Items And Loot Archive
Thread: looting rights problem and a way to fix it
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MasterArohk
Mon Feb 07, 2005 10:36 am
#14
bump for those who stil lwant to see this. BTW... why would someone one star my post in red about how i can solo stuff in good armor? lmao are u mad i can solo them and u cant? or do u not like red?

Zeon_Zaku
Mon Feb 07, 2005 4:02 pm
#15
SWG_Miriam wrote:
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).
That's a pretty good idea. When you attack something, no one else should be able to.
But I do see a problem. What if a newbie (or anyone for that matter) gets attacked by a high-level spawn and they can't defeat it alone? No one else would be able to attack it. With that, there should be a command, something like consent, that allows a targeted player to attack the same NPC. Groups should also be able to be formed in battle for the same reason.
If you just let people go on without having help every now and then, you'll be seeing a lot more dead players out there.
Message Edited by Zeon_Zaku on 02-07-2005 03:02 PM
MasterArohk
Mon Feb 07, 2005 5:00 pm
#16
i would have maybe said u get loot rights once u hit the target *BUT* there is a problem with that. how is that fair to melee professsions? even if we decided to carry around a gun a master ranged professoins would probably beat us to the shot cuz of speed.
majorslappy
Thu Feb 10, 2005 8:46 am
#17
SWG_Miriam wrote:
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).
Two things:
One, there is no break in immersion in the corvette missions and there would be no break in the immersion here.
Two, the economy wouldn't break. It hasn't broken over the corvette, the Geo labs, the DWB, or any other content in the game. Making the spawn happen more often hasn't fixed the problem and won't fix the problem. Group looting is something apparently beyond the devs capabilities. Instancing the spawn points would make sense. Not wanting it instanced just smacks of someone trying to defend loot camping.
MasterArohk
Thu Feb 17, 2005 7:45 am
#18
well since i been seeing all these posts on the nyax thing still... figured why fix nyax kill stealers... lets just fix the kill stealing system! instead of focusing just on damage it should focus on multiple things. so here is my solution again
**does his spell on the post** <--- meaning i am being a forumn necro
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