Development Cycle Archive

Thread: Group Looting Changes

AnXdiety
Fri Feb 04, 2005 5:25 pm
#196



Tiggs wrote:


weaponmaster88 wrote:
PLZ make the max loot range 64m, or even better, make it relevent to your weapons range. i just don't see why as a carbineer i have to have a battle disadvantage if i want to loot.


That is one of the things we want to address





Is the issue that the loot people want only drops in singles going to be addressed? For example you could take a group of 5 out to kill a krayt or an elder, and after that 20 minutes huge ham beating we give them they drop a single crystal or pearl. Only 1 person is rewarded for the work involved. Just allow each person to have their own independant roll for loot on the creature. Much in the same manner as group harvesting works currently. This would ENCOURAGE grouping rather than the solo mentality. People solo primarily because it ensures they get the loot that they want.





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

TheLateAnakinSolo
Fri Feb 04, 2005 5:45 pm
#197






Calandryll_SOE wrote:





RagNoRock5x wrote:

I to am puzzled over this decision, 80-90% of the people where in love with this new system. Which is alot better than the 40% that are infavor with the current one (Estimate)


Those that did not like it where complaining about the 20m loot range which i agree should be raised to 64 (the max fighting range) Or they were ignorat rumblings about the group leader and loot stealing.


Only thing that needs to be done to make this loot change perfict if so adjust how loot rights are determuned for groups and the lottery range to 64. Which ever GROUP deals the most damage not which ever group has the most jedi would be an exelent way for it to work.






It's not that the current version is broken, it's about taking the time to make it better.




I hate to sound like the Jedi that everyone hates... but...




If it was broken, and you took the time to make it better, then all of a sudden, your back to Pre-fix...



Some very simple things that you guys have already developed could be placed in to make the Patch 9 (jedi) sooooo much better. For Example.



*Lowering Saber block to the max % of armor.


*Adding resists to Jedi robes by rank.


*Chaning rewards for FRS to actually, work, or give something worth working towards. (It's proven that the current stats make jedi WEAKER by entering the FRS) Maybe even duplicate skills throughout the FRS tree (Like Force run 1 at Knight, heal all self 1 at Rank 1, Lighting at master (Light) and reversing it for Dark.)


*Put something like Blaster Reflection in (you have already done this) but balance it. (Something like Berzerrk, where you can't use attacks, but you can reflect attacks back at the attacker, so your able to use defense as an offense.) If you were to balance it so that a knight can block enough to not get slaughtered, but at the same time, reflect enough shots to 'even' the encounter with the jedi deflecting and reflecting shots at a range.


*Do something like add FRS xp for Overts on Yavin (add the abality to place bases on every planet) or a battlefield with NPC jedi spawns that give xp.



It wouldnt' take THAT much time, but that 1 or 2 weeks that you rushed out Publish 9... You placed the structure for the GREAT system, yet you didn't build anything on it.







AND JUST TO PROVE I'M A JEDI NERD...




1 EASY way to solve 99% of the looting problems would be making it so we could get our own crystals instead of dealing out millions. Yes, it helped with you increasing the krayt spawns, but they are still multi-millions...





- I support keeping & balancing the current combat system
Face Loran (2 unlocks), Rostek Horn (Jedi Knight), Corbantis
*April 17th, 2004* to *Sept 13th, 2004.* *Dec 20th, 2004* to *Unknown*
*****Non-Geo Cave Jedi*****
JEDI KNIGHT waiting for a FRS fix
Dont ask me why I'm going for 2 Jedi, because I don't know myself.
Do or Do not, there is no try.
Firetracker
Fri Feb 04, 2005 6:03 pm
#198






Tiggs wrote:

Based upon the feedback provided in this thread we are going to hold off on Group Lootinggoing to Test Center. We would like to dosome more work on this to ensure thatwill suit the needs of our player base.Once Group Looting is ready for review we will post it again to this forum.


Thank you all forthe valuable feedback you provided.








