots filled. In most cases an item bought at a vendor is basically equal to a purple of the same level that you can get either as a rare drop or as a quest reward. Why is that a problem?
Read the full article and come back here for the latest news.
http://www.massively.com/2007/11/28/the ... bula-rasa/