Items And Loot Archive

Thread: looting rights problem and a way to fix it

WarIllusionist
Fri Jan 28, 2005 4:36 am
#1

*****

nice idea



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MasterArohk
Fri Jan 28, 2005 8:20 am
#2

woot my first posti made besides on trade forumns and 5 starz RAWR. thanks for any other feedback



Arohk Acradon_____________ *__ * __*__*
freelancer (no guild)________*_____*_____* the rohk cook's lub now
temploiter 4 life_____________*_________*and apparently cant make a heart with stars
server: tarquinas_____________*______*(10mins later of trial and error) woo finnally did it RAWR
____________________________*___*feel the force of my sensitive side =D
______________________________*
Pedman
Fri Jan 28, 2005 9:25 am
#3

I like it but what about someone who camps places such as lord nyax you still dont get a chance to get some loot? but its good for say krayts or other places
MasterArohk
Fri Jan 28, 2005 9:56 am
#4

only way i can think to fix it completely is to make instances such as in WoW for things like Nyax and POIs



Arohk Acradon_____________ *__ * __*__*
freelancer (no guild)________*_____*_____* the rohk cook's lub now
temploiter 4 life_____________*_________*and apparently cant make a heart with stars
server: tarquinas_____________*______*(10mins later of trial and error) woo finnally did it RAWR
____________________________*___*feel the force of my sensitive side =D
______________________________*
Grambacca
Fri Jan 28, 2005 10:41 am
#5

I believe there is already something in game for calculating this. It is based solely on who does the most damage though I think. It might take more into account but have no way of knowing.


For instance let's say you and I are NOT grouped and we are at Ft. Tusken when a Tusken Observer spawns in tha cave. We both open fire at the same time and between us kill the observer. You do the most damage and can loot him and I would not have the right to loot.

(Yes I know in reality if a Tusken Observer spawned beside us we would both be dead in seconds but it's just for illustrations purposes LOL).


I agree with you that it would really be nice to have a better formula than just who does most damage. Even better yet would be the instanced type of missions. I would love it if Ft. Tusken were instanced. However this would mean you would NOT want to go in there alone. So there is a downside.






************************
Grambacca: The Gray Ghost
Mayor of Highland Citadel, Tatooine
Former MCH
~Wroshyyyr Warrior!~
************************
J'awa-Jones
The only player character Jawa in SWG!
.....
~Jawa Avenger!~
************************


MasterArohk
Fri Jan 28, 2005 10:49 am
#6

actually umm... with my temploit and i always wear 85% armor to kinetic and energy or better (up to 90% duh) i can solo a observer... jsut it will take forever so i'll just run instead or get a jedi or somethin to kill it. and i know its solely based on damage and thats the problem!!! a jedi has nothing that reisists it so they can outdamage anyone. **thats the problem** also swordsman and rifleman also are part of this problem category. this would just solve the problem better and give the weaker damage professions a chance on something they should get to loot



Arohk Acradon_____________ *__ * __*__*
freelancer (no guild)________*_____*_____* the rohk cook's lub now
temploiter 4 life_____________*_________*and apparently cant make a heart with stars
server: tarquinas_____________*______*(10mins later of trial and error) woo finnally did it RAWR
____________________________*___*feel the force of my sensitive side =D
______________________________*
majorslappy
Fri Jan 28, 2005 10:53 am
#7






MasterArohk wrote:

only way i can think to fix it completely is to make instances such as in WoW for things like Nyax and POIs






That is exactly what should be done. Instance all the static spawns.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
MasterArohk
Fri Jan 28, 2005 11:01 am
#8


Message Edited by MasterArohk on 01-28-2005 04:51 PM



Arohk Acradon_____________ *__ * __*__*
freelancer (no guild)________*_____*_____* the rohk cook's lub now
temploiter 4 life_____________*_________*and apparently cant make a heart with stars
server: tarquinas_____________*______*(10mins later of trial and error) woo finnally did it RAWR
____________________________*___*feel the force of my sensitive side =D
______________________________*
MasterArohk
Fri Jan 28, 2005 1:51 pm
#9



i wonder if SOE could come up with some type of formula that would make this MOST fair. such as some type of internal system that keeps track of how long u have been in combat with a mob, damage done, and how many times its been hit. liek some type of math and whoever has the higher number i would suppose since those numbers can only go up gets looting rights. like it does damage+hits(get a certain number)timer number made somehow like this i would think on a mob for 1 min or less u get a 100% multiplier on it (no increase) BUT if u were on a mob for lets say 2 mins u would get a 150% increase on the number so every min is like a 50% increase on ur final number. and a 100 times number for the hits.


