Items And Loot Archive
Thread: For pity's sake, can we do something about the AFK looters?
- Piece together a broken data disk and it might tell you a story about something or other (not like now where its about somebody wanting to dump a girl), where the next loot might be found, or clues to some sort of treasure (not a CDEF but art or some unique schematic).
- Loot a weapon off of a dead NPC, and it might have a name on it where you could return it for a reward. (you'd have to examine the item to read the descirption)
- Other items might have some sort of history (from Episodes 1,2,3,and 4) that could be read from the object when examined.
Let me expand on theCL500 Sentinels.
Let's make it a veteran reward. Every vet player gets a "token" CL500 NPC that can be dropped anywhere, anytime.
Imagine having your very own e-nuke. Oh the possibilities.
I'll add to this fantasy...
You get your 'token" back if the NPC kills an AFK player. See! Now some skill is involved.
StoneRook1 wrote:
n00b-warfare wrote:
blah blah blah
i doubt its a 3 party macro these sort of macros are easy these days plus we all know these ppl have no lives![]()
Actually, it is.
The ingame macro program will not allow you to "double-click" on boxes to open them. Which is required to loot from them.
Nor is there one that will allow you to "double-click" on the loot once the box is open. Unlike a corpse where you can automate the /loot command, you cannot do the same for these loot containers.
Only a third party macro recorder can do this "double-click", which is against SOE policy.
So - they are not only ruining the fun of honest adventurers, they are breaking the rules stated everytime they log in doing this.
I have this macro running when I run around shooting things (AT the keyboard...)
/lootall;
/harvest hide;
/harvest meat;
/pause 1;
/macro autoloot;
Great for guild hunts on Dant. Fellow guildies grind XP, I get a few dozen thousand units hide for furniture, plus stuff for guildie chefs (when we have one),, plus random goodies if I shoot something else on the way...
NO double ckick required!
Unless you're thinking of some different loot?
They already fixed the AFK problem...........
For something as simple and lowly as Sampling resources - duh!
Sampling will bring up a dialog box at random times and at random positions on the screen with some BS about "You have found a particularly rich sample of this resource. Would you like to try to sample it? Yes/No
It's total BS. You only ever get a few more units of the resource than you would usually get. Hardly worth it at the rate sampling by hand gets you anyway. But back when we were all too poor to afford harvesters (like the first week of play), that was the only way we could get the resources we needed to even make our own survey tools.
So the AFK loot problem is verrrrrrry simple to handle, though it might be a bit of a pain to the rest of us. But I'm going to assume we'd all rather click a few more buttons than deal with thesebed-wetting losers.
Sorry I'm gonna go bold CAPS on y'all for emphasis - so shield yer eyes!
CruzBane wrote:
This should be favorable to SOE because they can continue to collect revenue from both adventurers and AFK looters andstop getting any complaints.
Whirr wrote:
I accidentally got an AFK camper killed when I tossed a heal on them. One of the mobs aggroed on me but turned it's attention back on the camper after hitting me twice but without me hitting back. Unfortunately I was behind the camper and their macro apparently couldn't turn them around to shoot anything behind them.
I could have healed them again but I wasn't aware they were AFK at the time and fully expected them to kill the NPC *shrug*.
Perhaps you could teach others how to do this and we could all clear the camp spots every night after junior goes to bed.
Duragoth wrote:
I postedthis idea a while ago, but I think it's still a good idea.
Why doesn't loot get introduced on a rolling schedule.
The loot could be programed into the game where it changes on a server reset by server resetbasis (as an example). This way when new loot is introduced into the game the Dev/Programers wouldn't have to say anything about the new loot, and we (the Players) would be more interested in what loot is dropping. An added bonus of having a rolling system for loot drops is that when the loot cycles to the next selection, is that the loot drop locations could also be changed (this could help controll the population of AFK looters)
With this type of system intergrated into the game, realy interesting and unique loot* (such as housing schematics,speeder designs, andnew ships)could be added that would require collecting loot over the course of weeks, and involve the skills of different crafters to complete in order to piece together. The rolling loot system could almost be a quest in its self. Loot could be placed on NPCs, inside creatures (as if the creature ate the loot), and just out lying around on the planets (as if it was dropped, fell off a shuttle or speeder)
Along with just looting items off of dead NPCs, loot could be intragrated with a story line:
- Piece together a broken data disk and it might tell you a story about something or other (not like now where its about somebody wanting to dump a girl), where the next loot might be found, or clues to some sort of treasure (not a CDEF but art or some unique schematic).
- Loot a weapon off of a dead NPC, and it might have a name on it where you could return it for a reward. (you'd have to examine the item to read the descirption)
- Other items might have some sort of history (from Episodes 1,2,3,and 4) that could be read from the object when examined.
Finaly; By adding a system of Rolling Loot Drops, it would end the debate of what loot is valuable and rare (since all of the loot would be changed on a timed bias) Thus giving Players realy unique (art/loot) items to decorate their homes, and new reasons to explore the planets (bringing the "I" back into POI).
*these items could be bled into the game in a way that would make non-combat professions reap rewards for choosing their peaceful ways (i.e.While surveying an Artist finds a body in the dessert. After examining the body the Artist finds a schematic for interesting style of home. Or a scout notices something on the ground when they set up a camp. Just for example)
Excellent idea.
If you'll notice, it's things like this (changing conditions in the game) that attract the most attention on fan and game sites.
Look at swgcraft.com and tracking resource spawns.
And any time new content enters the game people that love sharing their findings create detailed guides. It's part of their enjoyment of the game figuring these things out and sharing with other players.
Message Edited by progman63 on 08-27-2005 05:41 AM