Quote:
Originally Posted by Technique
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The only way to achieve that in a game like EQ is to discard the concept of zero-sum item loot.
One item per kill, selectable only from the set of droppable items equipped by the victim at the time of death and wearable by the killer's race/class/deity. Upon looting, generate a NODROP, NORENT copy of the chosen item for the killer, with the additional condition that it disappears on death (preventing players from circumventing the NORENT property by saving the item on a corpse).
The original item must also be flagged in some fashion so that it can be "looted" only once, in order to make it impossible to farm several copies of desirable items by repeatedly killing the owner of the originals.
Of course these mechanics would require special case code and DB modification that might not be feasible, or even possible, given how rigid EQEmu is.
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That is all reward with no consequence to the player dying. You would literally have raiders from a guild killing each other before a raid to duplicate items. It would take away from any risk. I think looting items the players are wearing is too much for this player base. I'm pretty set on being able to loot 1 item from inventory/bags that are not no drop and I can't really see any downside to this.