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Tikku82
11-16-2013, 06:10 AM
Token loot in pvp.

killshot - 2 tokens
assist - 1 token
etc

With 100(can be more)tokens you can pick one item, drop or nodrop from the pvp victim of your choice. After loot you will lose the tokens.

This would encourage people to pvp and the threat of YOU losing a item would be alot lower, makin people enjoy pvp.

Pudge
11-16-2013, 07:38 AM
Token loot in pvp.

killshot - 2 tokens
assist - 1 token
etc

With 100(can be more)tokens you can pick one item, drop or nodrop from the pvp victim of your choice. After loot you will lose the tokens.

This would encourage people to pvp and the threat of YOU losing a item would be alot lower, makin people enjoy pvp.

I like this idea! can use the "crystals" number in inventory as if they were these tokens.----- o wait a minute, sounds awesome at first, except neckbeards would farm themselves / their friends for pvp points. would have to actually TAKE tokens from other players in order to gain them yourself...

Initial tokens: toons start with 0 tokens, but when chars hit levels 20, 30, 40, 50, and 60, they gain 1 token. So at lower levels your pixels will be relatively safe. Or maybe the amount of tokens you need to "spend" to loot an item should increase as you level up? (Number of tokens gained per level/how much you need to spend could be tweaked. The whole idea of this system is to control the amount of "item loot" risk that exists on the server.)

How are tokens re-introduced to the community? when someone "spends them" by looting an item, they could get redistributed (1 at a time) among active players (players over level 20 that have logged in for at least 2 hours within the week). Also probably want to put in a way to bleed tokens out of toons who are inactive, so -5 tokens each week to all toons that haven't logged in within 1 month. Making a toon spend ALL their tokens to loot - not just 100 - provides incentive to use them up + redistribute to the community, and not hoard them for screenshots or looting 2 items off 1 corpse.

Earning tokens as you level is a good way to ensure every toon that generates tokens is playing the server for real (and not created for token-farmage).

Killing ppl with a lot of tokens should mean you get more of em. Maybe you get 10% of someone's tokens? With a lower limit of 1.

Under this system, if you see a big-name target (Colgate the Grandmaster, for example) you will #1. Want to kill him to take a slice of his many PVP points, and #2. consider gating, because you're wearing/carrying your T-crown, and he might just have the points to lewt your corpse. So risk vs reward. Those who successfully perform hit-and-runs on the opposing team will get more points, and more loot. Those who neckbeard pixel farm can still remain relatively safe if they don't venture out of their territory/avoid pvp for the most part. I think this system is a great compromise all around. The "ITAM LEWT!!" crowd will get their loots, IF they can bring the pvp hard enough. But for the most part, there is relatively low (and EASILY tweakable - just add/remove crystals from the back-end, server "bank" that handles their redistribution) risk.

This system encourages GEARED toons that can really take down a target - rogues for instance. If we want to give clerics and enchanters a chance to loot items, they would have to earn many "assist" points (but hey, they weren't going to get to loot much under the traditional system anyway).


PS. This system reminds me of another one HPT suggested, but it was for buying clicky-pvp items instead. I think he suggested that the items bought with pvp points should be lootable as well. With the above "tokens/crystals" system, pvp vendors could be an add-on down the line if ppl were interested.


EDIT: didn't see you put that no-drop items would be lootable. I disagree. I still think no drop items should remain no drop.

a_gnoll_pup
11-16-2013, 07:54 AM
I disagree with the idea of having crystals as lootable items or having pvp be involved directly with loot-able items.

Instead, have a "prefix" title that is permanently attached to the character. This prefix title tells you how many people they have slain without dying a whole lot.

In order to advance to a higher-ranking "prefix", you will need to kill a specific number of people in order to gain experience into the next prefix title. "Controlling" a specific zone increases the amount of prefix experience you gain.

Having a specific prefix will allow you to buy from specific prefix vendors in specialized locations. For example, a low-ranking character with no title will be told that they cannot buy from the "Lord" merchant until they reach the rank of "Lord". Once they do, they are able to buy items that help them in PVP, such as Pumice stones, and some specific raid quality gear for insane amounts of platinum.

