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  #21  
Old 11-19-2019, 06:06 PM
cd288 cd288 is offline
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Originally Posted by nenja [You must be logged in to view images. Log in or Register.]
No offense taken. Full disclosure, I played WOW from 2005 through the first few expansions and then more recently because my wife still plays it. However, my first MMORPG experience was with EQ for many years. I understand it well. If my proposal is seriously considered, it would be apparent that I'm not proposing everyone suddenly has an "easy" mechanism by which to get loot. This is where the simple math around drop chance/probability values comes into play.
What you're proposing is equal opportunity. It doesn't matter what the drop rates are. The point is that every single person gets to loot a corpse and have a chance at a drop. Instead of the mob being killed and, in a group or raid setting for example, rolling on it or spending DKP for one person to win the drop. If you don't win the drop, tough luck; better luck next time. There's no need to change the system.

Also, ninja looting is a far less significant issue on P99 than you make it seem. It's pretty easy to track this via logs and impose discipline on the person who did it. There's literally no need to change the loot dynamics besides "I want to be able to have equal opportunity to get what I want."
  #22  
Old 11-19-2019, 06:41 PM
jacob54311 jacob54311 is offline
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Quote:
Originally Posted by nenja [You must be logged in to view images. Log in or Register.]
Read my post. As I said, my system uses a chance-based system. The chance of getting an item can still be rare without requiring a player to be on a list for tens of hours straight for remotely a realistic chance at an item. These /list camps are only a small example, however.
According to you, drop rates would be adjusted so that the item wouldn't be any less rare, even though anyone who can get to the corpse can loot it, even if it's been looted by others (the mess this would create would be horrific, but the workability of this system is besides the point - we're talking about the time investment). So you're still getting one manastone roughly every ten hours or so.

You'd still have a situation where an item is rare, takes a lot of time to drop, and there are so many people willing to wait for one to drop. You've just done away with a line up and created a situation where there is a mob of people all clicking on mob corpses all hoping for that once in ten hours on average item to drop. And that's once in ten hours you get one for the entire mob - remember we've adjusted the drop rate so its not dropping any more often - not once in ten hours per player.

You've gotten rid of the queue, so players wouldn't have an incentive for do 50 hour stretches WITHOUT STOPPING, since you can leave and come back and still have the same chance of getting one. You're still looking at a big time investment, unless you're extremely lucky and win the lottery early in the process.

I can't imagine anyone wanting to play the game this way, though. Huge mobs of players would be hanging around near mobs' spawn points, waiting for someone to kill the mob with phat loot so they can ALL loot the corpse. Instead of loot showing up on a corpse and the players who actually killed it deciding who gets what, everyone gets a lottery style chance of looting something? No thanks.
Last edited by jacob54311; 11-19-2019 at 06:44 PM..
  #23  
Old 11-19-2019, 06:44 PM
Nirgon Nirgon is offline
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Originally Posted by Madbad [You must be logged in to view images. Log in or Register.]
stupid idea.

not any less classic than list system tho.
its an automated system of classic GM enforcement, because the blue community is extremely toxic and can't be trusted
  #24  
Old 11-19-2019, 06:47 PM
jacob54311 jacob54311 is offline
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Quote:
Originally Posted by nenja [You must be logged in to view images. Log in or Register.]
That is not what I said. Reread my response. I refer to the cumulative time investment of many things, not just the /list system.
You're being silly. It'd be a major time investment.

Comparing the time it would take relative to the time it takes to do just about EVERYTHING else doesn't make it seem any less so.
  #25  
Old 11-19-2019, 06:59 PM
Haynar Haynar is offline
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I am speechless.
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  #26  
Old 11-19-2019, 07:18 PM
Evia Evia is offline
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OP I can appreciate all the hard work and effort that went into this proposal, certainly. I just think you might be missing the quirky appeal of EQ. The thing is classic EQ loot system is definitely flawed, yet in these flaws is where the ‘magic’ or whatever you wanna call it, is. You change the loot system like that and we’re just tip toeing ourselves right down the same road we eventually went towards with Luclin/PoP and onward. What makes a manastone worth as much as it is/will be is the fact it gets removed... but also because it takes real effort and luck to snag one.

The competition is fierce and not everyone is going to get one and THATS THE POINT, That’s why ya’ll neckbearding in the first place. If everyone could just prance down NP to loot a manastone then the manastone would pretty quickly be meaningless. Feel stoked Rogean threw ya a bone with the list system to give the casuals even a slight chance.
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Last edited by Evia; 11-19-2019 at 07:22 PM..
  #27  
Old 11-19-2019, 07:23 PM
Phaezed-Reality Phaezed-Reality is offline
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Quote:
Originally Posted by Evia [You must be logged in to view images. Log in or Register.]
. The thing is classic EQ loot system is definitely flawed, yet in these flaws is where the ‘magic’ or whatever you wanna call it, is.
This is literally the magic you are talking about. and it's beautiful.
  #28  
Old 11-19-2019, 07:32 PM
ZiggyTheMuss ZiggyTheMuss is offline
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You seriously just suggested they create instances for loot.

GTFO
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  #29  
Old 11-19-2019, 07:34 PM
Nisrak Nisrak is offline
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Sorry OP, but there are some major issues with your proposal:

- If I make a level 1, follow around some lvl 50, and tag everything he kills, then I get a copy of all of his loot?

- This removes the incentive of ever grouping or staying at a single camp. Think of a rogue sneaking between camps and tagging every named just as the group kills it. He can essentially get the loot of 10 camps at once!

- How would you tune the drop rate? Base it off of 6 people killing it? 10 people? For something like manastone, you will likely have 50+ people "looting" it every spawn.

- If you normalize it based on the number of people looting, then this is exactly the same as just giving it to a /random person on the list if it drops.

By the way, this is not how WoW loot works (at least not when I've ever played).
  #30  
Old 11-19-2019, 07:38 PM
jacob54311 jacob54311 is offline
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Quote:
Originally Posted by Nisrak [You must be logged in to view images. Log in or Register.]
Sorry OP, but there are some major issues with your proposal:

- If I make a level 1, follow around some lvl 50, and tag everything he kills, then I get a copy of all of his loot?

- This removes the incentive of ever grouping or staying at a single camp. Think of a rogue sneaking between camps and tagging every named just as the group kills it. He can essentially get the loot of 10 camps at once!

- How would you tune the drop rate? Base it off of 6 people killing it? 10 people? For something like manastone, you will likely have 50+ people "looting" it every spawn.

- If you normalize it based on the number of people looting, then this is exactly the same as just giving it to a /random person on the list if it drops.

By the way, this is not how WoW loot works (at least not when I've ever played).
You don't even need to tag the mob.

"Allow anyone that had 'engaged' with the NPC in question OR anyone able to get to the corpse before its decay a chance to loot the corpse, regardless of who "tagged" it first"
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