![]() |
#101
|
|||
|
![]() Oh, good, item loot.
See ya on the 200 max pop server in 6 months brews
__________________
Itap <Super Friends> - Officer | Mentor | Boner | (ded again for now)
Maybach Music - <Imaginary Friends> | ||
|
#102
|
|||
|
![]() I liked the Asherons call version of item drop. Where you had a certain amount of items that would drop from your body, seemingly at random. Really though the items you dropped on death were the ones with the highest vendor value.
This makes sense to me for T99 because it still allows for impact and adds value to pvp without the consequences of someone cherry picking your items. In a sense it makes the whole process as neutral as possible without sacrificing much. To use an example, one may want to carry a couple stacks of gems with them so that their precious FBSS doesn't drop.
__________________
![]() Millburn Pennybags - Blue Palmer Eldritch - Teal | ||
|
#103
|
||||
|
![]() Quote:
__________________
Current Games:
Naw | |||
|
#104
|
||||||
|
![]() Quote:
but i like the out of the box thinking, thats the right direction. nobody wants the old item loot from live. i think a random feature, or a harder limit on what can be picked from would be nice.
__________________
Ever wonder what Braknar does around here? - https://youtu.be/WTtFXBgggpI
Sirken's Twitch Stream - www.twitch.tv/sirken_ Quote:
Quote:
![]() | |||||
|
#105
|
|||
|
![]() Why do people keep bringing up item loot? It's like they think at some point in time someone will actually loot something of value.
All it does is give people incentive to leave their good stuff in the bank/bagged watering down PVP, or to avoid PVP all together (especially dying). It also furthers the advantage the top 5% have as most of the top gear is non drop. Good luck taking out someone VP geared wearing shin gauntlets and leather. Stop beating this dead horse, item loot does not add anything and detracts completely from PVP gameplay. Item loot only works in games like UO where even valuable items are fairly easy to replace, not a game like EQ that is literally 100% about items for character progression. | ||
|
#106
|
|||
|
![]() It would all revolve around the vendor price of the item. The number of items you're allowed to loot off someone is what would need to be decided on. You could make that one, where your most vendor valuable item drops, so you know exactly what you'll drop on death. Or that number could be 5, where a series of items drop which start at the highest value and work down, though I think there would be an interesting interplay if you made LOOTABLE items 1 and dropped items 3-5. That way there's still quite a risk of having enough items of value on you to saturate out your drop pool, which again makes it more desirable to kill people for valuable items.
__________________
![]() Millburn Pennybags - Blue Palmer Eldritch - Teal | ||
|
#107
|
|||
|
![]() item will loot will allow us to hurt our enemy where it really hurts. will probably send them straight to char deletion. i was lookin forward to a roleplaying dark vs light lord of the rings trilogy kinda pvp server but now i see the light.
I will grief. Your fungi is mine. QQ
__________________
Current Games:
Naw | ||
|
#108
|
||||
|
![]() Quote:
| |||
|
#109
|
||||||
|
![]() Quote:
just a reminder, after the merge, theres no rule that says it has to be all one server or the other, if feedback tells us some stuff about R99 is great and some stuff about T99 is great, then we will just cherry pick the features. IE: its very possible to have a post merge server with teams but not item loot. because... science
__________________
Ever wonder what Braknar does around here? - https://youtu.be/WTtFXBgggpI
Sirken's Twitch Stream - www.twitch.tv/sirken_ Quote:
Quote:
![]() | |||||
|
#110
|
||||
|
![]() Quote:
The PVP experience shouldn't have an adverse effect on the PVE. No matter how you slice it, EQ is a PVE game at the center. That being said, if there were to be item loot I would have something as follows... When you kill someone you get a token. X tokens buys essentially a PVP copy of an item. Lets say a JBB...something very useful and valuable but not necessarily game breaking. Maybe call it "Jaundiced Bone Bracer of Zek". If someone is killed the items that show up as lootable are only the "of Zek" items, which are all non trade-able. This would keep item loot in the realm of PVP completely, items exchanged during PVP encounters can only be earned from PVP encounters. | |||
|
![]() |
|
|