Development Cycle Archive

Thread: Group Looting Changes

TookyG
Thu Feb 03, 2005 12:23 pm
#144







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? What about carbineers and rifleman who may be outside of that range?




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Whacko4squid
Thu Feb 03, 2005 1:04 pm
#145

Whacky?....no comment
Phizz127
Thu Feb 03, 2005 1:22 pm
#146

Thank you! A loot system we can finally live with




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Fion13
Thu Feb 03, 2005 1:24 pm
#147

OMG! I'm not gonna be able to sleep tonight with all the great stuff you guys have told us about today.

What is SOE feeding you devs these days? Your through the roof with great changes and improvements to the game.



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Fion13
Thu Feb 03, 2005 1:29 pm
#148

"Nice...great work stealing borrowing this from EQ2. I always thought that system should be in SWG."

Haha, well since EQ and EQ2 have done plenty of this with stuff from SWG over the last 2 odd years now (The EQ2 devs tell us that EQ2 doesn't use the SWG engine but I know it uses parts at least. I can just tell the way certain systems act and work,) it's about time they take one of the good systems from EQ2



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Fion13
Thu Feb 03, 2005 1:39 pm
#149

"If it is your groups kill then no one other then the designated people in the group can loot."

Yes Tiggs but a slight problem has grown up that causes problems with this. Because loot isn't based on your groups damage but rather the person attacking the mob who did the most damage, in your group or not. When you get someone like the powergamers who have rare weapons, (and there are a lot of them) who may be out damaging the group, and getting the loot. This is extremely common with spawns that are known to drop good loot. You have all these people with rare weapons that do massive damage and the average player hasn't a chance in hell of actually getting to it, even with a fair sized group. EQ2 deals with this by having the locked encounter system, but most people hate it, so I wouldn't suggest that. But some kind of system to help stop kill stealing would be good, especially with more loot and static spawns being put in the game with every patch. Granted, I'm a proponant of very minimal static spawning outside of dungeons, and of making dungeons instanced like the Corvette is.



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ClayDon
Thu Feb 03, 2005 1:43 pm
#150

"no more ninja looting"




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SpiderWiz
Thu Feb 03, 2005 2:38 pm
#151

This is great news....can't wait for this to get into game. Good Job. Could have used this last night. hehe
MBLAST
Thu Feb 03, 2005 3:10 pm
#152

Nice! I look forward to this!



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Gojita
Thu Feb 03, 2005 3:30 pm
#153






dashbarron wrote:


thats intresting, its almost the same looting system as on WoW...


Good changes though

Message Edited by dashbarron on 02-02-2005 06:10 PM







btw, great change!





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Braydin
Thu Feb 03, 2005 3:33 pm
#154


I am gonna bring up the Evil Blizzard product here. First this loot system looks oddly familiar from my time in said blizzard products beta.. it was one of the features that I thought was perfect! Second, maybe another page from the product thats name must not be spokens rule set, First group to engage gets the loot and exp. I believe EQ2 even locks down the target as unattackable to other individules and groups, this would be a great idea IMO here, adn would solve the KSing and crap that goes on , espically on Kraytes adn Nyax.


and yes 20m is way too small, 200 would be more like it.. after a group of kills people are spread out all around the area, some backed away from a lair or group to heal/meditate, some are on another close by mob that may put them over even 100m from the creature being looted...

Message Edited by Braydin on 02-03-2005 04:35 PM



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Bughunt
Thu Feb 03, 2005 3:40 pm
#155


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.


When it comes to krayts, 20 m is nothing, in the fact that the run atleast 60 meters when the die or close to diing, GDK are the same.


This needs to be tested left was of sunday.



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Landy
Thu Feb 03, 2005 3:50 pm
#156


Auto-closing a window only make sense to me if "out ofrange" = more than 100m, maybe even up to 164m...considering how far mobs,eg Krayts, can move in their death throws. 20m is nothing with krayts - rifleman would have a tough time as is.


An option here might be to not auto-close and simply give them a message to move closer if they want in on the looting ( do this for the 20 second time period ( which btw should be done visually somehow - progressbar? )).


Consider as well that group adventurers typically are trying to kill multiple mobs at one time - while any of the group can move to help support other members.


Last point I have is that changing up group memeber, eg, kicking someone from group just as mob is about to die, seems a very likely senario. No matter who was right or wrong for being or getting the kick - the rights for group as it was when the beasty dies should be intact until until the looting is complete - meaning even though one person got kicked from group - they still have the same loot setting applied as if they were still in the group. I know this is techincally a challenging senario - however seems worth serious thought.
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