Author Topic: Looting  (Read 864 times)

TheGeneral

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Looting
« on: July 08, 2002, 08:19:00 am »
I am just wondering how the devs are going to solve this problem, since it has happened in so many games before, and can not be controlled in most cases. If for example i kill a mob, and it drops some stuff, will the loot:
a) GO directly to my pocket. :D
b) Be droped on the ground, for the first one to pick. :(
c) Be equally distributed among the ppl that helped me kill it(hit the mob several times) ;(
Thx.

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WarLeader

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« Reply #1 on: July 08, 2002, 01:17:44 pm »
Well, they could calculate it who ever hit the monster the most or did more damage to it, the loot would fall to the ground but who ever did more damaged on the monster would get the loot if they tried to pick it up it would say you cannot pick up this loot it isnt yours or something

Models dont make the game textures do!

Elentor

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« Reply #2 on: July 08, 2002, 03:04:22 pm »
Gold and minor itens could be distributed to your party, and major itens would go directly to the bag of the owner (the one who killed the monster). This \"Owner\" would not necessarily be the one who killed, but the one who took more % of the life. Imagine if you are killing with a weak sword -1 that Ubber Red Dragon with Protection against swords, and suddenly, on the last moment, come a newbie, hits him..and kill him!

A nice idea would be if experience doesnt come when u kill a target, but constantly. I.E.: A monster have 1000 HP and gives you 1000 EXP. If you hit for 100 damage, you took off 10% of his life, and so, you will get experience. FAR more real than the actual experience system (I hate when Im playing Helbreath, killing big monsters and come newbies to give them the last hit)

Gold would always be equally divided (if you get 100 gold and have 10 members, each one would get 10 gold)The game could have an engine to define, i.e. who gets a Mana Potion first.
Supposing there is an order
1)You, 100 HP 300 MP
2)Friend A, 200 HP, 200 MP
3)Friend B, 400 HP, 100 MP

If you get an health potion, it could go directly to Friend A, bcuz ur MP need is bigger. If you get a Mana potion, you get it first. After getting a Health Potion or Mana Potion, besides, if you get a Health Potion it will go direct to Friend B, because his HP is far bigger than A, plus he doesnt need MP so much. After getting it, anything you get would go to Friend A, to close the cycle, and then begins from 1)
Forget this, I just drinked too much yesterday and now I\'m not fine, I have another idea

If you are in a party, potions would go to the guy who have actually less potions or is in the bigger need. A guy with 100% HP and 100% MP has much less need for a health potion than someone with 10% HP and 90% MP, which has much less need for a mana potion than someone with 80% HP and 10% MP.

That\'s it, sorry if I said stupid things, I\'m just not fine now hahah =)
cya


DeadlyPencil

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well...
« Reply #3 on: July 09, 2002, 07:40:39 am »
just let the guy who did the greatest damage see it first... and then the next in line ect... so if a guy did 60% and another guy did 40% the time before the second guy could see the loot would be small where if the difference between em was 80% to 20% then the second guy would have to wait awhile before he could see the loot so basically the guy who does the most damage gets priority for items... where if you do no damage your last in line to see the loot and the chances of you picking it up are slim

alcapalis

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« Reply #4 on: July 09, 2002, 11:40:21 am »
I always hear lots of people hear saying that they want realism in the game.. so why not just drop it on the ground?
I think that if you\'ve killed the monster/player with a group the strongest had done the most.. so if a weaker guy that has done less takes that shiny,indestructable,super lightweigthed, amazingly strong armor that the strongest guy (that has done a lot of damage) wants.. then the strongest guy just attacks the weaker guy and then the problem is solved...
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paxx

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« Reply #5 on: July 09, 2002, 02:08:50 pm »
LOOT and LOOT distribution is a common problem, and I can honestly say not much thought has been put into it at the moment.

This will also likely be similar to how exp will be given out.

The main thing is that kill stealing and ninja looting don?t take place.

Alcapalis: while a level of realism is wanted in this game, PVP will not be allowed in all areas, as such the big fighter can not pound the little fast newbie who just stole his loot. Also if that was the case, this fighter would be able to go through the semi newbie zones and just take what he wanted. While this may seem real to some, it would also mean that we would have to create a police force to hunts everyone down. In the end this would just be plain Chaos and few people will be having fun, I point to the first few incarnations of Ultima online as an example.




However, being that I have some influence in the Rules department, I can tell you that the end result will likely take, well at least this is what I?ll be shooting for.

Things taken into account:  
First attacker against mob
Last attacker against mob
Most damage dealt against mob
Most attacks against mob
Most attacked by mob
Most damage taken by mob

How important each of these things will be is subject to trial and error during beta, and will likely be changed throughout the life of the game till it is near perfect.

Groups will be treated as one player for determining this. (so a group is more likely to get the loot/exp then an individual who attacked the mob later and did the killing blow)

Now as far as how the loot is distributed in the party?that may be harder to pin down, it may be completely random, there may be a formula that does gives things to players as things are picked up, in general all coin loot will be split evenly when possible, though.

One possible example is we split loot by base value.

I?ll use increments of 10 tira for this example.
Loot base value.
10 tira
20 tira
30 tira
40 tira
50 tira?
at each increment when a player in the group fills one of these slots he goes to the end of the line for that slot, (more then likely it will be more like 50+ tira per group) so if the party loots 5 items, 1 worth 10, 2 worth 20, 1 worth 50, and one worth 30. Player 1 in the group will get 1 worth 10, 1 worth 20, 1 worth 30, and one worth 50. Player 2 will get one worth 20.
When the next monster is looted (if the loot is the same) Player 2 will get 1 worth 10, 1 worth 30, 1 worth 50. Player 3 will get 1 worth 20. player 4 will get one worth 20.

More then likely this will be randomized a bit?like using the 2nd letter and doing alpha loot, and changing that each time a new player comes in or leaves the party?but over an hour this is a very fair system?it is in the short run, or when going after a big monster that this system may not be so fair?so it will most likely take a few mutations before it is the final one.

Another thing floating in the idea boxes is being able to have a group of groups?so when a guild for example goes after uber mobs?more then one group gets the exp/loot. But first we need to get the base system running.


I hope that helps a little, or adds more questions :-)

-Paxx  
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alcapalis

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« Reply #6 on: July 10, 2002, 11:07:38 am »
great!.. sounds fair..
and finally someone that wants good gameplay above realism! :)..
what u say sounds fair.. but just dropping items to the ground isnt that bad.. just look at The 4th Coming.. it works overthere...
well i just hope that it will turn out good..
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