How should chest and bag loot be handled?

Post » Thu Mar 06, 2014 8:25 pm

Loot in grouping has been handled very poorly from my experience, I'm talking about group dungeons of course.

Sometimes I will notice a groupie running off in the middle of battle just be the first to loot a chest or bag.

For me, and I'm sure for most, this experience killed the "comradery" of grouping.

So please vote on how it should be handled.

User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Thu Mar 06, 2014 8:55 pm

i suppose they weren't much of a comrade then?

User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Thu Mar 06, 2014 10:35 pm

The thing about getting randoms to group for a dungeon is that some don't care about you and will leave you behind to be the first to anything.

User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Thu Mar 06, 2014 1:04 pm

Make the chest/bag inactive while any member of the group is in combat. Then one person loots and everyone gets their own random drops.
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Thu Mar 06, 2014 11:30 am

added as an option =)

User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Fri Mar 07, 2014 12:18 am

I like how DDO did chest loot actually. Everyone gets a randomized choice of loot based on what 'could' drop from that particular chest. So, if the chest has a 15% chance of dropping a unique item, and there are 4 people in group, then each player gets a 15% of seeing that unique loot with their name on it. It is even, it is fair, and makes players have reason to come back and 'farm' that dungeon/encounter to try and get that item if they really want it. Otoh, since the items are all in the same chest, the person for whom that item drops, could reassign it to someone else. For instance, if a robe that increases magicka regen and has +x% fire damage drops for a person playing a templar focused on healing/spear abilities, they could change their name on it to the fire-sorc in group... gives a further reason to group, more chances for that item to drop.

User avatar
Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Thu Mar 06, 2014 11:01 pm


Ah, yes, I did enough loot runs in DDO to wear my fingers to nubs...

But it was their awesome randomized loot system (i.e. item stats, effects, type, etc where built on the fly, leaving open the possibility for very rare and powerful combinations) that made those chests so enticing!
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Thu Mar 06, 2014 6:58 pm

Same chest loots for everybody.

Furthermore, resource nodes and chests out in the open world are an issue. In the two betas I was in previously, I took the time to go exploring and also resource gathering so I could try out crafting....except someone kept following me around and looting nodes/interacting with chests before I could get to them. This was VERY annoying, and it's counter to what an MMO is at it's heart. One should be GLAD to see another player running around, not upset that someone's nearby. Simply do what GW2 did(one of the very few things ANet -did- get right, IMHO) and make open world resources and chests individually keyed.

In simple terms: You and I see a node/chest out in the open world, and both go running for it. In the current system, someone is bound to get angry. In the BETTER system, both walk away with what the chest/node had to offer. BOTH HAPPY. In an MMO, more players happy=more players playing and paying.

User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Thu Mar 06, 2014 9:27 pm

I agree with the world nodes and chest, but I'm sure making it instanced on such a large scale will be very dificult.

I love this idea

User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Thu Mar 06, 2014 3:48 pm

And if you see someone running around doing the same thing you are doing... the EXACT same thing you are... the most obvious thing to do is invite them to group and go have fun farming nodes and chests... maybe adopt a leap-frog approach and tell the guy you are with that they get the next node, but then you get the next one, etc... work together. I watched someone kneel at a chest 3 times (obviously failing each time), and on third, I took a turn... picked the lock, and stood up and walked off... Hopefully, me picking the lock didn't assign the chest to ME. But, part of an MMO is sharing... yes, there is competition, but also teamwork and community. Not just, "MINE!!" Which unfortunately looks like what you speak of, both of you were so competitive and unwilling to share that someone was going to get angry no matter what happened. Learn to share and work WITH that other guy, offer a group, and work it out.

User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Thu Mar 06, 2014 8:10 am

grouping in dungeons right now is foul, come to room start fighting mobs player runs to chest in back of room and loots it while we are fighting chest poofs rinse and repeat over and ove

User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Thu Mar 06, 2014 7:09 pm

Yes, you did, in fact...loot that chest out from under that person.

You are completely wrong in what I'm speaking of. I'm not going with "mine". I'm going with "make it available to everyone" which is, in fact...SHARING. Reading comprehension, please?

If the node/chest is INDIVIDUALLY KEYED, this means we both get our loot/resource and walk away happy. What could be more fair than that? (Protip: THIS IS WHAT I'M ADVOCATING)

User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm


Return to Othor Games

cron