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  #1  
Old 09-19-2011, 02:29 PM
Papaver Papaver is offline
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Default Regarding item loot.

It has been apparent since the initial launch of EverQuest PvP in general and item loot in particular were neither well thought out, balanced, nor implemented up to the standards the community desired.

So my question to people that desire a red p99 server is, what would alleviate the majority of your concerns regarding item loot?

Just bounce random ideas around here.

For example, what if levels 1-45 were not lootable, but levels 46-50 were (assuming the attacker was also 46+).

Or what about guild based pvp? That is to say, no guildless characters are lootable, but people that are guild tagged are.

Or how about handing in a tome of discord to set an 'item lootable' flag on your character which would change the tint of the text of your name from pink to dark red (in which case, the attacker can only loot an item if they are also flagged as lootable)?

Or a flag for lootable set during the character creation process which cannot be changed later?

Personally I feel that item loot should be across the board for everyone-- with few exemptions like pvp areas in cities and in 'The Arena' itemloot-free (only pure pvp with no risk of losing items), but seeing as so many people feel so strongly against it, your feedback on what negative aspects are the most detrimental to the game at large would be appreciated.
  #2  
Old 09-19-2011, 02:34 PM
XiakenjaTZ XiakenjaTZ is offline
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It is a HUGE risk to mele and only a minor risk to casters is one main reason.
  #3  
Old 09-19-2011, 02:38 PM
Papaver Papaver is offline
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Quote:
Originally Posted by menadwen [You must be logged in to view images. Log in or Register.]
All levels. 1 item at random can be looted. When you are killed you respawn with a buff that prevents items from being looted for say 1 hour. Like a ress sick buff.
This could in some ways be leveraged to the advantage of the person that had died earlier.

How about instead, if player A kills player B and gets an item, any more kills by player A on player B will not yield them an additional item for a full 24 hours. Any kills on player B again in this 24 hour period by player C will not yield an additional item if player A was again involved in the killing of player B?
  #4  
Old 09-19-2011, 02:42 PM
rike rike is offline
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jewelry/range item loot? maybe chest/head too? would be easy to bag all your stuff but would still make it interesting enough imo~

oh and coin obviously
  #5  
Old 09-19-2011, 02:43 PM
Vile Vile is offline
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very simple..

either make it item loot or dont imo.
  #6  
Old 09-19-2011, 02:45 PM
Rushmore Rushmore is offline
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Altergate a custom box handled item loot the best way imo

IF you killed someone in pvp you got to loot a non equipped item and all there coin.

So you couldn't touch there gear but anything in bags was at play. So at least you got a pumice or some bone chips. But every once in awhile you caught someone having extra sets of gear on them or an item they got in a dungeon that wasn't wearable by there class.

On a pvp server many will run around with MR sets and PVE sets of gear.

Think about it.
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  #7  
Old 09-19-2011, 02:47 PM
Yukahwa Yukahwa is offline
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1. Item loot has to be all on or all off. Any system that allows opting in or out will essentially be a non item loot server.

2. If any level range would have item loot disengaged it should be 45-50 these guys are the main group complaining about item loot because they want to wear their fancy items and not worry about dying. I don't think they should be allowed to do that, though.

3. Low levels need to be item lootable. Real lowbies will not have anything to lose. Twinks will have to be more careful when running around killing people. Without item loot at low levels, twinks are a serious menace and there is nothing encouraging others to hunt them.

4. No one would guild if guilding meant item loot and not guilding meant item loot. The person who risks the least is in a position of advantage and as players we will always seek advantage. It will just mean guilds will exist in IRC and vent channels rather than in-game.

5. Flag lootable wouldn't work, just like the guild lootable. Item loot makes -everyones- life harder. If you could be unlootable in an item loot world you would always choose to be unlootable. It has to be forced, and then it adds an exciting challenging and scary element to the game.

6. With item loot engaged, PVP range needs to be tightened up. +-4 levels is appropriate..anything higher means that a player that is not level 50 will be continually dominated by people that have no chance of defeating.

7. No one goes to arena, so yeah it might be a cool way to allow people to PVP without losing items. It also might be exploited, maybe people will bind there to go AFK or something? /shrug. I can't think of any real reason to make any zones "safe" from item loot. Stay in cities near guards and don't mess around. Guard aggro will need to be figured out (im not sure how it works now) it used to be that someone with average faction attacking another normal player near a guard would aggro the guard. Allies could do what they want near ally guards at least when I played.

8. Please remember to think about all of the levels below 50. People who get to level 50 will get there..for a lot of players they will mess around at lower levels for the majority or the entirety of their time.

9. Primary, secondary, range, bagged items and bags should not be lootable. 1 item and all coins. From an RP perspective, imagine bags are stashes where items are kept like in a hole or in a bush or something. Who carries 8 backpacks?

10. Wearing good items is a strategic risk. If you don't wear good stuff you are weaker, if you wear good stuff you are much stronger but also taking a risk. Item loot balances twinks / super uber dudes with the normal guys because a super geared player can be viewed as a raid mob worth trying to defeat for all the good loot.

11. Naked casters are easy to kill. This argument against item loot is unfounded. Get some right click root webs from permafrost. Classes are not balanced. A twink melee will dominate a normal caster. A naked mage will probably be better than a naked melee.. it works out. If in game resists make any sense at all it wont be too hard for a melee to gear enough resist gear to be on equal footing with casters. At level 4 a mage will probably kill a warrior. Oh no. You lost a piece of leather armor. No reason to ruin the entire server experience for this.
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  #8  
Old 09-19-2011, 02:47 PM
Prahadigm24 Prahadigm24 is offline
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I think the "pick 1 item from all of the victim's containers" rule would work best. It's a very good compromise.
  #9  
Old 09-19-2011, 02:51 PM
Rushmore Rushmore is offline
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Quote:
Originally Posted by Prahadigm24 [You must be logged in to view images. Log in or Register.]
I think the "pick 1 item from all of the victim's containers" rule would work best. It's a very good compromise.
This is what I said. But yes this is a good mix in the middle.

believe me there will be plenty of good loots in peoples bags.
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  #10  
Old 09-19-2011, 02:54 PM
greatdane greatdane is offline
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I am against any form of itemloot where your worn equipment can be looted. I think we're better off without it altogether. If someone can't enjoy PvP without taking other people's gear, they aren't the kind of player who contributes to a healthy server. I could live with something like looting from inventory/bags only, but then what's the point, that'll just screw over classes that rely heavily on spell components. If victory in PvP and the rights to whatever content you've chased the opponent out of isn't enough, maybe a system like the signature thing I posted about. Everquest is too much about character development and the long-term rewards of heavy time investment for traditional itemloot to be popular with the majority. As you can see in every discussion, there are considerably more against than for it.
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