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Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 12:40 am
by Hoihe
At last I won't be giving up all my chests to elven companions! :lol: "You need it more than I."


Many thanks for this awesome update! Even small areas are going to be profitable with large groups now.

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 1:59 am
by NCrawler
Heh, now all you have to do is create 4 or 5 dedicated looting toons. No waiting for chests to respawn.

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 3:25 am
by Tsidkenu
Now the question will be how to RP a chest that has loot for all!
Adventurer 1 rummages through the stuff.

"Dang, there's only an empty ale stein in here."

Adventurer 2 takes a closer look at the leftovers.

"Dude! You totally missed this mithral fullplate! Yoink! Hah!"

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 4:00 am
by NeOmega
Tsidkenu wrote:Now the question will be how to RP a chest that has loot for all!
Adventurer 1 rummages through the stuff.

"Dang, there's only an empty ale stein in here."

Adventurer 2 takes a closer look at the leftovers.

"Dude! You totally missed this mithral fullplate! Yoink! Hah!"
The same way you rp the gold piles in the bladeling/wyrmling dungeon. Everybody rummages through piles of stuff to find what is of value to carry off. You can imagine treasure chests being full of junk, and just like looting in war, soldiers simply rummage through the loot, and take whatever they feel is most valuable based upon how much they personally can carry, (and get past less corrupt officers).

NCrawler wrote:Heh, now all you have to do is create 4 or 5 dedicated looting toons. No waiting for chests to respawn.
Go for it, if that sounds like fun to you. First you haev to log off, log on, go through nexus transition, get to loot dungeon.

Anyways, usually by the time you loot a dungeon, it only takes a few minutes before you can go through and do it again. There really is not much extra to be gained by making dedicated looters.

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 4:42 am
by Steve
Am I reading the changes right?

This change means a SINGLE toon now has access to HALF of their looting possibilities from the previous System? From 2x a Reset to 1x a Reset?!?

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 5:20 am
by Considerate_
That's a brilliant change, really pleased with this!

Now I will no longer head into a dungeon area, and get Tells OOCly from a player already there, telling me to 'take my belongings and kindly vacate the area' (yes, I made a positive rephrasing of the original reply, to make it in tune with the forum rules).

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 7:57 am
by mrieder79
Tsidkenu wrote:Now the question will be how to RP a chest that has loot for all!
Adventurer 1 rummages through the stuff.

"Dang, there's only an empty ale stein in here."

Adventurer 2 takes a closer look at the leftovers.

"Dude! You totally missed this mithral fullplate! Yoink! Hah!"

Chests spawn new loot for each person. It is not one large loot drop. The way it will work is this:

Chest is unlocked.

Aventuerer 1 opens the chest, loots, takes his/her goodies. Closes chest.
Adventuerer 2 opens the chest. There are new goodies. He/she loots, then closes the chest.
So on and So forth.

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 8:02 am
by mrieder79
Steve wrote:Am I reading the changes right?

This change means a SINGLE toon now has access to HALF of their looting possibilities from the previous System? From 2x a Reset to 1x a Reset?!?
Your possibilities are not 50%. They are still about the same, arguably better. Here's why.

In the old system it took 20 minutes for chests to reset. In the new system, they reset instantly. That means that you can loot a dungeon and move to another dungeon without fear of "losing your place" in the first dungeon and without fear that the second dungeon will be "occupied."

Unless it takes longer than 20 minutes for your toon to move to the second dungeon, you are actually coming out ahead.

Now, instead of waiting 20 minutes for chests to reset, you can zoom between dungeons. This is how I have always looted. It is too inefficient to sit around and wait for chests to reset when you can string dungeons together for fast looting.

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 8:06 am
by thids
I still don't understand why having multiple looting characters for the sole purpose of looting is being encouraged even more.

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 8:11 am
by Steve
mrieder79 wrote:That means that you can loot a dungeon and move to another dungeon without fear of "losing your place" in the first dungeon and without fear that the second dungeon will be "occupied."

Unless it takes longer than 20 minutes for your toon to move to the second dungeon, you are actually coming out ahead.

Now, instead of waiting 20 minutes for chests to reset, you can zoom between dungeons. This is how I have always looted. It is too inefficient to sit around and wait for chests to reset when you can string dungeons together for fast looting.
Okay.

