Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
I like the idea. A similar system was implemented in other games and seemed to help with the issue of players stealing or taking items that then make it unfair to others.
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Ok I personally think that the system u ppl are planning is really ok, but i would like to get those seconds higher,just enough so when others steal ur loot u cant complain , coz u were given just enough time to pick it up and stay concentrated on the current situation ur in.Coz I know ppl r like that n they will always complain for a lot of silly things just becouse they r angry or something.I know it will be hard, but try to find that limit,coz after all u guys r grinding GEAR games,n these games r sometimes all about the loot ;). be carefull with this guys, few seconds can affect a lot. good luck.
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Item quality and amount should depend on players damage done plus damage recieved to/from a monster. This would prevent leechers/ninjas from getting good items before you, also allows tank type characters to get good items (this is why i also suggested damage recieve). So if someones in the party just wait for the loot will receive significantly lower quality, and less amount of loot.
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
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Now that's an interesting idea- goos call on damaged recieved. I often have played healers but noticed that often you will draw aggro for healing but get no XP, which displeases me.
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I didn't read the whole post maybe someone already proposed that.
Just make items pickable on the whole screen without moving. That's it. It's not really realist but well this is a game after all. |
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" This ^ When I die I want to go peacefully like my Grandfather did in his sleep - not screaming like the passengers in his car
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There are a lot of good arguments going on here. A lot depends on what the different types of leagues and how those play out. I am not a big fan of cutthroat/pvp aspect, and I can see how this needs to be worked out for them. The idea of playing a solo to get loot if you end up getting stuck in parties with massive competition and ninja looting, can a solution to some. On the other hand, not knowing how different the loot is between the levels of mobs is a question that plays in. Plus, if boss loot is a lot better, will they be solo-able or will you need a party to take them down?
I like the idea of competition, but how important is it in a group setting if you can do some solo play for guaranteed loot. My big worry is that currency items(the orbs and scrolls) will be the first and always choice to be picked up by everyone. I know it would be complicated to implement, but having currency items drop individually but other things be FFA is an option. My thought is to expand to inventory to have currency item slots and those drop directly into the inventory. You could still move some to stash or to regular slots if you are close to a max stack size(not sure exactly how it is..just remember seeing scrolls stack in some gameplay videos). A lot of work, especially with the number of different scrolls and orbs, but the thought that came to mind after reading through these posts. |
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I think each person should have there own loot table. What i means if i'm with 4 other players. each of us should get the same loot as if we each where soloing. the other party members cant see my loot and i cant see theirs.
loot should be separate for each person. this will make people group up more and play as a team. what you are doing by making the loot a competition is making players not want to play with each other, unless they know the people they are playing with, their friends or guild mates. in the end if players feel like they are being treated unfairly or if they feel like they are been wronged or losing out on something they worked for. they will quit your game and go to a game where their work has rewards without having to worry about someone stealing what they worked for. Last edited by jairus#6538 on Nov 28, 2011, 8:31:44 PM
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I'm not sure if this was mentioned before, but I would like to see somtehing like a loot filter system that would prevent, for e.g. a witch to take an item that's only useable by a dualist. This could be only in the easy mode or any way you guys at GGG see fit, but it would prevent ninja looting at least a little. Also Quest items could be dropped to people separately in their own instance so everyone in that area can get the Qest item, without stealing it from others. Again this could be only in easy mode.
Go!...Bwaaagh! Last edited by beefhusi#3255 on Nov 29, 2011, 7:52:39 PM
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Bear in mind, there are no class-specific items - merely items that one class is far more likely to end up using than another. It's possible, if unusual, to have a duelist using wands (for example).
I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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