Items And Loot Archive
Thread: Group Looting solution
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AlexPKeaton
Mon Jan 24, 2005 2:33 pm
#14
Good responses, I definately think this is getting somewhere 
So if I understand you correctly, your saying that in any given dungeon all underlings could be set to an average toughness or par value so that groups large enough to take down the boss would have slightly reduced loot percentages but would still be worth while to kill them, and the solo loot hunter could also come here with pretty close to the same odds (maybe slightly above that of a group). Good idea, I definately think this could work for dungeons However I still think it may be a problem for things outside of dungeons, specificly Nightsisters, almost all Elder killing takes place in the wild where the underlings could not really be set to an average value. And obviuosly an Elder is going to have a par value several times higher than any of the lower NS, so any killing of them by a group would result in drastically reduced loot percentages since they would all be well under the group's difficulty. Just think there might need to be some way to go from killing lower things to higher without constantly ungrouping and regrouping because many hunting groups will go after more than one specific target, but rather a range of them, and it shouldn't constantly be effecting their loot chances. Possibly something that keeps track of who actually deals damage in addition to the overall difficulty of a group. This way if a lesser NS is taken down by an entire elder group, the loot chances are low due to overkill, however if only 1-2 people in the group dealt the damage, then the loot would be right for them. By combining the 2 I think it would be able to balance the chances a bit without constantly having to ungroup for better odds on lower mobs.
Besides this I think this would be a fairly workable system. Also I do realize that the devs fix things, but it takes a considerably long time for them to get around to new issues because they are so backed up with old issues. There were some pretty major bugs like mobs not using weapons or specials that were in game for months before they were addressed, and in that time killing Elders became far far too easy. Just saying that if they were to do it this way they would have to extensively test it andcommit to watching it closely at least for a while to make changes as necessary and they don't always have the time to do this.
As for the groups I actually tend to agree with you that it wouldn't necessarily be a bad thing to keep hunting groups of a reasonable size for the target they are going after. I think it would indeed keep combat more fun and exciting with the right size group rather than overpowering something. I'm just playing devils advocate here and trying to come up with any POVs that might see this as a bad thing. I just don't know how dead set they are with making extra large groups part of regular gaming. I really hope they keep it reasonable, but if they don't I can see them saying no to something like this because it does encourage smaller groups as opposed to very large groups. Lets just hope our assumptions are right here and a small-medium sized group can still take out things like Elders and other higher content.
Definately some very good workable ideas here, now how to get someone to listen. 
Message Edited by AlexPKeaton on 01-24-2005 01:37 PM
killerchicken
Mon Jan 24, 2005 9:56 pm
#15
Great ideas guys, 5*, now if only I had someting productive to say...
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