Items And Loot Archive

Thread: Looting Hot Spots (ca/s aa/s)

Xxeno
Mon Apr 11, 2005 12:03 am
#27

Try the vette, high end mobs = high ned CA/AA's



Xxeno

Elder Light Jedi

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Sandsifter
Tue Apr 12, 2005 1:32 am
#28

bump so peeps will read this and stop sending me pm
Sasee
Tue Apr 12, 2005 5:52 am
#29

I have found that farming Rebs is a good way to get various loot. I also go to some of the Reb POI's butI don't get 'high end' stuff as has been mentioned here.


The Weapons Depot on Talus is a good case in point - in one two hour session today I got 5 CA's and AA's between plus 3 and 5, 6 locked containers, two 'yellow' weapons one with mods and DOTs the other with DOT's, various items of headgear, two fancy belts, about 10 sets of glop grenades and 40 assorted weapons, several satchels and most importantly above 5k of imp faction xp Around 1k one handed xp per kill and 3-4k for the Generals. I would say that I was getting loot from about 1 in 5 or 6kills.


I don't mind sharing it because the spawn rate is ridiculously high, I have been in there with several other players in other rooms and everyone finds a level and room of their own - if you place yourself right it is constant fighting and spawning.


As I say it is not the best loot but there is loads of it and it is easy xp. The more advanced players among you would get very bored but newer imps might like it.


I've made Colonel now so I may look elsewhere for a while - that Marauder location looks tempting


Sasee








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Oggat
Tue Apr 12, 2005 11:42 am
#30

Talus does seem to have great respawn times. The detainment center on Talus will drop ST on you faster than you can kill them if you miss a few too many times or have a low end weap. No loot drops, not including the generics but great for FP and credits. It wouldn'tr be unrealistic to expect 100K cred drop in a buff added to the FP.


Cargo Pockets and Satchels are dropping like crazy everywhere and that's not a complaint. They are the only low grade loot drop I have found in game use for besides the stat buff stims.Because they sit inside other containers, they make great sorting utilities and when in surplus, they can be renamed to hold vendor sets like 32 socket clothing and armor suits.


I finally got an untrained wielder of the dark side to drop a ca. It yielded a +6 and that leaves me scratching my head because those things are far harder to kill than any of the kills that I have had dropping +10 stuff. So how do you get the size of the drop? I have no idea, not kill difficulty. Granted a mob of untrained wielders would be an easy kill but like the instadeath imp ganks on Endor, you have to take down the Dark Nova too or in theCrystal Hunters cave, the crystal Hunter.Maybe if SWG devs are going to gank the AI, they need to start reflecting loot drops on the gank and not the weakest individual in that squad.


And add on note,

Do force crystal hunters by chance drop crystals? Cuz the only ones I ever got a clear crystal from are the NS and they are not dropping them any more. It was broke, it was fixed, it may be broke.. Could just be the inert spawns too. If Giant baznitch or fliers are spawning near by it seems to spazz the loot drops. I make it a point to kill all spawns near what I am hunting to insure drops are accurate to what they should be.
Sneeuwlok
Tue Apr 12, 2005 3:03 pm
#31

I was in the Geo-caves last week. I was as the mercenary room, killing ehh...mercenaries, and another one was in the acklay room. I got loot drops 1 out of 2-3 and a high rate of yellow named items (cubes, sword cores).

After a while 2 groups entered the cave, and the drop rate went down to 1 out of 6/7 and fairly normal stat items.

Could it be, that when you loot in an area where not many people are, the quality/drop rate is better? Or could it be that the more of the same type mob got killed, the the loot drop/quality get worser and worser?



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Oggat
Wed Apr 13, 2005 9:49 am
#32

I am inclined to agree with you sneeuwlok. There is no such thing as random in computers, it is math. The question is, how complex of a math? That in itself is a complete destruction of game intent, too bad we couldn't have a system of kills by char that determined loot ratio. For a while, I thought we did. I was noticing that the more nonloots I killed on a planet, the better loots I was getting when I cycled over but there doesn't seem to be any absolute rule. I also notice if there are non loots in the area, looting AI don't produce. I think I pointed this out with the NS. If a bunch of baznitch or fliers are in the area, NS don't drop.


All said, I can't figure out the reason stuff loots but it does seem very exploitable and is a good candidate for revamp. AI is lag hog, that was a big issue in Freelancer. It is lag hog as much as human char is, so too much is a bad thing. If I had a suggestion for SOE, it would be to make use of faction standings and Junk dealers to determine loot you can have. But that would mean classified kills and right now, you lose the same killing an elder that you do killing a slave, or AT-ST and low level ST. Theory is, an AT-ST has a 3 man crew, you have done some hardware and manpower damage and proven yourself to be a serious threat but that doesn't apply in game. But if it meant building faction point bank accounts similar to base building to get a really good AA and then trading those points in for loot, camping would be pointless, other than to find the best place for kills.
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