PDA

View Full Version : Custom Item Loot Brainstorming: Ideas and constructive critique only please.


runlvlzero
08-18-2013, 06:27 PM
Examples of custom Item Loot for pre-kunark.

The goals.
1. Increase competative pvp for high end Best in Slot items and items uniquely benificial to PvP.
2. Provide more purpose to pvp
4. Make high end group attainable or raid attainable gear more special and unique and risky to wear.
3. Limit the power of twinks giving them something they can loose to semi decently geared newbies or groups
5. Keep the game balanced for the purpose of soloing and leveling. Allow people to feel safe in that they will always be able to play there char even if they suck badly at pvp.

Is it possible to make items bind on equip so there can still be an economy with current EMU titanium client? I think this is do-able.

Nothing loot-able from Mainhand/Offhand slot


I will just brainstorm one class here for example purposes. I invite others to give feedback or brainstorm other classes. This is by no means perfect, just a quick brainstorm. Things that could be improved? Limit the bindable gear sets to Banded, make bronze dropable, make only one set of "gear" for post 30's play bindable (rather than having choice between multiple belts). For example pick one of Thick Leather or Thick Banded to make bindable. Many classes will overlap and it would require a bit of work to pick and choose what would work for multiple classes.

The bindable gear should be decent enough at levels 20-40- and 50 to allow raiding and general xping

The droppable gear is stuff people want to compete for or stuff that makes you a pvp god but you need to risk to use.

I would eliminate the ability to bag dropable items.

Class Warrior:

No Drop (Bind on Equip) examples:
Banded
Leather (store bought)
Bronze
Crafted Breastplate
Crafted Plate Boots
Crafted Vambraces
Crafted Gauntlets
Crafted Bracers
Crafted Greaves
Crafted Helm
Crafted Pauldron
Stat Jewlery +hp/ac
White Wolf-hide Cloak
Lizardscale Cloak
Thick Banded Belt
Thick Leather Apron
Store Bought plate
Crafted Fine plate
Glowing Bone Collar
Ring of Goblin Lords
Jagged Band
Dented Brass Mask
Mithril Plated Girth
Store bought stuff, non stat, non magic items.

Dropable examples:
Hero Bracers
Skull-shaped Barbute
Mithril Leggings
Mithril Breastplate
Mithril Arms
Tranix Crown
Crown of the Froglok Kings
Resist Jewlery +resists
Hooded Black Cloak
Player Crafted Cultural (Most of it has + resists and is fairly desirable, but not needed for even solo play)
Cloak of Flames
FBSS
Collar of Undead Protection
Dwarven Work Boots
White Gold Necklace
Lizardskin Tribal Mask
Rubicite
Djarn's Amethyst Ring
Hamed's Ring of Tears
Ring of Shadows
Most everything else with +stats/Magic/Lore

There is another bonus for making things bind on equip. It will deflate the economy and stop gear from becoming ultra common or inflating the market. Slowly the world will saturate with the nicer items making it less risky to wear them (as they will be traded around more often).

If you think my idea sucks feel free to state it and why, but try to be reasonable about it and don't argue about it. Just state your opinion and move on.

I am actually willing to go through a database and work this out for every class a few hours each day if someone is interested. But I will have to give you something you can import. I don't want to learn SQL. I will work on it and let you cover the fine details and import it back to SQL. It would go quicker if I limited bindable gear to crafted generic armor + 1 set of 40+ gear. I'm really not familiar with casters enough to make a good call on them. Other than the general rule about +resist gear being dropable.

I think we should throw melees some +resist gear in their bindable sets. But I would lean away from player crafted for those slots. Enough to get them to ~60 mr unbuffed.

Classic resists would be a MUST have to make this interesting and viable.

Bogart
08-18-2013, 06:41 PM
What were the exact rules on the server that had item loot in classic EQ?

runlvlzero
08-18-2013, 06:44 PM
It was nothing like what I propose. When I played you could loot one equipped item that wasn't mainhand/offhand or in a bag or No Drop. It may have been different earlier than that.

runlvlzero
08-18-2013, 07:19 PM
what an idiot, shut up

Umad, thanks for your input. Not very constructive though. Moving on...

runlvlzero
08-19-2013, 02:29 AM
lol - got to interoduce dem typoze

I fixed it it now says mithril =)

Gustoo
08-19-2013, 01:16 PM
Sounds like looting items is involved so I like it.

