Development Cycle Archive
Thread: Group Looting Changes
DeQuosaek
Thu Feb 03, 2005 9:43 am
#118
Wow, are you serious? I never noticed this. But then again, I never didmuch testing on it. It should definitely be based on the group's damage against the other group or individual's damage. Can we please get this changed? Pretty please?
Otegu123 wrote:
That's not how it currently works. It is who does the most cumulative damage. Meaning it is the entire group's total versus the one person's. It seems the fairest way to do it.
No, RankorCity is right. If you have a group of 20 swordsman, and an individualjedi comes up, thejedi will get loot rights since s/he does the highest individual damage... It really needs to be changed to group damage though...
Amsaran
Thu Feb 03, 2005 9:56 am
#119
I was wondering if this will have any possitive impact on the current Harvesting set-up. As a Ranger I always find it frustrating to be hunting in a group and have to remind everyone in my goup to not forget to harvest the resource we are collecting.
Tiggs
Thu Feb 03, 2005 10:15 am
#120
Karquile wrote:
What about distance from the kill? (Are you going to be teleporting rug threads 9km across solo groups?)
What happens when the Loot Master leaves the group or is kicked? Is another player selected at random? Does the group looting status change, and if so to what?
Can I group with a hunting party, not actually go into the field to fight, get designated as Master Looter, and just sit back home next to a vendor or bazaar or in a storage house, and pick through and save/sell/delete loot as it comes in, while my team just fights full time?
- No. The only method that would even seem to allow this is lottery, but lottery requires you to be within 20 meters of the kill, otherwise your lottery window auto-closes and you’re marked as having passed on the item.
- By default the loot master changes back to the group leader.
- Uh…no. See answer to number one.
Cebre_Opasloa
Thu Feb 03, 2005 10:23 am
#121
Something has definitely been in the water there at SOE lately... Whatever it is, we should bottle it, sell it, and force the Devs to take it daily... LOL
Great work! A lot of really good changes coming...
Cebre_Opasloa
Thu Feb 03, 2005 10:24 am
#122
Something has definitely been in the water there at SOE lately... Whatever it is, we should bottle it, sell it, and force the Devs to take it daily... LOL
Great work! A lot of really good changes coming...
Loki_Ashaman
Thu Feb 03, 2005 10:24 am
#123
Tiggs wrote:
- No. The only method that would even seem to allow this is lottery, but lottery requires you to be within 20 meters of the kill, otherwise your lottery window auto-closes and you’re marked as having passed on the item.
20 meters? Could we at least get this to within attacking range? When hunting Krayts, as a SL/Rifleman I'm rarely closer then 50m (unless the Krayt decides to charge me), and when it dies I can guarentee I'm no where near 20m when someone clicks "loot".
Dajaan
Thu Feb 03, 2005 10:25 am
#124
^^WARNING! ^^
20m is way to small for a party - when eg. our guild is hunting krayt dragons we usually have two people tanking the dragon and a lot of ranged chars that try to stay about ~60m away from the mob - they would be left out in that case (20m radius) - setting the radius to 64m (shooting distance) would be more just...
20m is way to small for a party - when eg. our guild is hunting krayt dragons we usually have two people tanking the dragon and a lot of ranged chars that try to stay about ~60m away from the mob - they would be left out in that case (20m radius) - setting the radius to 64m (shooting distance) would be more just...
Message Edited by Dajaan on 02-03-2005 06:26 PM
IndySWG
Thu Feb 03, 2005 10:26 am
#125
Loki_Ashaman wrote:
Tiggs wrote:
- No. The only method that would even seem to allow this is lottery, but lottery requires you to be within 20 meters of the kill, otherwise your lottery window auto-closes and you’re marked as having passed on the item.
20 meters? Could we at least get this to within attacking range? When hunting Krayts, as a SL/Rifleman I'm rarely closer then 50m (unless the Krayt decides to charge me), and when it dies I can guarentee I'm no where near 20m when someone clicks "loot".
Yeah, and support roles like Doctors and Combat medics (especially after CU) may be further out from the mob concentrating more on the party memebers than their target.
RankorCity
Thu Feb 03, 2005 10:30 am
#127
Loki_Ashaman wrote:
Tiggs wrote:
- No. The only method that would even seem to allow this is lottery, but lottery requires you to be within 20 meters of the kill, otherwise your lottery window auto-closes and you’re marked as having passed on the item.
20 meters? Could we at least get this to within attacking range? When hunting Krayts, as a SL/Rifleman I'm rarely closer then 50m (unless the Krayt decides to charge me), and when it dies I can guarentee I'm no where near 20m when someone clicks "loot".
Most likely there will be a lottery timer, allowing everyone to get within the 20 meter radius. If there isnt a timer, implementing one would be a good idea
SBRD0C
Thu Feb 03, 2005 10:32 am
#128
Tiggs wrote:
Karquile wrote:
What about distance from the kill? (Are you going to be teleporting rug threads 9km across solo groups?)
What happens when the Loot Master leaves the group or is kicked? Is another player selected at random? Does the group looting status change, and if so to what?
Can I group with a hunting party, not actually go into the field to fight, get designated as Master Looter, and just sit back home next to a vendor or bazaar or in a storage house, and pick through and save/sell/delete loot as it comes in, while my team just fights full time?
- No. The only method that would even seem to allow this is lottery, but lottery requires you to be within 20 meters of the kill, otherwise your lottery window auto-closes and you’re marked as having passed on the item.
- By default the loot master changes back to the group leader.
- Uh…no. See answer to number one.
20 Meters? I'm hoping thats just an example and that the real number is more like 100...
Why? Take me.. I'm Krayt hunting with my Guild.. I' a pistoleer/smuggler.. think I'm getting within 20 meters of that dragon when I can shoot from 50? AoE attacks don't like me, I'll let the Melee Folks stay closer, while I shooot from a bit further away.
RankorCity
Thu Feb 03, 2005 10:38 am
#129
DeQuosaek wrote:
Wow, are you serious? I never noticed this. But then again, I never didmuch testing on it. It should definitely be based on the group's damage against the other group or individual's damage. Can we please get this changed? Pretty please?
Otegu123 wrote:
That's not how it currently works. It is who does the most cumulative damage. Meaning it is the entire group's total versus the one person's. It seems the fairest way to do it.
No, RankorCity is right. If you have a group of 20 swordsman, and an individualjedi comes up, thejedi will get loot rights since s/he does the highest individual damage... It really needs to be changed to group damage though...
Yeah, its been like that as long as I can remember (launch?)....I have done itan untold numberof times (outdamaged groups when I am out solo)...The way the loot system is currently actually discourages group hunting (especially with people that you dont know). Even with the loot notification working, I either hunt solo or with a very small group of trusted friends.
GangaWolf
Thu Feb 03, 2005 10:40 am
#130
/agreed
Ror the sake of the Ranged Professions and Support classes, I would make the range at least 90 meters or, better yet, 120 meters (64 meters is nice, but as creatures usually flee when near-death, you could have someone just out of range when the kill goes down, particularly if they were doing prone ranged attacks).