Oh dear. I was looking forward to that...
SonGouki
Fri Feb 04, 2005 7:24 pm
#199






Tiggs wrote:





weaponmaster88 wrote:

PLZ make the max loot range 64m, or even better, make it relevent to your weapons range. i just don't see why as a carbineer i have to have a battle disadvantage if i want to loot.


That is one of the things we want to address





Tiggs, you might want to suggest that they increase itto around 80 meters or so, to compensate for Client/Serverdifferences.





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


th0mas
Fri Feb 04, 2005 9:53 pm
#200

Please fix group loot messages in the meantime?

Any system (more or less) is better than the current, where the first to /loot the corpse gets all the items and everyone else just thinks the corpse was empty.



Aefa Freesky / Areek Freesky / Aylana Freesky
(All Cancelled)

Co-founder of AE Medical
WoW - Shadowsong Server - Aefa - 60 Alliance Hunter
Nnekk
Fri Feb 04, 2005 11:16 pm
#201

New Idea?


What if the whole loot system was a lottery? As in the damage given to a npc/creature would be converted to points from the percentage of damage done by a character. Then, when the npc/creature is dead, an auto loot is done with the winner of the lottery given the opportunity to take the loot, any piece or all of it, witht he pieces he/she did not want being passed onto the next person in line in the lottery giving them the same option as the first lottery winner and so on until all items are looted from the corpse.


For example. I deal out a total of 5k damge to a 100k HAM npc. That gives me 5% of the damage done in the kill. Which translates into 5 lottery points. Which means I would have a 5/100 chance (or merely a 5% chance) of winnng the lottery for that particular kill. Some who dealt 60k of damge to the same npc would have a 60/100 chance (60%) of winning.


Camping spawns would not always pay off and those that regulary get outdamged by large groups or Uber players would have a minute chance at getting something every once in a while.


The people who do the most damge would get most of the goods. I propose that it no be a winner take all situation and that there should be a 2nd, 3rd, and so on places for prizes every so often.



Dev's: Can we get the SEA mods that do not work replaced with mods that do? Also, while you're at it, make sure to update the loot table by deleting mods for SEA's that are no longer applicable. Thanks.


gera
Fri Feb 04, 2005 11:52 pm
#202






Tiggs wrote:





weaponmaster88 wrote:

PLZ make the max loot range 64m, or even better, make it relevent to your weapons range. i just don't see why as a carbineer i have to have a battle disadvantage if i want to loot.




That is one of the things we want to address








That would also make remote AFK camping way more possible without moving from a place. Fire in distance without risk then loot..


Basically /loot commands should be removed and you need to loot via opening window. Probably you have no idea how many seconds "big mobs" last like Nyax, let me tell you 15 seconds via Rifleman...




Message Edited by gera on 02-04-2005 10:54 PM




Armor removed from Jedi so they can be kited 'as designed' - Blixtev

Straker_Atrella
Sat Feb 05, 2005 12:32 am
#203

Patience they didn't say they would be delaying it months or anything guys. Look at how much they have accomplished so far with all these great new changes. I'm sure they will spend the time to get this right.


Honestly, I say do away with the range portion of the lottery all together. Seriously, you choose who you group with, you choose the loot settings. If you don't like them or the fact that your group member is far away, then change groups.


With creatures warping and such, it's far far to easy to get out of ANY range that they put in.


Sure there could be some downsides to being able to loot from any range, but the benifits far outweigh them.


Just remove the range restriction.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
drathon-3
Sat Feb 05, 2005 1:20 am
#204

"Once the item is successfully removed from the corpse the entire party is informed via system message of who looted, and what item was looted."