To Bogart. Rallos zek had +-4 lvl PvP range with no stupid teams. When you got kill shot on someone you would loot all their non banked coin, and one non bagged non held droppable item.

Originally you could loot held items as well but people felt bad for disarmed mellees so that changed prettt fast.

runlvlzero
08-19-2013, 03:34 PM
It's odd that even as compromised as this is to classic item loot the votes are still 50/50, but 7 is not enough to even be near representative.

Need more data.

Fentanyl
08-19-2013, 04:07 PM
You guys really think item loot gunna fix the server? Heh. I remember on one of the initial TZVZ servers I had a wiz specialized in solo ganking. I was much more aggressive then in pvp and killed many o' foe. Guess who didn't kill a lot of though? <Heresy> twinks... the ones with all the good droppable pvp gear. I suspect implementing item loot now would create a similar dynamic. Gank squads rolling around relieving newbs of the one piece of decent gear they have, meanwhile the Zergmembers, fearing the loss of beloved pixels, will always run in groups, stomping out whatever unlucky players they encounter. Numbers / coordination > pvp prowess. Item loot didn't level the playing field then and it probably won't now.

diplo
08-19-2013, 04:09 PM
the only challenge i see from adding in item loot now is that with nihilum farming trak twice a week, all it takes is 2-3 clicks for an instadeath and your high end item.

runlvlzero
08-19-2013, 04:12 PM
I don't want it to fix the server. I wanted it from day 0 because I like it. I speculate that it could *improve the server (edited from fix, improve is a much better word choice) . A long with other people.

You make a valid opinion. But thats why the bind on equip... so those ubers wont be looting the junk newbs have. Only the uber gear will matter. Meaning no more greifing than already goes on (which is rare as there's almost no one around to be greifed, or do the greifing). Last night I spent a few hours in CB. There was no ganking, bind camping, or twinks (except me) and I wasn't pvping the newbs.

The difference between a Sol Ro quest BP and a mithril BP is minimal.

This is also speculation for a classic reboot box. Not even looking into Kunark, Velious. I didn't make the thread to troll the server.

Going off on that tangent though... starting from scratch what % of Nihilum would reform and make it to endgame from scratch on a new box with a custom rule set like this? I think many (previous) 60's would split 50/50 until down the road. Leaving the server fun, for at least a few months (6 months maybe?).

runlvlzero
08-31-2013, 03:07 PM
I still think this idea has merit and would go good with,

Vexenu's: A proposed PvP Teams ruleset: Modified SZ (long)

http://www.project1999.org/forums/showthread.php?t=120312&page=5

Nizzarr
08-31-2013, 03:24 PM
Item loot is retarded. You'll play with nirgon and ecoli. Enjoy stealing eachothers underwear ad vitam eternam.

runlvlzero
08-31-2013, 03:40 PM
Item loot is retarded. You'll play with nirgon and ecoli. Enjoy stealing eachothers underwear ad vitam eternam.

Last time I played item loot? 2010? Garage box? I wouldn't wear my items at all unless in a guild group. I had a bag full of bronze and some resist gear on usually when solo/boxing.

But man those guild groups were solid and it was fun being able to break out the good stuff in fear.

I only think a few special items maybe should be hardcoded to be lootable. In order to keep that epic loot relevant for population.

Maybe one epic item from each class (not epics) but. One item that each class would use.

Maybe we could code it outside of the No Drop, and ad a new tag called "Item Loot". That way we don't have to worry about BoA or No Drop gear issues.

*** I will agree that item loot comes with a side effect of grief play. But that grief play has been argued (much more elegantly on many other forums and in many other communities) to drive anti-grief play and create immersion and teamwork and politics, and all the fun things that give meaning to player agency.

Syft
08-31-2013, 05:16 PM
the only challenge i see from adding in item loot now is that with nihilum farming trak twice a week, all it takes is 2-3 clicks for an instadeath and your high end item.

^ This