In order to prevent farming, the system will give players a worth value. Each player's worth is based on the last time they were killed. Players that were just killed in the last 30 minutes will be worth nothing until that time expires. Then after 60 minutes, they are worth half. 90 minutes pass and they are worth the full value of title experience.

Players who are untitled give less experience into the rank the further you are away from being titled. There is also title experience loss from being titled upon death, so a player being farmed could not be farmed for too long before diminishing returns kicked in, plus with the artificial timer and level limits, you are almost guaranteed to not be able to farm alts or do organized groups of farming.

Killing higher titled people means you get more title experience, and being a higher title means you lose it more easily and can lose access to the merchant in time.

Players from EQ2 will notice this is almost identical to the fame system from there except with some changes.

Tikku82
11-16-2013, 07:58 AM
I disagree with the idea of having crystals as lootable items or having pvp be involved with currency.

Instead, have a "prefix" title that is permanently attached to the character. This prefix title tells you how many people they have slain without dying a whole lot.

In order to advance to a higher-ranking "prefix", you will need to kill a specific number of people in order to gain experience into the next prefix title. "Controlling" a specific zone increases the amount of prefix experience you gain.

Having a specific prefix will allow you to buy from specific prefix vendors in specialized locations. For example, a low-ranking character with no title will be told that they cannot buy from the "Lord" merchant until they reach the rank of "Lord". Once they do, they are able to buy items that help them in PVP, such as Pumice stones, and some specific raid quality gear for insane amounts of platinum.

In order to prevent farming, the system will give players a worth value. Each player's worth is based on the last time they were killed. Players that were just killed in the last 30 minutes will be worth nothing until that time expires. Then after 60 minutes, they are worth half. 90 minutes pass and they are worth the full value of title experience.

Players who are untitled give less experience into the rank the further you are away from being titled. There is also title experience loss from being titled upon death, so a player being farmed could not be farmed for too long before diminishing returns kicked in, plus with the artificial timer and level limits, you are almost guaranteed to not be able to farm alts or do organized groups of farming.

Players from EQ2 will notice this is almost identical to the fame system from there except with some changes.

Titles are "ok" But the pvp specific vendors are crap idea. People want to loot from other people and not to go some WoW style crap and buy some pvp gear off vendors(boring as ****). This is Everquest.

The token loot system however is very nice. Thanks pudge.

a_gnoll_pup
11-16-2013, 07:59 AM
Titles are "ok" But the pvp specific vendors are crap idea. People want to loot from other people and not to go some WoW style crap and buy some pvp gear off vendors(boring as ****). This is Everquest.

The token loot system however is very nice. Thanks pudge.

Maybe a variant of item loot mixed in with a title system that has no rewards, and is for bragging rights only. Something to achieve rather than wear.

Tikku82
11-16-2013, 10:34 AM
Token loot in pvp.

killshot - 2 tokens
assist - 1 token
etc

With 100(can be more)tokens you can pick one item, drop or nodrop from the pvp victim of your choice. After loot you will lose the tokens.

This would encourage people to pvp and the threat of YOU losing a item would be alot lower, makin people enjoy pvp.

ADD - 100 tokens for droppable pick, 200 for no-drops

Hughman
11-16-2013, 01:47 PM
you might get ppl like nizzy actually paying off high-rollers on other teams in order to buy enough tokens so that he may 1 day lewt someone's most precious pixel.....
Tokens don't work because they always get exploited one way or another, some people have the playtime to level a char on the other faction just to farm them, etc.

Tradesonred
11-17-2013, 06:26 AM
Patch in tiered sets of no drop armor that is worse than good items available of its tier to offset the harshness of item loot.

Loto
11-17-2013, 01:26 PM
Patch in tiered sets of no drop armor that is worse than good items available of its tier to offset the harshness of item loot.

No. That's what started the whole noob armor thing.

A DRT/SBS should be worth as much at 15 when you get it as at 45 when you need the resists the most. NoDrop pity gear kills that and any need to hit up low level dungeons.

