Development Cycle Archive
Thread: In Development: Loot Pass #1
Just as a designer/art point of view, can we get those posters without the fancy gold frames? The posters themselves are fantastic, but I think having a framed mugshot of a criminal in my house would be kinda weird....
As a side note, what about Magseal containers, piles of bones, the like? Are these going to carry phat lewt now also, or just NPC's and creatures?
Mikail_Ledeuar wrote:
Um, not to sound negative, and I know this is probably just an initial list... but in the list of skill buffs that are being added... I noticed commando kinda got left out againAny plans to add flamethrower accuracy or some sort of defense buffs in there too?
Check the rest of the thread ![]()
Kiashia wrote:
How about treasure maps that have a chance at getting some real treasure, items long forgotten or rarities.
QFE!
Oggram wrote:
Oggram wrote:
New loot is a cool sounding idea and I am excited to see the outcome of this.
Especially the animal loots and house decorations, but what worries me is the fact that for animal loots you mentioned master scout but said nothing about ranger. I am a master ranger and would like to see the loot bonus applied to me much higher than at master scout, its only fair. Also TH can rangers get the animal trophies we so desperately want and have outlined on our forum. It would be like craftable loot for rangers.
Thanks
Oggrim Doomhammer
Master Ranger/Rifleman
Besides my previous question ^ , I have another.
Is there any talk/chance of getting a forage upgrade as well. Currently /forage is worthless, especially since I don't fish.
I realize we will prob never find a krayt pearl amongst all of the bones in the graveyard but It would be cool if say you foraged at a battlefield and had a chance to find a cool weapon or something along those lines. Or possibly foraging an herb that limits or cures disease or posion. The herbs and what not would be limited use of coarse and the effectiveness and % to find would be dependent on your lvl in scout and especially in ranger.
As far as artwork goes you could re-use existing artwork for now until rangers can get the revamp they so patiently have been waitingfor over the coarse of the last year
Oggrim Doomhammer
Master Ranger/Rifleman
PS: Yes I am a ranger so I may be a little biased
Hi - I agree with Oggrim here -- a wider variety of looted components from creatures would certainly be welcome, but even more welcome would be raising our harvest rates so that they are more in line with the amount of skill points we have invested in our profession.
It is very well known that a master ranger with a harvestskill of 100 only harvests on average 30% more than a master scout with a harvestskill of 50.
In addition to Oggrim's concerns, I would also add that harvesting droids should be able to loot creature corpses as well. As it stands now, they cannot; you have to follow the droid around and loot each creature corpse manually if you want a chance at getting any lootable components the corpse might contain in addition to the resources that your droid would manually harvest from the corpse.
Thanks-
Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin
Message Edited by Iseult on 11-04-2004 04:11 PM
Thunderheart wrote:
Worfire wrote:
I don't mean to whine (well, maybe I do), but take a look at this:
1. Skill buffs
- Carbine accuracy
- Carbine speed
- Mask scent
- One hand melee accuracy
- One hand melee speed
- Pistol accuracy
- Pistol speed
- Polearm accuracy
- Polearm speed
- Rifle accuracy
- Rifle speed
- Two hand melee accuracy
- Two hand melee speed
- Unarmed accuracy
- Unarmed speed
No Commando love. I mean, we know that the heavy mods don't work, but how about some thrown weapon accuracy at least?
So I spoke with Todd (who coincidentally is our Wednesday night AD&DGM
) and Accuracy and Speed buffs for Heavy Weapons are going in!
Three cheers for Todd!
I have one caveat to the request we made today - - the loot drops are going in, but they won't work until the Combat Upgrade is complete. (The code has to be there to support it properly)
Thunderheart wrote:
Thunderheart wrote:
Worfire wrote:
I don't mean to whine (well, maybe I do), but take a look at this:
1. Skill buffs
- Carbine accuracy
- Carbine speed
- Mask scent
- One hand melee accuracy
- One hand melee speed
- Pistol accuracy
- Pistol speed
- Polearm accuracy
- Polearm speed
- Rifle accuracy
- Rifle speed
- Two hand melee accuracy
- Two hand melee speed
- Unarmed accuracy
- Unarmed speed
No Commando love. I mean, we know that the heavy mods don't work, but how about some thrown weapon accuracy at least?
So I spoke with Todd (who coincidentally is our Wednesday night AD&DGM
) and Accuracy and Speed buffs for Heavy Weapons are going in!
Three cheers for Todd!
I have one caveat to the request we made today - - the loot drops are going in, but they won't work until the Combat Upgrade is complete. (The code has to be there to support it properly)
I've been advising Commandos for awhile now about our Heavy Weapon mods going generic via the Combat Upgrade (something you revealed back in the 19 Answers) so most Commandos expected this type of thing...At the very least we'll be able to start collecting them which is GREAT...thanks again for checking into this for us...It's a HUGE plus for the Commando Community...
While you are being so nice (and yes, I'm greedy) could you also check to see if Thrown Weapon Accuracy and Thrown Weapon Speed might be added for Loot Pass #1...they should work prior to the Combat Upgrade...
Thunderheart wrote:I have one caveat to the request we made today - - the loot drops are going in, but they won't work until the Combat Upgrade is complete. (The code has to be there to support it properly)
Does this mean that none of these skill buff loot drops will work until the Combat Upgrade? Or is this just related to the Commando speed/accuracy issues?
Thanks again for being so fast on responses TH. And thanks again to Todd for both the great idea on new loot items and for adding the commando skills to the loot drop mix.