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#131
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![]() Just restrict item loot to non-equipped gear. It'd still be annoying to lose some SoW pots or a fishbone earring, but it wouldn't diminish your ability to PvP/PvE as long as your core gear is intact and safe. Without the fear of losing those hard earned items people will be more inclined to stick around and fight than panic and avoid dying at all costs.
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#132
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![]() No itemloot. Shit's retarded.
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#133
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![]() Quote:
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#134
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![]() item loot so good. Can't wait.
__________________
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#135
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![]() I'm curious what the people who played at a high level with item loot really feel about it. I never got into the PvP side of EQ back on live, the closest being a toon I made on RZ to mess around with while The Tribunal was down. The highest I made it was level 12, but even up until that point every encountered pretty much consisted of people bagging like their working at Safeway or smashing that gate hotkey. A few times my buddy and I really thought we had someone pinned down in Kelethin, but they'd always jump over the edge and fall to their death rather than lose a piece of banded.
In summary: Full-on item loot lead to an incredibly boring PvP experience even when you did it for a few nights at a completely lowbie level. I can't imagine what it was like when it started to count. Just curious if you guys who actually played it out began to see a change, or if it was always lame. | ||
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#136
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![]() Quote:
There's a reason only one server had itemloot and later removed it, and no noteworthy MMORPG has ever touched it with a ten foot pole since. There's a reason RZ was the PvP server known for its huge anti-PK movement that like half the server adhered to. Itemloot worked back in the UO days because that game's itemization was completely different and the gameplay didn't revolve 100% around the acquisition of items that you needed in order to play the game at all. That was an entirely different game where losing your gear didn't make most people feel strongly compelled to quit playing. It has always been a complete disaster on EQ, both on live and on the emus that have tried to employ it since. If T99 has itemloot, it is 100% guaranteed to be a dead server after a month. It's not even up to discussion, it's a fact that nobody has ever presented any kind of reasonable argument against. Polls will be skewed because the people who use these forums are disproportionally of the fucktard forum warrior orientation who think praising itemloot makes them look brave and hardcore, the kind of mongoloids who have been leaving a trail of shit all the way from VZTZ (which, incidentally, exploded in popularity when they got rid of itemloot, turning it from a server with like 50 players into one with hundreds.) | |||
Last edited by Noselacri; 11-13-2013 at 12:09 AM..
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#137
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![]() I like the idea of being able to loot one item that the player was not wearing. So all gear on the player is safe but everything in inventory/bags that is not no drop is up for grabs.
This could make it risky for people to bring tons of gear to switch out all the time. It would also make it so players could not buy gems to keep all their platinum safe when leveling. Ingredients for casting spells wouldn't be safe. If you had a manastone for instance, you would actually have to have to equip it to keep it safe, therefore sacrificing whatever else you had in primary/secondary unless it was a no drop. | ||
Last edited by HippoNipple; 11-13-2013 at 12:04 AM..
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#138
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![]() I think this would also make raiding a lot more fun. Right now Nihilum dominates the raids and Azrael is scared to jump them because of tough corpse runs but if they could go in and possibly gank some good raid gear they would join in. Getting the tough raid gear would be a bigger risk.
Once Nihilum takes the raiding to 6 am again there isn't much the opposition could do...but even having a group of 3-4 guys it would be fun to try to ambush a raid for a loot or two. | ||
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#139
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![]() Quote:
__________________
Combobreaker glares at you threateningly -- Is your body ready?
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#140
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![]() Quote:
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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