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#111
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i.e. a fire opal is worth more than a Skull Shaped Barbute. | |||
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#112
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Another thing you could try would be magic items only. | |||
Last edited by Hughman; 11-18-2013 at 04:59 PM..
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#113
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![]() With a randomized system in which (for instance) worn items are 50% more likely to be selected for loot than bagged items, one can still bag that fungi tunic or fbss to increase the odds of keeping it yet there is still a chance it'll get looted. But it isn't like free form item loot where someone it taking your fungi 100% of the time if you didn't bag it. Combine this with item linking in the YT and the removal of all no drop tags.
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#114
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Trying to consider some of the problems with Rallos Zek. In this era, possibly including macro-ing the bagging process. | |||
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#115
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![]() In your system I'll carry 2 bags in the at-risk slots to carry food, water, etc and leave the rest of the slots empty for bagging that is actually easier than bagging. The end result is a mild inconvenience of less inventory space (bluebies will hate that btw) and I can only secure like 6 main items. I.E. my MR ears, wrists, and rings or whatever. I'm still bagging shit. it still rewards being a nude caster. And it makes general gameplay a pain in the ass via loss of bag space.
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#116
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I'm not trying to promote any one system.. just considering the possibilities and problems of all of them. TBH, I like the original RZ system because it's the one I played with. | |||
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#117
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![]() thats why all inventory slots must be lootable, with equip (or maybe equippable?) items being at a higher risk than bagged items, but bagged items are not excluded from looting. It slightly rewards bagging but it also allows one to play fully equipped with less risk of having your one critical piece of gear (i.e. an FBSS or something) from being taken unless you bag it every time. however this entails randomization.
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#118
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full loot capability deters many from playing a melee regardless, and that system deters the crowd we are attempting to court (i.e. non-pvpers, casuals, and the like) whereas randomized loot w/ YT ADDS to enjoyment of an item loot mechanic, while REDUCING rage, required bagging experience/macroing, and reluctance to play a melee. | |||
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#119
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#120
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![]() What about instead of having the items filtered by location and price, instead calculate the 'worth' of items based on stats:
AC + str + sta + int + wis + dex + agi + cha + (hp / 2) + (mana / 2) = pvp raw ranking += 10 for proc effects. Top 20 items by worth get displayed. NO-DROP items can be looted. Exclusions to specific items such as all primary/secondary weapons, potentially epic pieces?
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