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  #1  
Old 11-11-2013, 08:06 PM
Sirken Sirken is offline
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Originally Posted by Kergan [You must be logged in to view images. Log in or Register.]
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.
item loot is in. so stop crying about a system that wont exist here on p99, and start brain storming a way to make it fun.

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  
Old 11-12-2013, 10:34 PM
Noselacri Noselacri is offline
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Quote:
Originally Posted by Sirken [You must be logged in to view images. Log in or Register.]
item loot is in. so stop crying


because... science
Then good luck, I'm not touching this crap with a ten foot pole. Server will last a month. What a waste of effort for everyone involved. I'm not even gonna bother logging in once to have a look.
  #3  
Old 11-13-2013, 12:09 AM
Technique Technique is offline
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Quote:
Originally Posted by Sirken [You must be logged in to view images. Log in or Register.]
item loot is in. so stop crying about a system that wont exist here on p99, and start brain storming a way to make it fun.
The only way to achieve that in a game like EQ is to discard the concept of zero-sum item loot.

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..
  #4  
Old 11-13-2013, 12:17 AM
HippoNipple HippoNipple is offline
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Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
The only way to achieve that in a game like EQ is to discard the concept of zero-sum item loot.

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 be "looted" only 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.
That is all reward with no consequence to the player dying. You would literally have raiders from a guild killing each other before a raid to duplicate items. It would take away from any risk. I think looting items the players are wearing is too much for this player base. I'm pretty set on being able to loot 1 item from inventory/bags that are not no drop and I can't really see any downside to this.
  #5  
Old 11-13-2013, 12:35 AM
Technique Technique is offline
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Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
You would literally have raiders from a guild killing each other before a raid to duplicate items.
Not possible, it's a teams server, remember?

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".
  #6  
Old 11-11-2013, 08:04 PM
Millburn Millburn is offline
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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  
Old 11-11-2013, 08:05 PM
SamwiseRed SamwiseRed is offline
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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  
Old 11-11-2013, 08:13 PM
Lowlife Lowlife is offline
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token/point system ftw
  #9  
Old 11-11-2013, 08:16 PM
Millburn Millburn is offline
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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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  #10  
Old 11-11-2013, 08:18 PM
Kergan Kergan is offline
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Quote:
Originally Posted by Millburn [You must be logged in to view images. Log in or Register.]
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.
That isn't really item loot then. It's just people carrying around cash in the form of gems to buy themselves out of losing items. No actual "items" change hands and you're essentially building a system with the intention of it being exploited.
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