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#1
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there are a few problems we will need to fix, one will be to have more no drop gear available. Sol ro armor would be a good start. make that shit no drop so people can pvp with some clothes on but not be that OP. making kunark armor (Cobalt, ect) no drop would be awesome and at the same time KILL the RMT shit going on.
remove bagging, shit was dumb. one item per kill if in a 4 level range. I suggest making primary/secondary/range unlootable ofc.
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Naw | ||
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#3
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As a bluebie I'm all for item loot.
Since you're looking for ideas on how to do it, would it be possible for the player to select maybe 5-10 of their item slots that could be selected from? Bags could count as 1 slot and empty slots on death could force a random selection of something else. Alternately would it be possible to have certain slots decided by the player be safe? I feel like a big part of the turn off is the possibility that someones favorite pixel might not be in a slot that's automatically protected, especially if they aren't melee. | ||
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#4
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Oh, good, item loot.
See ya on the 200 max pop server in 6 months brews
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#5
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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.
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#6
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Current Games:
Naw | |||
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#7
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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.
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#8
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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. | |||
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#9
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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. | ||
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#10
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