#31
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Can't count the times I said "not classic" in this thread but I'm sure there's more coming.
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#32
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Things that have to exist because of the extreme toxicity of blue players
- nerfed sea furies - rooted dragons - /list Mind you, because of blue not red... Shoulda made ToV and sea fury island PVP arena areas | ||
Last edited by Nirgon; 11-19-2019 at 08:03 PM..
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#33
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Quote:
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"Another fairy who thinks everyone in the game should get a ban if they didn't touch dicks before a raid." -Drest/Toothed, 2019
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#34
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If the have-nots become the haves, how ever will the original haves get their validation?
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Another witty, informative, and/or retarded post by:
"You know you done fucked up when Yendor gives you raid commentary." - Tiggles | ||
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#35
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High amounts of effort are required for some things
Traumatizing, I know | ||
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#36
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Quote:
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First, is this different from people running level 1 or equally low characters to a camp spot and looting an item on their "twink"? I don't think you can deny this happens currently Second, the low level player is not getting a "copy of all loot". It is chance based per character. It's entirely possible neither end up with loot. Third, it does not remove the "incentive" of staying at a camp because nothing is guaranteed. And is this really different from players you've grouped with who won the /roll on an item and then immediately left group? If not, consider yourself lucky. It's happened to me plenty under the current system. My proposal that "anyone who is able to loot the corpse before it decays" was me being proactive in addressing those who would complain that such a system would disallow them from being able to run their level 1 twinks or alts to loot an item if that character was not able to be present for the kill (e.g. You log on a healer, because it's needed, but your main is a tank or damage). Tuning would need to be considered, obviously. If you want to say 50+ people will be looting a body (e.g. large raid), then maybe we start there and tune accordingly. I think it's safe to assume raid targets would have a larger number (100+) of people looting than one-off dungeon named (10-20?) and therefore NPCs could be lumped into categories (e.g. Raid boss targets vs dungeon group targets). Part of the intent is to encourage players to work together rather than against each other. Think about the cluster that TOV or Tunare are when 3-4 guilds are all trying to get the same bosses. That wouldn't even be a thing with this system, since they could all work together. Or ST, VP, etc., etc. In WOW, it looks like this is called Personal Loot and was introduced with Mists of Pandaria. It removed the need for guilds to have to deal with DKP systems, tracking, decay, etc. and complaints of bias. I can assure you that no one complained about the Personal Loot system and became the default for most. Quote:
I appreciate, at least, that some of the more recent responses seem more constructive. I think rather than saying, "This would never happen," it would be interesting to ask ourselves, "How would it be received if it did?" It's easy to form a simple opinion without giving something a chance. | |||||
Last edited by nenja; 11-19-2019 at 08:42 PM..
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#38
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#39
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Remember in that other thread when I told you you were so incredibly wrong about this and you disagreed?
https://www.project1999.com/forums/s...&postcount=396 https://www.project1999.com/forums/s...&postcount=397 I hope you have changed your mind. Not only have you tried to bring entirely new mechanics into Classic Everquest, but you've tried to bring mechanics from modern MMOs to a community and game that generally has distaste for those mechanics. People didn't come here to play World of Warcraft or Guild Wars 2 (except you it seems). Yes, I am telling you here and now, that most of these Everquest players would rather have the current List system rather than a modern Participation Trophy system. If you cannot comprehend that, then you don't comprehend Classic Everquest or old school MMOs in general. Your suggestions also removes guilds competing for end-game mobs, which is basically all end-game even is on Everquest. I just... I just don't get it. You have tried to completely and utterly change the foundation and spirit of Everquest in just a few paragraphs and I am truly astonished right now. Everquest is a TWENTY year old game that is still running official servers and the mechanics of loot and raiding on Live ARE STILL THE SAME TODAY.
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Atomos Human Ranger <Divinity>
Atomos Human Bard | ||
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#40
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This idea would completely change the game. Tuning drop rates would be near impossible, but let's just say that you are able to tune them so that the same number of each loot item drops, on average. That means that, no matter who actually kills the mob, every single person who can get to the corpse has an equal change of getting loot. This is exactly the same as every person who gets to the corpse just doing a /random... Let's think for a second about this in the context of ToV, for example. As ToV respawn timers near, every (even somewhat) serious player camps every single alt outside of ToV. When something spawns, everyone kills and it then every player repeatedly switches characters for a chance at loot. Now, we are talking easily 1000+ characters looting every dragon. If loot chance is tuned correctly, people who actually killed it now have a 1/1000 chance of getting an item (as does my level 1 alt who is camped outside). Quote:
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