Author Topic: Higher looting chances.  (Read 4718 times)

Falcon Avian

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Re: Higher looting chances.
« Reply #30 on: August 04, 2010, 02:17:45 am »
Oh, there was a bug that removed the wielded weapon from the hand of that NPC if you looted the same type, so the next time it respawned barehanded... But that should have been fixed long ago.

Still ... I heard that developers lowered the loot rate because they are afraid that players are getting rich by looting.

Rich. Hah. By looting. Hah. Ridiculous. They don't know what training can cost. And ... why should get one rich if he can't buy anything from it? Not even guild houses are sold anymore...

Actually Planeshift is going into a depression because more tria is going out of the game than in. And some people horde tria and quit like Narivis.


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Maisent

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Re: Higher looting chances.
« Reply #31 on: August 04, 2010, 06:13:55 am »
Oh, there was a bug that removed the wielded weapon from the hand of that NPC if you looted the same type, so the next time it respawned barehanded... But that should have been fixed long ago.

Still ... I heard that developers lowered the loot rate because they are afraid that players are getting rich by looting.

Rich. Hah. By looting. Hah. Ridiculous. They don't know what training can cost. And ... why should get one rich if he can't buy anything from it? Not even guild houses are sold anymore...

Actually Planeshift is going into a depression because more tria is going out of the game than in. And some people horde tria and quit like Narivis.

isn't Narivis Koios's alt? so that mean Koios quit?

Earowo

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Re: Higher looting chances.
« Reply #32 on: August 07, 2010, 02:37:36 am »
if he wanted you to know, he would have told you now, huh?
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sashia_mennar

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Re: Higher looting chances.
« Reply #33 on: August 16, 2010, 02:15:50 pm »
From my youngest char's experience, the last (actual) version exclusively.

Rats and normal clackers drop loot like mad indeed. Somehow I supposed it had been done intentionally and in order to help new players or new chars to advance without experiencing too much frustration. After reading this thread I suppose I was somehow wrong to suppose that.

The stronger the mob is, the worse it loots, and it goes insanely far with the strongest ones, of the kind that, at the time being, can only be killed with magic. Were it not for some specific items needed for quests or craft, such mobs merely wouldn't be worth killing. Even the amount of PP one gets from these, is easily surpassed by killing middle-strength mobs in larger quantities. Also, gaining PP from middle-level mobs is much faster and means less time wasted on what it absolutely no fun, i.e. spamming same mobs with same spells for hours.

The most poorly balanced loot item so far seems to be lard. The amounts of it needed for cooking and baking training are HUGE while the drop rate is incredibly low compared to what's needed. No wonder current price for lard starts at 1000 tria apiece, but even if some crazy cook character - or its deadly bored player who has a rich Main - can invest a fortune in tria just in order to get enough lard for an ingame week of cooking (yeah, very realistic!), it doesn't mean the hunters that cook pays for lard get less bored with incessant hunting of the same mobs again and again for weeks.

Either the Devs want the cooks to stop cooking, or they want the hunters to die from boredom, or maybe they want a handful of low-quality sand cookies to cost as much as an average looted weapon does, which is incredibly realistic too I guess. Or I don't know.

I would also like to second anything Ligh had said in this thread considering loot and training cost issues. I have exactly the same problems, and solving these is absolutely no fun. Actually, quite boring and very disappointing.
Lotsa love, everyone!