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Post by PinkCrown on Feb 2, 2014 17:33:38 GMT
I think fish meant loot should be shared, so one person you are grouped with could in theory take all of the loot and the rest get nothing.
Which I hate, I hate games with shared loot. Hatehatehate.
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astrongfishtank
Rock Crab
just caught a pesky misquito in the middle of febuary it was to full of blood to get away this time
Posts: 34
FO Level Status: Rebirth
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Post by astrongfishtank on Feb 2, 2014 17:52:06 GMT
and this whole conumdrum leads to the point that i hate shared loot too so there truthfully is no way to better suit both party's of the argument unless we had zones that could only be entered by one person like single player story mode places but otherwise everything else is pretty much impossible to do without angering someone somewhere so we'll just have to see if llama makes it more single player based or multi-player based
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Post by mvp on Feb 2, 2014 17:53:30 GMT
Personally I wouldn't care if that happened. Either kick the player if they are not contributing to the xp-grind or reform the party with useful players if kick is not available. With a player designated to do that, the group could possibly be more efficient as well. I think this just solved the big issue too..
It is does not make up for the fact that the group is leveling at such an increased pace compared to somebody leveling alone. With this logic, the set xp rate should be divided by the number of players available to join a party as that would be the set standard of leveling. "Ninja" looters would easily be kicked and with the downside removed, it is all profit from there.
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Post by PinkCrown on Feb 2, 2014 18:11:10 GMT
The problem with being able to kick players from parties is slightly bigger though I think, you have one person in charge, what happens if they afk. Or, if they are the one taking all of the loot? Or something mostly unrelated, they use people to beat a really tough boss, then boot everyone and take the whole reward. Things like shared loot and kicking from parties can lead to so much aggro. Easier to avoid at least part of it by having individual loot, it doesn't really cause that many issues (in my opinion). Parties & kicking is a whole other thing, but I'm not really fussed by how parties work, I just don't enjoy shared loot.
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astrongfishtank
Rock Crab
just caught a pesky misquito in the middle of febuary it was to full of blood to get away this time
Posts: 34
FO Level Status: Rebirth
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Post by astrongfishtank on Feb 2, 2014 18:24:23 GMT
so anyone have any ideas to add to see if we can find a reasonable way to make both sides of the argument happy?
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Post by minche on Feb 2, 2014 18:35:22 GMT
don't really think there needs to be anything new. its pretty straight-forward and common method. you make some pros and cons for each method of playing. as i said in shoutbox: playing in party: shared loot (for example), party leader that can kick you, but you get a lil bit more xp on average and tougher mobs solo: share nothing, rely on your own luck, normal xp and normal mobs
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Post by mvp on Feb 2, 2014 18:47:29 GMT
I personally believe we are focusing too much on this idea of a global loot system (free for all) where anybody in the party can view the loot and not focusing any attention on how this can resolved with a variety of other systems. I can tell you now that if somebody was stealing loot then the rest can leave the party and create a fair party. Problem solved there. Ninja looting by the party leader is a common issue in games that insist with such a system. I hope we can work around that though. So here are some citations from the wowwiki how on World of Warcraft deals with looting: {The blizzard solution} SourceBlizzard incorporated a variety of ways to deal with the looting issue aside from this free-for-fall approach we are talking about. Jagex took their own method for dealing with this situation as well: {The jagex solution} We can also incorporate a damage system if that is a better solution. By analyzing who did more damage to the monster, the loot is determined and given to the appropriate players. In boss situations, players with the best gear continue to get the best gear though. However all these methods do have their flaws. There is no chance all of these are coded especially in the early stages. These should just be seen as options as a way to fix this situation. I don't believe we need to leave it as a single "luck"-like attribute determines the outcome of loot for a single player. By increasing the party size and implementing this system, you are increasing the amount of items dropped by roughly 300% or so (assuming 4 players in a party). This might be an issue with over inflation and I highly suggest it is looked into before committed to.
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Post by iampanda on Feb 3, 2014 0:36:31 GMT
The New KT will run like a machine
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TheKow
Rock Crab
Posts: 45
FO Level Status: Rebirth
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Post by TheKow on Feb 3, 2014 20:41:56 GMT
Realm of the Mad God has a damage based system and it works very well in my opinion. Once you got to a certain level of damage to the boss, which is around 20% of the bosses total health, you get a special loot bag that only you can see the contents of. Unless there is a very large group, 20% of the bosses total health is not that hard to do.
