Development Cycle Archive

Thread: In Development: Loot Pass #1

aBloodyBody
Sat Nov 20, 2004 11:28 am
#209





Faster than a speeding bullet ... more powerful than a locomotive ... able to leap tall buildings in a single bound... yes, these are some of Chuck Norris's warm-up exercises.
Rooster1
Sat Nov 20, 2004 2:43 pm
#210

Thunderheart could you answer my question please?
Chickenlad
Sat Nov 20, 2004 5:17 pm
#211






YamadaMan wrote:
what about smuggler ?






Smugglers will be pleased to see the introduction of a special single-use slicing tool that allows them a to choose what type of slice they would like for a weapon (speed/damage) or armor (enc/eff).




Oh wait. I'm dreaming. Smugglers will be glad to know that locked containers (the white droppable ones) will be dropped more often now. Sheesh.



SpinningCloud
Sun Nov 21, 2004 7:11 pm
#212

Cool posters...are they illegal somewhere? Can we smuggle them? Oh wait...there really are no smugglers in SWG, I forgot.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

SSFSM
Sun Nov 21, 2004 9:27 pm
#213

It never fails to amaze me how the developers concentrate so much on the asthetics of the game and less on the mechanics of it. Let it be the holo-emotes (which I RARELY see) or the loot kits. Now we are having a loot revamp. Don't get me wrong, I've always thought the loot system was questionable at best (if a guy is shooting me with a rifle, then where the hell is it when I kill him?). I will wait to pass final judgement on this whole thing. Here's hoping the devs will start concentrating on something like in-game content (new dungeons, new enemies, new PLANETS!).



Phishman Anastasio
HELM Elder Jedi Knight

Na'es Anastasio
Elder BH

Ayato
Master of Ceremonies for HELM

Ka'fe
Architect

Helm Forums



Rooster1
Mon Nov 22, 2004 12:28 pm
#214

You can expect the drop rate of leather, d18 pistols, dh17 carbines and grenades to increase dramatically. Elders will now drop up to 22identical leather or clasps. Maybe even 2 satchels at once!
Cafa
Mon Nov 22, 2004 4:20 pm
#215


Reprinted from the Architect Forum for emphasis:


I do appreciate the bugs being fixed, HONESTLY I DO. But with easily 90% of the exploiters gone now from the database storage, IF NOT MORE, there's plenty of room to finally treat structures as a sum of their lot usage, not capped at 250 items.


that means at 75 items per lot the following would reflect:


Cantina - 5 lots - 375 items storage

Large Houses - 6 lots 425 items storage

PA Halls - 7 lots - 525 items storage


Larger stack sizes, like 1,000K, and all things crating to 100 items, and restackable by serial, and you would solve the number one immersion problem with this game for me as the leader of my guild's commerce efforts.


Again, we could reduce 64 houses of storage down to a whopping 6. Do the indents calculations for that Oracle DB, you know this would be an incredible amount of savings in game load times, bandwidth usage and surface area savings. Not to mention people would get a fairer use out of their lots than before and encourage decoration vice just storage as a whole.


/offsoapbox


Fivo Asia

Message Edited by Cafa on 11-22-2004 03:22 PM



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Krec
Mon Nov 22, 2004 4:21 pm
#216


Warryyr wrote:
I question the use of a looted item in a stim, to allow Mind wound healing.
That's stealing Entertainers' livelihood, TH.
You go to great lengths in that document and tread so delicately over concerns for the crafter's game, yet seem to have no qualms about handing our skills out to any random looter with a weapon.
What gives?
Can you clarify why you feel justified in giving Entertainers' skills away to the looter and the Doctor who uses the stim?
Thank you. I find this very upsetting and disturbing, and since it's still In Concept I very much hope you scrap this idea unless you show how this will benefit Entertainers, and NOT those who didn't invest their skill points in entertaining.





Do you think they should remove the TK meditate ability, cause at Master you can heal all wounds - mind included without having to do anything other than take a few minutes of meditation. That hasn't hurt the entertainer profession... Don't be so quick to judge things that are good, because on the surface they seem bad.

IMHO, Even if it did do mind wounds - and based on what I saw its still very high level discussion, you have to think realistically. They wouldn't make it such that it would replace the need for an entertainer. But it could be something that could be used in an emergency (ie, battle, etc) as a stop gap. Imagine this scenario - someones in battle gets mind poison from an enemy Combat Medic. Its battle its not like you are going to have an entertainer at that moment, but a stim you have will heal half of your mind wounds. Its better than nothing, but won't replace the entertainer at all. You also forget that mind wounds aside you also have Battle fatigue, etc that is just as important to take care of. You won't have a situation where someone is running around with crates of these things - its easy to limit with serial numbers, like they do with "Heavy Duty leathers", "Crystalline Cloth treatments", etc. At most a doc could create 6 of them (never seen anything loot in groups more than 7). It would be one thing if it was a new schematic that could be used, but it would just be an enhancement over the existing stuff.



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--==-=-
Kelden, Imperial Officer
Krec
Mon Nov 22, 2004 4:22 pm
#217

So far from what I have seen from the Loot changes it looks great. The wanted posters are very cool... plus there won't be a whole lot of throwing away stuff anymore.

Keep the good stuff coming guys...



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Kelden, Imperial Officer
Rooster1
Tue Nov 23, 2004 10:27 am
#218

After a week I think people will be destroying the wanted posters about as fast as they destroy loot kit parts, useless looted weapons, leather, clasps, grenades, nerfed sea's, useless weapon components, etc, etc. I complained to a csr about killing nightsisters all day and not looting anything useful and the response was "this is a crafting based game not loot based" I thought to myself, well then, why didnt I loot something to craft with? Don't get your hopes up
Emavi
Tue Nov 23, 2004 11:30 am
#219


Didnt read every post so my apologies if this is a repeat.


