Nihimon
Goblin Squad Member
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I think most MMOs have evolved pretty good standards for setting up Party Loot Options.
I encourage you to support the following:
- Auto-Loot - where no one even has to click on the corpse. LOTRO recently added this and I think it's brilliant.
- Random for Magical - where you specify the rarity-level at which items will be rolled for.
- Auto-Split Cash Loot - where "Cash Loot" is defined as all the loot that falls below the Random for Magical rarity threshold.
- Auto-Pass - where each group member can automatically pass on all loot rolls, and on receiving any Auto-Split loot as well.
| Snowbeard |
These are just the specific options I am most interested in them supporting.
Sound ideas - couple of questions:
If we are not grouped, but I did help, would I get a share? Even if my role was more passive (say I tossed you a buff)If we were seigeing a settlement or fort and I had to log off before the seige was won, would I get a share of the spoils? (assuming there would be spoils)
Not a big fan of master (been cheated by the guy who had all the rights) or finders keepers (too many folks have quickfingers). Not a big fan of having to run around and click on corpses either.
Hmm..better watch what company I keep.
Edit: removed PVP flag comment. OP was specific about PvE.
Imbicatus
Goblin Squad Member
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I really hate the Master Looter. I usually play odd hours so when I group, it's usually with pugs instead of guildies. Master looter means you get crap while the three people who normally play together invited you to fill a slot get everything.
Loot should be handed by the players themselves, because there is nothing that should be BoP in this game. EVERYTHING can be traded, so if you get something you don't need from a random split you can trade your team mates for it or sell it to any other player if they don't want it.
Onishi
Goblin Squad Member
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I would say the existance of the thief tag, means master looter, and auto loot need to be disallowed. After all... if the item automatically pops into your inventory... why would the thief tag exist.
Now for those saying masterloot is a must. I first off would point out the descriptions of loot in this game are drastically different than a theme park. You clear out a dungeon, you aren't going to find one super uber weapon designed for class X that is bind on pickup. They have pretty much said anything worth having is going to be crafted, dungeon crawling is a means to obtain materials, AKA adventurers fall into harvesters.
They also have mentioned dungeons being kept open long enough to make several trips to haul loot back... In other words, we aren't talking 1 uber item dropping, we are most likely talking about more stuff than your whole party could possibly carry, that could be made into good items once you get them processed by crafters.
Bluddwolf
Goblin Squad Member
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I was under the impression that what we find when we loot will be crafting materials and resources.
Are we getting real loot?
Loot will also include non-threaded equipment; as well as coins being carried.
As for group looting, I hope that if there are Raid Boss type loot drops, that the party members get a menu of loot items, that they can choose one that they wish to have. Nothing causes more disputes in grouping then rolling for "rare or epic" loot drops. If you get to make your own choice, everyone walks away happy.
Common items should not be looted and placed into inventory. They should be automatically converted into their set gold value, and then split among the party members.
Imbicatus
Goblin Squad Member
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I disagree on common items converting to gold. This game is running on an economic engine. Every item should have value to some other player beyond a set gp value. It's been mentioned that if you want a giant slaying sword you may need giant hide for the hilt. That Treant corpse might be used to create wooden weapons or armor and be more powerful since the wood was magical. Even the most mundane skeleton bone should needed for crafting wands or holy symbols for evil gods.
If you want gold out of an item you don't plan on using yourself, you need to sell it to another player. The best markets for selling will be in the towns.
Ryan Mercy
Goblin Squad Member
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While I support looting options for parties (IE any gold or valuables get auto added to party, or split among party members, if they so choose to do it this way), I would like to see a reduction in 'loot' over all. The more items drop from mobs, the less of an impact player crafting has. Sure, the goblin king that set up camp in that dangerous hex might just have a magical item on him, but your run of the mill NPCs should be wearing the standard junk. And like in PnP PF, you have to weigh the option of carrying that junk around with you until you find a player or NPC who wants it, or just leaving it where it lies.
I do like the idea of lootable craft items though. It gives combat oriented players a way to contribute, and adds to the community required to make items in game. Certain magical beasts drop parts or items needed to make some magical items - IE a spider queen might drop a venom sack needed to make a dagger that adds a poison DoT.
