PlaneShift
Gameplay => Wish list => Topic started by: fken on May 07, 2005, 08:14:46 pm
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if you wanna find a topic speaking about loot there are a lot of one but no one seems to be on topic !
-> forced to open a new thread
I remember a developpers or a GM said there wont be strange loots like swords and money on rats, and so one, because the developpers are looking for realism. I think it\'s a good thing!
but where is the realism when I kill a mercenary with a long sword and did not find any sword on him?
It\'s not really a problem for now... the system works but once there would be enough weapons their prices must be really high and the loot must be really reallistic ;-)
cordialy,
fken / MornGlawar
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I agree 100%
It seems to be standard practice to have drops very random rather than making sense. Of cource the concern is that PS will become a garbage heap of weapons and armor.
I personally think if you kill a sewer rat you should loot the whole corpse. If you are collecting skins then, you should be force to pick up the corpse place it in your inventory and click on it, then select it to skin the corpse . The result would be two items in inventory, skinned rat corpse, and rat hide.
Going back to your Bandit corpse. The bandit should have a full set of \"blood soaked\" armor on him and a used weapon and some money. You could loot the armor, take it to town, have it washed and repaired and use it.
In order to prevent everyone killing bandits and showing up with 50 sets of blood soaked armor, just limit the amout of stuff you can carry.
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Yes. If an enemy, such as a rogue, has a sword in its hand, you should be able to loot it.
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After he is killed of cource.
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or maybe not derwoodly... some thieves are really incredible you know ;-)
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I\'m working on this :)
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ok thank you xordan!
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I got your back on this one, and the rats, in the real world could you use the sharp claws or teeth for something, maybe just to sell.
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when you kill somebody are you one of those who think there could be some chirurgical kill ? with a very precise and clean death ?
if you are able to sell everything from the rats corpses the only meaning of this is that you sell it alive! I any other way there are some losses!
If I hit the rat in the middle of its eyes ill be able to loot his hide and his teeth or claw but not its eyes! So i would like to see some reallistic randomization of the loots
PS: my first post in this thread was for the next nearest update but this one would be necessary in SB (or when there would be enough of loot possibilities).
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that is true though, and if you damage a suit of armor untill it is unfixable, then you can\'t loot it
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im not ok! if its unfixable it still has a cost!
There are a lot of dwarves who mine weeks and weeks to find some iron ores... if you already have the armour you can use it as material at least!
off course... it doesnt cost the same price as the fixed armour... but you could loot it
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i guess you are right, becaues you could melt the iron or what ever it is made of to make new armor
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Hmmm .. I understand the Devs are worried about having too many weapons and armor available if they become loot. However fken has a point that enemies who wear armor and use weapons should drop them., but damaged.
So I suggest that items such as weaponry or armor does get dropped but is nearly unuseable to the person that picks it up. With armor this is completely realistic as I don\'t go wearing armor made for someone else, someone shorter or taller than me. Most suits of armor are custom made to fit the person that buys them best. So if one should kill an armored oponent and obtain their armor even in a good state. That armor shouldn\'t be very comfortable and seriously reduced in effectivity. The same goes for dropped weaponry.
Then the second point is that if you die, your armor and weapons will always have taken a beating so they are damaged.
A more clear example maybe:
I spot a Rogue with a short sword and leather armor .. the rogue sees me and charges at me. We both fight to the death but my dual falchions save the day. The rogue can\'t block all of my blows with his short sword and I slash easily through his armor several times, killing him. Now I loot his body so I get a purse with some tria inside, one battered short sword from blocking my blows and one suit of torn leather armor.
The short sword is still useful but I \'m lucky if it will survive a few more blows before it breaks completely. After that it \'s scrap metal. The leather armor is useless as it is too wide and short for my size and with those 3 large gaps it wouldn\'t provide much protection anymore either.
Conclusion I gained some trias, one short sword which does less damage than normal and will break after one or two fights and one leather armor which provides seriously reduced protection and will break soon as well.
Now most would probably throw the sword and armor away since it is useless and who would want to buy that anyway. I won\'t though.
I happen to have a decent knowledge of metalworking and melt the short sword into iron ore. Then I buy myself some more iron ore and forge it all into a new falchion.
Sadly I don\'t know much about crafting armor .. but I do know a friend who is rather skilled in that area so I bring the broken armor to him and ask him if he can fix it.
My friend tells me that this armor is ruined .. but he can recover a few pieces of leather from it, where he could make some boots with. Or if I got my hands on some more leather he could create me a brand new well fitting hard leather cuirass.
In other words armor and weapons that are dropped as loot shouldn\'t be directly useful but their materials can be recovered and they can even be reforged if you pay some additional trias and giving new materials to a skilled crafter. Or of course sold to any junk dealers around for basically nothing.
This will provide more variation in loot dropping, require the character to interract with various other players and give some more realistic options, as well as provide more materials for crafting in other ways than mining for example.
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Originally posted by Kannen
I got your back on this one, and the rats, in the real world could you use the sharp claws or teeth for something, maybe just to sell.
IRL, i use the antlers of deer for knife/sword scales (handle covers) and tent spikes, animal claws work rather well for slicing when relatively fresh or well taken care of (slicing open other animal skins for instance). skins get tanned and become various forms of leather or fur (depending on the animal). bones have become handles in their own rite for less stressed items, such as cooking utensils..... but then if you take the game to that level of realism, what do you do about things just abandoned? such as the guts and entrails of said animals? i doubt many will be interested in lugging the rat\'s intestines back, and we\'ll have areas so littered with rotting guts that they will be impassible.
... on the other hand, mounds of rotting anything attracts various scavengers (including rats) so that might encourage people to put all the guts in one place .... (yeah, right)
enough of my rambling...
--- keder maloy
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Well maybe animals guts you could feed to a pet or something? :D
Talcil
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Originally posted by wormking
Well maybe animals guts you could feed to a pet or something? :D
Talcil
hmmm, i like pets.... that could work if we had any... :) perhaps in a future revision
--- keder maloy
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concerning the loot issues...
I was wondering if it could be some specific npc who loot the corpses something like 2 minute after u killed an ennemy. or who loot every item of the pavement...
(but i know it could be hard and annoying for at least the server cpu)
once its looted these item should be added to a list of servers item.
Once its added the server could create another ennemy with it and bind it in a specific spawn point.
the number of ennemies will be limited and they will be randomly created and even the items would correctly disappear.
And to be sure the server would keep on working you could add other security commands like deleting the item if it hasnt been discovered by anyone since 30 minutes.