Development Cycle Archive

Thread: Group Looting Changes

Sunakk
Wed Feb 02, 2005 9:25 pm
#66

Glad to see some positive changes in the looting system. At least now if a group wants to specify who gets the loot, the system will let that happen.


There is still room for loot stealing, though, if someone is not in the group. Will this be addressed? Or does everyone in the group just have to be faster than others not in the group? Perhaps getting rid of recursive macros will help solve this problem a bit.



_________________________________________________________________
CANOM ACI, Twi'lek, Chilastra -- Master Bounty Hunter, Master Pistoleer
GROZOMERO, Wookiee, Valcyn -- Master Doctor, Combat Medic
Contributor to SWG Wiki -- a great SWG Information Source
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Tiggs
Wed Feb 02, 2005 9:43 pm
#67






Cindal wrote:

Each player can either click on the individual items to bid or pass on them.




Is it merely stating your interest thereby giving you a roll of the die for that particular item?






Yes it puts in your roll for you.
Tiggs
Wed Feb 02, 2005 9:45 pm
#68






Sunakk wrote:

Glad to see some positive changes in the looting system. At least now if a group wants to specify who gets the loot, the system will let that happen.


There is still room for loot stealing, though, if someone is not in the group. Will this be addressed? Or does everyone in the group just have to be faster than others not in the group? Perhaps getting rid of recursive macros will help solve this problem a bit.






If it is your groups kill then no one other then the designated people in the group can loot.
RankorCity
Wed Feb 02, 2005 9:57 pm
#69






Drekkenkoe wrote:

Everquest 2 uses the same idea... I like it and it makes better sense than no control...






QFE



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
RankorCity
Wed Feb 02, 2005 10:01 pm
#70






Tiggs wrote:





Sunakk wrote:

Glad to see some positive changes in the looting system. At least now if a group wants to specify who gets the loot, the system will let that happen.


There is still room for loot stealing, though, if someone is not in the group. Will this be addressed? Or does everyone in the group just have to be faster than others not in the group? Perhaps getting rid of recursive macros will help solve this problem a bit.






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





How is this determined?


Is the mob/NPC "locked" by the group or solo'er that attacked it first (also like EQ2)?


Is loot rights based upon cumalative damage of the group, or the highest damage dealing person in the group?


What I am getting at is currently, a group of 20 people can lose loot rights to one player. Even though total damage by the group of 20 is greater than the one player, if that one player does more damage than the highest damage dealing person in that group of 20, the one player gets loot rights?

Message Edited by RankorCity on 02-02-2005 11:01 PM



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
Taish
Wed Feb 02, 2005 10:10 pm
#71

Interesting changes. Nice to have options.


I'd like to see something done about the ability to kill steal (and thus loot steal). The first person attacking a mob, and the group members they are with, should be the only people able to loot, not the person doing the most damage (if the attackers are ungrouped).


That ends a lot of grief caused by those who kill/loot steal 'because they can" - being Jedi or what....


Latenighter
Wed Feb 02, 2005 10:10 pm
#72

Will a commando's flamethrower DoT count toward earning looting rights for the group?



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Matt0ne
Wed Feb 02, 2005 10:12 pm
#73

3rd patch in one day and even better than the last 2!



/saberPolearmDervish2
Ewene
Wed Feb 02, 2005 10:29 pm
#74

The first 2 options sound great, but I fear that the lottery might be creating a bit of chaos.

For example if you have mutliple corpses to loot (killed a bunch of NPC's while other NPC'sare still around) will we have multiple windows on screen asking to select whatwe want while there might still bemobs attacking?



Cheers,
Tzimovo & Osmikec / Chimaera
Ewene / Bugfin
KyleKnox
Wed Feb 02, 2005 10:32 pm
#75

WoW



Dyvim Storm - Eclipse
PrePatch9 4444 Guardian
Force Master
ITOAO
Wed Feb 02, 2005 10:51 pm
#76



Drekkenkoe wrote:
Everquest 2 uses the same idea... I like it and it makes better sense than no control...




What he said.



VODO FALLS RESIDENT
Dantooine
Proud Winner- Nym's Scavenger hunt.
Only City with an X-wing fighter
AND a fallen AT-AT.



Dubolom
Wed Feb 02, 2005 11:02 pm
#77

Described "Lottery" system is unnecessarily complicated. Just implement a queueing system. First player loots from first NPC, second played loots second NPC, third loots third... then after everyone had a chance to loot, it goes back to first player. Simple and fair. Lottery is an overkill and will cause discord in groups. You guys should know better.



==============
Veni. Vidi. Discedi.
DeQuosaek
Wed Feb 02, 2005 11:06 pm
#78






RankorCity wrote:


How is this determined?


Is the mob/NPC "locked" by the group or solo'er that attacked it first (also like EQ2)?


Is loot rights based upon cumalative damage of the group, or the highest damage dealing person in the group?


What I am getting at is currently, a group of 20 people can lose loot rights to one player. Even though total damage by the group of 20 is greater than the one player, if that one player does more damage than the highest damage dealing person in that group of 20, the one player gets loot rights?



That's not how it currently works. It is who does the most cumulative damage. Meaning it is the entire group's total versus the one person's. It seems the fairest way to do it.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

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