Lets assume with the CU that grouping to be able to kill higher level mobs like NS Elders etc will be a necessity (as it should be). How will loot be dropped? Will there be a %chance for the types of loot that an Elder drops for each member of the group that participated in the attack? Or will there only be one item dropped, causing a reversion to "ninja looting" etc. and thus keeping people from wanting to be in a group in the first place.Lets face it, alot of us are veteran players that are looking for very specific types of loot that are only dropped by certain mobs (most of which are high level mobs).Im VERY interested in how this will be handled. If grouping will be pushed due to the CU, then the loot drops need to match the number of people involved in the hunt. Make it worth ittobe grouped and hunt.Adding some paintings etc is nice, but it doesnt really address what I see as a MAJOR problem in the future.TH, can you comment at all about this issue? Maybe a little hint?

Message Edited by Emavi on 11-23-2004 01:41 PM

RodianX
Wed Nov 24, 2004 8:20 am
#220

I have just a few comments re: loot

Be careful with crafting assist items being "non-factory run" Take great care to make sure that items that are made with this enhancement (if they are used as sub-components) are not used in any schematic that requires multiple identical components to craft that item. (like the Geo stuff that MUST be factory runable since they can be used to make power capacitors that are subcomponent for guns and must be from a factory crate. If you don't do this, these items become of little use.


Also, I think that there is already a cash discrepancy between combat characters and crafters. The fighters have all the money! With rare exception, crafters are forced to operate on slim margins, have Sooooooo many expenses, and are forced (unless they dilute their crafter character with an incompadent fighter class) are forced to purchase these "crafting assist items" from fighter types. These fighter types have little to no expenses, get all the "phat loot", sell the crafting assist items to crafters for increadible steep prices, get tons of money from the mission rewards, but most of them (not all) then try to jip and jew the price on crafted items down so low that crafters don't make a good profit. I had an all crafter character that I just killed to make an all combat character because the crafter was poor all the time. Now I'm totally rich! There is just something REALLY wrong about that! Armorsmith seems to be the only crafter that can make a good living. Forget Bio-Engineer since droids are now MUCH better than non-CH pets and bio-enhancement materials used in crafting of armor don't transfer! There is no good item storage solution for the TONS of materals that a full crafter character needs to keep on hand to keep a crafting business running. (forced to pay maintenance on 3 or more buildings, waisting lot space that should be on harvesters and factories) Devs look to hurt crafters at every turn, like with the mass crime wave that is the vendor store room, where items that are in there for just 7 days were DESTROYED! I lost tens of millions worth of stuff just because I went to DisneyLand for vacation. With that kind of thing in the game, crafters can't leave their shops for long even if they wanted to go hunting to try to get "phat loot" since they could loose more than what they gain.


Think more about the economy... think about crafters... see their troubles and actually try to fix them... one example might be to make an item (either loot or mission reward) that would be like a warehouse that can hold many more items, not take too many lots, and can only be used by someone who is a master of one of the elite crafting classes (not master artisan) You can also make it so that you can't add additional administrators, so this would be for the crafter use only. There! Fixes a major problem for crafters and doesn't break the game. Easy!


It's hard to be a master crafting character of an elite crafting profession and a combat person that could even concider going to the kind of places that will have the cool loot that you are talking about, so think harder about the economy for the crafters.



Ibakko - Master Bio-Engineer, Master Creature Handler, Intrepid
Aazur - Master Weaponsmith, Master Droid Engineer, Master Shipwright, Intrepid
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AlexPKeaton
Wed Nov 24, 2004 12:29 pm
#221

This sounds pretty good but just wanted some clarification on a couple things, and a couple concerns. First concerning this part of the first document.


NPC loot will fall into the following four categories:


  • Crafting Assist Items
  • Short Term Benefit Items
  • Reverse Engineering Items
  • Fictional Flavor

Does this mean that this is all that NPCs will now drop, or are these just the categories that the new NPC loot will fall into in addition to the current loot? In other words is this new loot system replacing the current system or simply an addition/improvement to it, and will we still continue to loot things like SEAs and the occasional good weapon drop from NPCs. I feel that while exceptional or very good crafting assist items may be just as good, I and most combatants would still like to see the occasional exceptional weapon, that everyone talks about. Even if it's not mine the idea that such things are out there is always exciting.



Secondly if the new loot system is an addition/improvement to the current system that will get rid of junk loot and replace it with this new stuff, then the new stuff must be worth while and not simply new junk. For example: The new stat buffs, skill buffs, and weapon mods that were mentioned all said they were temporary which indeed they should be, however the odds of looting something that will be a long enough duration, and a good enough mod have to be good depending on the NPC/creature that I'm hunting.


If I'm consistanly looting stat buffs for 1-5% for 5-10minutes, or skill buffs for that are +1-5 for 5-10 minutes I'll most likely be deleting them as often as I'm deleting the junk loot I get now, like the HD Leather, Clasps,or useless clothingI always get from Nightsisters. In order for me to keep one of these new items or a components they would need to be worthwhile to either myself or someone I know, or be good enough to sell for a decent price to someone else. For buffs I'd say 30min would be a high end buff, and actually beworth selling or using. Basicly I'm not going to waste my inventory space or time finding a buyer for an item that is only a small boost for a couple minutes and not worth much, when I can just as easily get a few crystals and sell those for a hefty profit.





- I support keeping & balancing the current combat system
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