1) This presupposes that I MUST "zoom" between dungeons. Or that my goal is to be efficient in "mining" the Server of all LOOTZ possibilities.

2) With the change, if I wish to WALK through a dungeon, and spend more than 20 minutes there ENJOYING the environment and ROLE-PLAYING therein, I am NOW subjected to a reduced amount of Loot POSSIBILITIES.

3) That I "fear" encountering another in an AREA that is looting and I see it only as a "traffic jam" of sorts, instead of a possibility of Role-Play (but I guess I'm not of the majority, since this is a change somehow made to benefit looting over all).

Why reduce the x2 to x1? It seems fine to have made the change to 2x per Reset and every Toon can loot the chest. Except...because every Toon can loot the chest, there is an exponential increase of Items being produced by the RIG, overall, correct?

So in order to compensate for the overall production a choice was made to limit the gain by single, individual Players? Though I agree to a general principle of reducing the "SOLO LOOTZ KILLZ" mentality, the ability to foster better "zooming" between looting is not furthering Group RP, imho.

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 8:34 am
by Hoihe
The problem is not in encountering other players, it is in encountering an entirely empty dungeon guarded by deadly monsters after you spent a thousand or so gold warding up your party.

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 8:58 am
by Deathgrowl
Steve wrote: 2) With the change, if I wish to WALK through a dungeon, and spend more than 20 minutes there ENJOYING the environment and ROLE-PLAYING therein, I am NOW subjected to a reduced amount of Loot POSSIBILITIES.
Yeah. Now you get to avoid ROLE-PLAYING that a chest miraculously refills after 20 minutes.

:P

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 9:07 am
by Steve
Deathgrowl wrote:Yeah. Now you get to avoid ROLE-PLAYING that a chest miraculously refills after 20 minutes.

:P
True, that is about as STUPID as Role-Playing that monsters keep on coming and coming and coming and filling and filling and filling...and filling up the passageways as bodies of their brethren pile higher and higher.

:lol: :|

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 9:45 am
by NCrawler
NeOmega wrote:
NCrawler wrote:Heh, now all you have to do is create 4 or 5 dedicated looting toons. No waiting for chests to respawn.
Go for it, if that sounds like fun to you. First you haev to log off, log on, go through nexus transition, get to loot dungeon.

Anyways, usually by the time you loot a dungeon, it only takes a few minutes before you can go through and do it again. There really is not much extra to be gained by making dedicated looters.
Oh, I will. With just two more looters, I can increase my loot intake by 50% in the same amount of time that it took under the old 'wait 20 minutes for respawn' system.

Seaside Trolls --> Gnolls --> Minotaurs --> Hags --> Haunted House --> FAI to Sell

FAI --> Sharptooth --> Durlags --> Log next toon

After all three are finished, my main then goes to Troll Claws for xp grinding. Perfect.

Re: Changes to loot system and promoting rp

Posted: Mon Jan 25, 2016 10:07 am
by mrm3ntalist
NCrawler wrote:Go for it, if that sounds like fun to you. First you haev to log off, log on, go through nexus transition, get to loot dungeon.

Anyways, usually by the time you loot a dungeon, it only takes a few minutes before you can go through and do it again. There really is not much extra to be gained by making dedicated looters.
Oh, I will. With just two more looters, I can increase my loot intake by 50% in the same amount of time that it took under the old 'wait 20 minutes for respawn' system.

Seaside Trolls --> Gnolls --> Minotaurs --> Hags --> Haunted House --> FAI to Sell

FAI --> Sharptooth --> Durlags --> Log next toon

After all three are finished, my main then goes to Troll Claws for xp grinding. Perfect.[/quote]
You can do what you describe even before these changes to the loot system. The 50% increase is wrong

- This change will support grouping much more instead of soloing. That by itself is great.
- Instead of waiting to hit an area twice, you can go to another area. This system doesnt support having alts to grind more that the previous system did.
- Yes, steve is right. You wont be able to loot chests twice if you ant to spend more than 20mins in an area. If that is problematic, we will take a look at it. This is the first step of an overhaul of the loot system.


In general this is the first step of a more "fair" system and system that promotes groups rather than soloing. Thanks go to mrieder for implementing it.