soooo damage is lets say 45k and u hit the mob 150 times so 15000 and on the mob for 5 mins so300% number


another kill stealing jedi(forsake of example) orsuch comes in and hits the mob for 99k damage hits it 33 times on the mob so 3300for 40 seconds so 100% the number


first person: 45,000+15,000= 60,000x3 = 180,000


kill stealer: 99,000+3,300= 102,300(x1)=102,300


as u can tell the first person crushed the kill stealer. kill stealing will still b possible BUT the chances of it actually happening would b greatly reduced. i dunno it would need some major tweaking on test center but i tihnk it could work.


just was thinking about it when reading all these complaining nyax posts. i figure this system could b easily implemented and to see what others think about it.


for reference there is a system ingame already that is solely based on damage, but that is completely oblivious to the fact there are professions that to damage MUCH less slowly then others such as swordsman, rifleman, and the notorious jedi. it is just judged by damage which makes it completely unfair to all other professions



Message Edited by MasterArohk on 01-28-2005 03:51 AM

Message Edited by MasterArohk on 01-28-2005 12:51 PM



Arohk Acradon_____________ *__ * __*__*
freelancer (no guild)________*_____*_____* the rohk cook's lub now
temploiter 4 life_____________*_________*and apparently cant make a heart with stars
server: tarquinas_____________*______*(10mins later of trial and error) woo finnally did it RAWR
____________________________*___*feel the force of my sensitive side =D
______________________________*
MasterArohk
Fri Jan 28, 2005 2:51 pm
#10

unless someone was going through all my posts why would anyone one star this post... i was just putting my opinion on a way to prevent kill stealing... unless it was someone that makes their living off of it



Arohk Acradon_____________ *__ * __*__*
freelancer (no guild)________*_____*_____* the rohk cook's lub now
temploiter 4 life_____________*_________*and apparently cant make a heart with stars
server: tarquinas_____________*______*(10mins later of trial and error) woo finnally did it RAWR
____________________________*___*feel the force of my sensitive side =D
______________________________*
SWG_Miriam
Fri Jan 28, 2005 5:51 pm
#11

I don't think instancing would be a good solution. The problem with instancing is that it breaks immersion. An instanced world just doesn't feel like a virtual world -- something SWG does very well. The economy would also break if nobody were competing for the same loot.


The most fair solution would be to implement a loot/grouping system just like in EQ2. The NPC's/MOBs should be locked down once a person/group attacks it first. Once a person/group attacks it, then no one else should be able to attack the mob. They should also make it so that once a person is engaged in combat, a person may not invite a person to a group until combat is over.


The one place that EQ2 is superior over SWG is its looting/grouping system (and also its content system).



____ Maura _________________________________
PRE-NGE PWNZ3R of JEDI

... Before the dark times ... before the NGE.


MasterArohk
Fri Jan 28, 2005 6:30 pm
#12

sry to burst anyone sbubble but the economy in this game is already screwed. we got all this money that comes in through solo missions but it is not exiting the economy as in going back to NPC's. people horde alot of money and they are paying the bid doe for stuff so still prices on certain items will stay high for a while



Arohk Acradon_____________ *__ * __*__*
freelancer (no guild)________*_____*_____* the rohk cook's lub now
temploiter 4 life_____________*_________*and apparently cant make a heart with stars
server: tarquinas_____________*______*(10mins later of trial and error) woo finnally did it RAWR
____________________________*___*feel the force of my sensitive side =D
______________________________*
SWG_Miriam
Fri Jan 28, 2005 6:52 pm
#13




MasterArohk wrote:

sry to burst anyone sbubble but the economy in this game is already screwed. we got all this money that comes in through solo missions but it is not exiting the economy as in going back to NPC's. people horde alot of money and they are paying the bid doe for stuff so still prices on certain items will stay high for a while





Yes, the economy is currently suffering from inflation due to the effects of the now defunct solo mission exploit. It will "unscrew" itself in time. But just because there is already inflation doesn't mean it should be okay to introduce another source of inflation by introducing even more commodities such as CAs and AAs to the economy.


Also, your assertion that money isn't leaving the economy is false. Plenty of credits leave the economy through money sinks everyday -- transportation, vehicle/ship repair, structure maintenance, city maintenance fees, training, etc. Did you know half a million credits a week leave the game for every Metropolis on the map? There was an interesting Astromech Stat Friday Feature a few months ago that graphed stuff like that out.


In-game, as in real life, only about 10% of the player population controls something like 80% of the credits. The rest of us are middle class working stiffs who wouldn't be able to afford things if the people who control the credits overpriced them. So prices still remain reasonable for life essentials. Prices for luxuries such as Premium Pearls will still be high -- as they should be, being the luxury items that they are.





____ Maura _________________________________
PRE-NGE PWNZ3R of JEDI

... Before the dark times ... before the NGE.


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