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#31
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#32
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![]() ITEM LOOT
ITEM LOOT ITEM LOOT ITEM LOOT ITEM LOOT ITEM LOOT ITEM LOOT | ||
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#33
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![]() Lets get real here. Item loot is great.
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#34
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![]() People need to consider that the #1 guild is going to be winning the majority of their PVP due to a numbers and gear advantage. Having resist gear lootable means that for every diamond ring taken from the #1, they're taking 5 more from the casuals who took a month to acquire that ring.
The solution is to make resist gear the unlootable items. Make all dragon loots and uber gear (fungi, manastone, VP gear included), even no-drops, lootable by classes that can use them. One container is safe, so you can carry a few of your most precious items safe. If you want to use your Frozen Zweihander in PVP, you accept the risk of losing it should a Pal/SK/War/Rng get the killshot. This protects the casual player's resist gear, so he can compete with the 200+ wizards and druid gankers guaranteed to infest T99, but allows those high dollar VP and Kunark loots to disperse throughout the community. Yes, even VP weapons should be lootable. Better have a backup weapon in the bank, or in your safe container. | ||
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#35
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__________________
Vanzan Somethingwitty - Freelance Phantasmist on R99
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#36
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![]() Least amount of work with the largest reward (reward being a mechanic that promotes community, economy, and pvp) is the hybrid darktide system.
1) Decide on the number of items a person drops on death 2) Have database pull vendor sell value of each item on corpse 3) Only show x amount of items to be looted based on highest vendor sell value Not only does this allow people to avoid losing their items, but it allows for a stable economy as well. You have people that will still lose items, but the lack of items being looted doesn't gyp the person who got a kill because they're still receiving a valuable item worth money (in vendor sell value). People will screw up and not calculate their shit right, it'll also help keep a cap on power creep because as you get better gear you lose more money when you get killed. It has in a way a stabilizing feature. So let's recap Doesn't dissuade pvp Promotes economy Rounds down power creep Rewards intelligence.
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![]() Millburn Pennybags - Blue Palmer Eldritch - Teal | ||
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#37
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![]() pras the millburn/darktide system
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#38
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![]() pity bump because this thread has the best ideas in it.
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![]() Millburn Pennybags - Blue Palmer Eldritch - Teal | ||
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#39
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#40
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![]() Oh I guess by ideas I actually just meant my idea.
Y'all keep suggesting shit that requires a lot of work to implement. Keep it simple, go Darktide.
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![]() Millburn Pennybags - Blue Palmer Eldritch - Teal | ||
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