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ZackAttack1
Soft-Shelled Crab
Posts: 11
FO Level Status: Ascended
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Post by ZackAttack1 on Feb 10, 2014 0:57:28 GMT
2 months and 8 days without internet came to see how everything is going , but to also throw in my opinions(: I believe it would be a good idea to grant bonuses to guilds based on their level/Overall experience. Not just grant but give the guild the option to buy these bonuses. This role would obviously be granted to the Guild Leader. Guild Rank would essentially be based on how much EXP the guild has instead of how much money you throw into the guild. Another idea would be to have a guild hall. Not essentially a building, but a place where that guild can meet up and have events and whatnot. Every guild hall would look the same, but only a member of that guild may enter. just a few ideas I had(:
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Acappella
Rock Crab
Level 120
Posts: 83
FO Level Status: Ascended
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Post by Acappella on Feb 10, 2014 8:44:18 GMT
2 months and 8 days without internet came to see how everything is going , but to also throw in my opinions(: I believe it would be a good idea to grant bonuses to guilds based on their level/Overall experience. Not just grant but give the guild the option to buy these bonuses. This role would obviously be granted to the Guild Leader. Guild Rank would essentially be based on how much EXP the guild has instead of how much money you throw into the guild. Another idea would be to have a guild hall. Not essentially a building, but a place where that guild can meet up and have events and whatnot. Every guild hall would look the same, but only a member of that guild may enter. just a few ideas I had(: Actually 1 building could be made like that even 1 in each town. All it does is... as you open the door. Your guild has a code, that code is used to send you to your own guild "room". All I'm saying here is coding it would be actually easier than you might think.
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Post by Lighterthief on Feb 19, 2014 16:23:01 GMT
Sticking to one loot system seems silly as you can have different goals as a team and different types of teams(friends, guild, random, etc).
I don't think you can get around having one member in charge of the team as a team leader, who is able to set the team settings. If he or she abuses this position or goes afk the other team members just have to quit the team and create a new one.
As for different team settings I very much like how they've done it in Entropia Universe where they split the options for money and items:
*Money
Damage Determines - Money is split in proportion with the amount of damage each team member dealt to the mob that was killed Equal - All money is split equally between team members
*Items
Damage Determines - Items are split in proportion with the amount of damage each team member dealt to the mob that was killed, with the item of highest npc value going to the player dealing the most damage. Leader takes all – All items go to the Team Leader, also the creator of the team Most damage wins all – All the items go to the member that dealt the most damage in killing the mob Random - Items will go to a random team member Queue - Each team member takes turns to receive items.
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Post by Archangel on Feb 27, 2014 14:53:42 GMT
All of what you guys are aiming for sounds pretty nice! To bad I'll do it all on my own. Why in the Kingdom of Heaven would I want to waste my time in a group killing mobs only to have my money (or loot) be a "free for all" ganger among my fellow team members? I don't feel morally great either if I'm the one doing all the damage, how's that fair for my teammates? They just gonna stay weak forever?!? Money has to be shared equally and so does loot. I had this problem way to much in World of Warcraft. It's why I quit the game. Shared loot I haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaate, did I mention that? Individual loot is best in my opinion. If this goes in it would sound more productive just to grind on your own. Get all the money, and get all the loot, 100% of the time, no sharing required. What if you're a healer in a boss fight, like in WoW? You're not "the damage dealer", so you may only hit 5-8% of the total boss health with your "aggressive spells". But with this system, you would fight a boss with fellow teammates, only to get, well, nothing, because items are split with damage, am I right? Even though you're the one keeping your teammates alive, well, for the entire boss fight. It segregates the healers and the damage dealers. Also, if you don't have good gear, you're out of luck a lot of the time. I had this problem to. I was trying to go for "good gear", only to not get it, or, hey! Get it stolen from me through that crap system. End result? I can't get stronger, because my loot get stolen from me, and I can't advance, at all. The only way I could ever get stronger in WoW was to actually buy items from my own pocket. I got pissed spending 200 hours getting the same low gear crap. I agree that the system might have to be looked at from the way FO was. I'm just saying, don't make it to screwy to the point I will hate parties cause I get nothing but scraps 24/7. Don't get into this "fair" thing, I've seen some people, they'll take everything good even if they don't need it. All money and stuff will go to the Team Leader? Sweetness. More reason to go solo. I'm not trying to hate. I'm just being realistic. Either have a individual system, or have a 100% random system, where it gives items randomly, a ninja system I will not go for ever again. Nonoono. And as for guilds. I loved the way FO had it, in terms of "Make a guild, anyone can join, no matter who you are". I liked bonuses for being in guilds. That was pretty cool to. Encouraged team communication and trust among members and a sense of responsibility for being there to do your part. If you don't like guilds and want to do it on your own. Tough luck. Then that's exactly how it should be. On your own. No bonuses. No nothing. Don't try to punish the guilds for bonuses or tear them down or whatever. People who are open to talking, making friends, communicating, etc, should have some small incentive bonus, like a chance for XP from guild wars or whatnot, access to "guild items" or something along those lines. Whole point of guilds is making friends and having fun, and maybe a little reward for your good communication! If you don't like that, again, tough luck. I'm tired. Goodnight. Or morning. It's some point in the day. Ugh.
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Post by minche on Feb 27, 2014 15:03:02 GMT
well friend and guilds are very important for MMOs you know the staying, come for the game, stay for the people
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Post by Archangel on Feb 27, 2014 15:07:29 GMT
A game that can have a really good game, and even a better community, is the best game in the world, and one worth supporting.
I'm looking forward to this game because it has a great community to back it up with many different interests and perspectives. I really feel like, while this game is in the charge of developers, I feel the community is getting a voice in it.
Also saying* . D:
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