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#1
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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
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#2
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#3
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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't be "looted" more than 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. | |||
Last edited by Technique; 11-13-2013 at 12:14 AM..
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#4
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#5
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Although I agree there'd be no real consequence for the victim as far as the item loot aspect of death goes. But I see no other way to allow for it and still meet sirken's requirement of making it "fun". | |||
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#6
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![]() 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.
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#7
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![]() 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
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#8
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![]() token/point system ftw
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#9
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![]() Just to summarize my thoughts on the Asheron's Call style item loot.
DROPPED Items : 1-5 LOOTABLE Items: 1 What items drop?: First one to five items with the highest VENDOR SELL VALUE. Reason?: Allows for people to still use powerful items but at a cost of increasing their passive coin drop, also at the risk of slipping up and dropping actual items. This keeps PVP impactful and fruitful. WARNING - Below example does not use proper item values, made up for science! Example: Millburn has on his body three powerful items he has looted along his adventures which he does not want to lose. These items are a Fungi, a FBSS, and a Sweet ass Broom of Trilon. Fungi sells to vendor for 400pp FBSS sells to vendor for 300pp Broom of Trilon sells to vendor for 500pp To make sure he doesn't drop any of these items, Millburn always carries around 3 stacks of gems with him, each stack sells to a vendor for at least 501pp so that when he dies, the three items up for grabs from his corpse are these stacks of gems.
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![]() Millburn Pennybags - Blue Palmer Eldritch - Teal | ||
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#10
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