Development Cycle Archive
Thread: Group Looting Changes
Tiggs wrote:That is one of the things we want to address
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.
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.
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...
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...
Tiggs wrote:
That is one of the things we want to address
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.
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.
Tiggs wrote:
That is one of the things we want to address
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 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
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
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!!!
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.