/cheer




0101001001100101011000100110010101101100011100110010»DRATHON
0000011100110111010101100011011010110010000001010010»LIGHT JEDI
0110010101100010011001010110110001110011001000000111
0011011101010110001101101011001000000101001001100101»DRATHNO
0110001001100101011011000111001100100000011100110111»COMBAT MEDIC
0101011000110110101100100000010100100110010101100010
0110010101101100011100110010000001110011011101010110»KNIGHTS OF KAURI
0011011010110010000001010010011001010110001001100101»"There's a non-solo crafting
0110110001110011001000000111001101110101011000110110»group in New Kidron for
1011001000000101001001100101011000100110010101101100»anyone that needs the XP"
0111001100100000011100110111010101100011011010110010»DO NOT CLICK!
0000010100100110010101100010011001010110110001110011

Tiggs
Sat Feb 05, 2005 1:57 am
#205

Based upon the feedback provided in this thread we are going to hold off on Group Lootinggoing to Test Center. We would like to dosome more work on this to ensure thatwill suit the needs of our player base.Once Group Looting is ready for review we will post it again to this forum.


Thank you all forthe valuable feedback you provided.


-Smokey-
Sat Feb 05, 2005 2:50 am
#206


Nnekk wrote:
New Idea?
What if the whole loot system was a lottery? As in the damage given to a npc/creature would be converted to points from the percentage of damage done by a character. Then, when the npc/creature is dead, an auto loot is done with the winner of the lottery given the opportunity to take the loot, any piece or all of it, witht he pieces he/she did not want being passed onto the next person in line in the lottery giving them the same option as the first lottery winner and so on until all items are looted from the corpse.
For example. I deal out a total of 5k damge to a 100k HAM npc. That gives me 5% of the damage done in the kill. Which translates into 5 lottery points. Which means I would have a 5/100 chance (or merely a 5% chance) of winnng the lottery for that particular kill. Some who dealt 60k of damge to the same npc would have a 60/100 chance (60%) of winning.
Camping spawns would not always pay off and those that regulary get outdamged by large groups or Uber players would have a minute chance at getting something every once in a while.
The people who do the most damge would get most of the goods. I propose that it no be a winner take all situation and that there should be a 2nd, 3rd, and so on places for prizes every so often.





I would have to say that a loot system based on the amount of damage each player does, does not enourage teamwork. All it would do is make the rich players with uber guns richer, and the poorer, newer players would be basically wasting their time whenever they went hunting. The uber players would have more chance of winning the loot, would then sell the loot to buy more uber weapons, and would then have an even bigger chance of winning the loot next time around. Also, what about the medics who come along? its hard enough getting a medic to come on hunts as it is.

I think the systems the devs have thought up are great and once they fine tune it, we will end up with a great solution.

Message Edited by -Smokey- on 02-05-2005 01:51 AM

StarBuck1771
Sat Feb 05, 2005 4:48 am
#207






Tiggs wrote:

Based upon the feedback provided in this thread we are going to hold off on Group Lootinggoing to Test Center. We would like to dosome more work on this to ensure thatwill suit the needs of our player base.Once Group Looting is ready for review we will post it again to this forum.


Thank you all forthe valuable feedback you provided.






Thanks Tiggs and hopefully you can make way better choices as there are trust issues involved in the group loot system as well as the chance some may be left out due to distance. You go girl!!!






Characters:Econn Dustwaver on Gorath

Tede on Radiant

Saivien on Radiant

Le-vo Dustwaver on Gorath
Tomper
Sat Feb 05, 2005 5:08 am
#208

Great issue to deal with Developers, good work.


I have to agree with things that has been said here earlier, that the most important thing to fix is the GROUP vs GROUP looting system, not the intra-group looting.


In my humble opinion the most irritating and depressing part of the game is the solo-killers that outdamage and loot-steal all Krayt-spawn, Acklay-spawn, etc.


Everytime me and my friends gather a big group and go out to have fun in the Krayt graveyard, hoping for some loot... there is a solo Rifleman there. We can be 10 people inflicting massive damage on the Krayt, tanking it, letting it bite us and we suck up all the pain and hurt... and still... after several minutes hard fighting the Krayt dies, and it was the solo-rifleman lying on a hill 50m away that did more damage than our best fighter. No loot for us. All loot for the solo-rifleman. Even though our group did much more damage in total.


This has to be fixed. Makes more sense that the Total Damage Dealt by each group is compared, when deciding loot rights.


Please please fix this. Thank you kindly!!








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