Howdy! I have been "researching" this issue for a while now and would like to share my findings as they are highly relevant to the discussions going on with caps in player levels etc. Starting this current release 62 I noticed after playing for a while I was missing loots that is supposed to be "guaranteed" such as wood and scraps from siege engineers, obsidian chips from trolls etc. I ofc first reported this as a bug but am now 99% convinced this system is working as intended and is as the topic states, a loot cap added with no mention given in patch notes, release notes or the task list. The system appears to working exactly like the current soft cap for exp. After you'v generated* 20-25k gold within an hour you'll start missing out on loot. If you wait until more than an hour has passed from your original starting time, the loot count seems to be reset. Exactly like the exp soft cap. This is impossible to notice without looking at loots that are supposed to be guaranteed. *this is not gold looted. This is the NPC value of everything you loot combined. Iei gems add 200, artifacts add 500-2500 etc. I can 100% consistently replicate this and it NEVER happens before I have reached the 20k mark on fresh play session. I would not take my word for it but test it for your self. You can easily count the total gold generated by adding up your gold looted and dumping all items to a NPC merchant trade window and multiply by 1.2. It took me a while to be convinced this is the case because at first I wouldn't believe they would add such a major system without mentioning anything. Even after I knew how it worked currently, I tried to confirm if it's an anti-cheat system gone wrong. Since I had no replies for my PMs and seeing the plans for level capping PVE zones in R63. PS. Replicating this solo is not possible for most people. If you really want to, you can easily replicate this in a group with a master looter though. ***UPDATE*** This cap appears to have been adjusted with the latest R63 patches. And adjusted to be a lot worse for the efficient but legit player. I have not yet had the time to replicate this more than a few times. Therefore I don't have a full hypothesis for all the details of how it currently works. Here's what I know so far: -The cap hits you faster. This happens to me often after just ~15 minutes or so of play, before I'v made even 15k gold on fresh play session. The limits may be reached even quicker, I haven't been able to do a lot of testing yet. -The cap doesn't remove (only) entire stacks and items but rather removes them and reduces stack sizes, at least for gold. I'm seeing 1-3 gold from tier 10 mobs. If you're seeing this as well, please share your findings here and/or on the related bug report here. Please share as much details as possible: of what you were doing, was it a fresh play session, if you know the gold value generated and in what time etc. ***UPDATE Mar 8th*** Yday's patch with no patch notes appear to have reverted back to the R62 implementation or at least something close to it. In other words the changes in R63 making this worse, were reverted but the cap does exist still.