Millburn
11-17-2013, 09:36 PM
Here's my thoughts on item loot.

The Hybrid Darktide System

Goal: To create a system that is easy to implement and to also have the largest reward of function. Reward defined as a mechanic that promotes community, economy, and pvp.

Premise: Have player dropped items (the items shown upon death and are able to be looted) be determined by the highest vendor sell value.

Why? Simplicity! Though it's just the tip of the iceberg. The hybrid darktide system offers large reward with little consequence. This system allows for people to use items that they have worked for and earned without removing the danger of wearing better equipment. This is done through determining how much your most expensive gear is worth and then keeping items with appropriate vendor sell value on your person to drop instead of the items you don't want to lose. The important part about that is that it's still punishing those who die in pvp and rewarding those who kill.

THIS WILL NOT STOP PEOPLE FROM LOOTING ITEMS, people will screw up and not update their insurance items or not calculate how much items are worth. People will still loot pinata items through their pvp escapades, it WILL happen.

One of the important latent effects this system will have is to stamp down on power creep. As you get better and better gear, that gear becomes more and more expensive. There will become a point in which you decide a few pieces of gear are too expensive to wear casually and only keep them for raiding with your guild or group activities. Which creates its own dynamic...reimbursement programs. A major benefit of this system is it allows for MONEY SINKS, because the system is based off of vendor SELL value you will be paying more than what you are dropping. This creates a powerful money sink and in conjunction with potential guild reimbursement programs you have a system in place that can help reign in inflation both from personal coffers and guild coffers.

This obviously also ties into the issue of twinking. Twinking can be a powerfully frustrating experience for new players on a pvp server. Having this system in place ups the ante put in by the person twinking. Making it more rewarding for young players banding together to take out twinks, they become a source of income.

Let's recap...

Economy is helped by this system because it provides money sinks and acts as a stabilizing feature to keep money coming in and going out both into the server and into the hands of other players.

Community is helped by stamping down on power creep, creating incentive to not twink but to also band together to kill twinks.

PvP is helped because it removes the frustration of losing an item by no control of your own. You can set the parameters by which you lose items WITHOUT removing the negatives of death and also rewarding the killer.

TL;DR - suck it up and read it there is no TL;DR

Lowlife
11-18-2013, 09:19 AM
Randomized item loot with global YT announcement of item looted.

Pudge
11-18-2013, 09:24 AM
So with this darltide system, you're saying only 1 item will be available.to loot, the item with the greatest vendor value?

Seems interesting. Nice that you know what you're risking. I imagine you mean bagged as well as worn. And that 1 item would show up on the corpse to loot. How does this curb inflation though? (Unless the item had to be bought from a vendor in the first place).

A lot of good items vendor for very little, or nothing. But I'm sure resist jewelry vendors for a good bit.


Anyway. Interesting idea but it's still item loot and would probably drive ppl away from the server knowing every time they die they will lose an item of value, and it will be a huge hassle replacing their most expensive vendor item each time. Although it would create a market for such items. I imagine for a long time everyone would be running around with multiple adamantite epaulets in their bags as insurance.

Lowlife
11-18-2013, 11:31 AM
People should understand that they will lose good items yes, but they also have the chance to get some good items off people, makes it almost even

On its own, I like the DT system the best. But when you factor in global YT item loot announcement, its no contest and random reigns supreme.

"Soandso <Guild A> has slain Someguy <Guild B> in Freeport. Someguy <Guild B> has dropped a Fire Beetle Eye"
or
"Someguy [Evil] has slain Soandso [Neutral] in Qeynos. Soandso [Neutral] has dropped a Flowing Black Silk Sash"

Millburn
11-18-2013, 03:31 PM
That's why we need a system that allows for item loot without mandating it. Let's have a system that defaults item loot unless you insure your items, the insurance is able to be looted by the person who gets the kill.

Alecta
11-18-2013, 04:19 PM
Because you people keep shitting up the forums + my other threads.

Will post summaries here at some point.

Tune
12-15-2013, 02:11 AM
YESS