Dorje Sylas
Goblinworks Executive Founder
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That's basically what happens in EVE. PvE 'adventure' is resource gathering. Occasionally there will be 'rarer' items that drop among the crud. At which point it's more akin how Pen and Paper party treasure can get divvied up. Do you buy it with your "share", does it goes to the person of greatest need? And so on.
The typical end result is all 'junk' is carted out, sold or scrapped, and a payment is made by the 'leader' to split the proceeds usually evenly (but any distribution will do). In the case of scrapped (broke down for raw materials) the 'leader' is typically obligated to pay at least minimum market value.
The only way this process could be speed up would be to auto-sell items at as some set market value, but that brings a wealth of headaches. As long as the tedium doesn't outweigh return it's part of the situation. If you take every last Dog-Slicer out of massive goblin warren ya gotta find a way to sell it, or at least sell the scrap when you break it down.
When I left EVE they had just added Fleet loot logging. Basically just a list of what was picked up and by whom, and when, while the Fleet was active. Both as a way to quickly assign payment (often mission running leaders would pay out of pocket to Fleet members, and then sell the loot later) and to keep track of who tried to quietly grabbed the "super widget 9000".
If Thorin's 'company' in the Hobbit had loot logging enable Gandalf would have been able to see:
The One Ring; Bilbo Baggins; Third Age - 2941 - A few days after Midsummers day - ~5:00 pm
And then we'd get How the Hobbit Should Have Ended.
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Yes, I'd immagine you'd have to be in a group structure to join someone else's dungeon and not get flagged as a thief. EVE uses impromptu Fleets for this. City of Heroes used to do Teams.
LordDaeron
Goblin Squad Member
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What I really want is the loots to make sense. So if I kill an orc wearing an old leather armor, a helmet and a handaxe I would like to see at least the broken parts of those itens included in the loot. So it could be used to craft stuff later. Eventually or rarelly we could just get that old and used battle axe or armor but it would not be as good as new. If I kill a wolf and have the right skill I should get his pelt as a lootabel item. If I kill a mage I would like to see at least the broken pieces of his magical weapons to loot and sell as material to crafting new ones etc.
Just some examples.
Phyllain
Goblin Squad Member
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I really hate the Master Looter. I usually play odd hours so when I group, it's usually with pugs instead of guildies. Master looter means you get crap while the three people who normally play together invited you to fill a slot get everything.
Why would you run with people you dont trust? that is what master lot is for.
And I wasnt aware most runs would yield crafting mats, that is something I am pretty happy t hear if it is true.
Onishi
Goblin Squad Member
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Imbicatus wrote:I really hate the Master Looter. I usually play odd hours so when I group, it's usually with pugs instead of guildies. Master looter means you get crap while the three people who normally play together invited you to fill a slot get everything.Why would you run with people you dont trust? that is what master lot is for.
And I wasnt aware most runs would yield crafting mats, that is something I am pretty happy t hear if it is true.
Actually you could very well wind up partying with people you don't trust, that is actually mentioned in the blog.
There's a third kind of dungeon, the largest and most challenging type. These are often designed to have several different entrances, each of which could be discovered by a different character, and shared by several parties. While exploring this kind of dungeon, you may very well encounter other characters! Fight, parlay, flee, or join forces—the results are up to you. Challenges in these dungeons may even require coordination between groups to complete—one party might have to fight through a room of undead to lower a magical barrier so that another party can access a different part of the dungeon.
On these I imagine full well it's possible that in this case, a few groups will team up together, either after the boss, or even during the boss, one side completely backstab their former companions.
Well the nice thing when it comes to mats, is the quantity can outweigh quality. you could wind up with a ridiculously rare item, and it could still be fully splittable. IE 50 unobtainium opals., it takes 100 to make anything, but you can fairly split it between 5 people, or you could have people chose to take what they want. The fact that something needs to drop 1 at a time to be rare, is nonsense. it could drop in any quantity (remember also, dungeons aren't stationary repeatable locations. So only 1 in 10,000 dungeons could drop something, drop 2,000 at a time, and it still be rare)