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View Poll Results: How do you feel about RANDOM item loot with YT?
I like it. Its item loot but theres a chance I only loose fishing grubs. 19 39.58%
I like it but I don't like the YT component. 1 2.08%
I dislike it, I want to choose my spoils. 15 31.25%
I have no strong feelings about this varient, and am against item loot in general. 13 27.08%
Voters: 48. You may not vote on this poll

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  #21  
Old 11-18-2013, 04:00 PM
Kergan Kergan is offline
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Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
When you kill someone you get to choose what you take. Otherwise might as well scrap the whole item loot. Forcing people to fill up backpacks with crap is just annoying. It would be more of a hassle then fun.

I don't see what the problem with RZ rules were, I always enjoyed it. The only idea I have seen here that adds to the fun of RZ rules is Cast's idea of making all no drop items lootable in pvp. That would allow players with more skill and less playtime a more even playing field.

Everyone that thinks only casters would be viable are very naive to this system and it only shows you are promoting things you perceive you would like versus any real experience or valuable insight on the matter.
I have as much experience as anyone, and item loot without a shred of doubt gives casters an advantage. That doesn't mean they are the only viable class, but an item loot ruleset clearly favors a class that can wear *0* items and do the same amount of damage. It's very simple to understand.

And why exactly do people who play less deserve an even playing field? And I'm one of those people who don't have the time to play a ton. I spend my time at work instead, and because of that I make more money. I don't see the neckbeards asking for a cut of my paycheck so I won't be asking them for free pixels.
  #22  
Old 11-18-2013, 04:03 PM
nilbog nilbog is offline
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Pretty cool idea, but if it includes bagged loot: potential problem.. players would keep their inventory/bag slots filled with any droppable for a better % chance of not losing something they want to keep. i.e. keep a stack of fish scales, and make sure all slots are full.

Then, the problem with restricting the random loot to only worn items.. is someone would just bag their items.
  #23  
Old 11-18-2013, 04:05 PM
Lowlife Lowlife is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Pretty cool idea, but if it includes bagged loot: potential problem.. players would keep their inventory/bag slots filled with any droppable for a better % chance of not losing something they want to keep. i.e. keep a stack of fish scales, and make sure all slots are full.

Then, the problem with restricting the random loot to only worn items.. is someone would just bag their items.
the same problems apply to any item loot system. make worn items a greater drop % chance than inventory items, can't bag everything if you're loaded up with fish scales.

also, no-no drops ala FV except epics
  #24  
Old 11-18-2013, 04:09 PM
Millburn Millburn is offline
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So in the little raffle that determines which item gets dropped make equipped gear more favorable to be picked. Like two entries in the little loot pinata rafle instead of 1.
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  #25  
Old 11-18-2013, 04:43 PM
One Tin Soldier One Tin Soldier is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Pretty cool idea, but if it includes bagged loot: potential problem.. players would keep their inventory/bag slots filled with any droppable for a better % chance of not losing something they want to keep. i.e. keep a stack of fish scales, and make sure all slots are full.

Then, the problem with restricting the random loot to only worn items.. is someone would just bag their items.
How hard would it be to code it so that people can't unequip items for X amount of time after attacking or being attacked by another player?

Or, at the moment you are hit with an attack from another player the game, at that moment, selects from your equipped items which one will be the looted item if you die in the next X number of minutes. So even if you bag all your stuff, the loot item has already been chosen.

I know nothing about coding so I have no idea how difficult either of those would be.
  #26  
Old 11-18-2013, 04:46 PM
Colgate Colgate is offline
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Quote:
Originally Posted by One Tin Soldier [You must be logged in to view images. Log in or Register.]
How hard would it be to code it so that people can't unequip items for X amount of time after attacking or being attacked by another player?
i don't like this because i switch out a lot of gear mid-fight depending on who else shows up

if i see a wizard, i'm gonna start putting on my cold resist gear, if it's just another melee i'm gonna be in mostly +stat and +AC gear
  #27  
Old 11-18-2013, 04:51 PM
Alecta Alecta is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Pretty cool idea, but if it includes bagged loot: potential problem.. players would keep their inventory/bag slots filled with any droppable for a better % chance of not losing something they want to keep. i.e. keep a stack of fish scales, and make sure all slots are full.

Then, the problem with restricting the random loot to only worn items.. is someone would just bag their items.
Just random across all inventory slots, if it's empty then the body has no gear to loot. That way loading up the bags with fish scales adds no benefit.

And to clarify, all players have the same total inventory slots regardless of bags / etc. http://www.eqemulator.net/wiki/wikka...InventorySlots

I = RANDOM(0-109)
If I = 11 or 13 or 14 Then Drop Nothing -- Primary, Secondary, Range
If item[i] is No Drop Then Drop Nothing
Otherwise Drop item[i]
Last edited by Alecta; 11-18-2013 at 05:00 PM..
  #28  
Old 11-18-2013, 05:04 PM
nilbog nilbog is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Just random across all inventory slots, if it's empty then the body has no gear to loot. That way loading up the bags with fish scales adds no benefit.

And to clarify, all players have the same total inventory slots regardless of bags / etc. http://www.eqemulator.net/wiki/wikka...InventorySlots

I = RANDOM(0-109)
If I = 11 or 13 or 14 Then Drop Nothing -- Primary, Secondary, Range
If item[i] is No Drop Then Drop Nothing
Otherwise Drop item[i]
I like this as well.
  #29  
Old 11-18-2013, 05:11 PM
Hughman Hughman is offline
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I would just exclude primary, secondary, range from that altogether then, 3 more chances for 0 loot.
  #30  
Old 11-18-2013, 05:12 PM
Lowlife Lowlife is offline
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Quote:
Originally Posted by Hughman [You must be logged in to view images. Log in or Register.]
I would just exclude primary, secondary, range from that altogether then, 3 more chances for 0 loot.
agreed. also, entertain the notion of FV-style no-no drop tags on gear with few exceptions i.e. epics
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