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Originally Posted by nenja
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I suppose that's a way of looking at it.
First, is this different from people running level 1 or equally low characters to a camp spot and looting an item on their "twink"? I don't think you can deny this happens currently
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This is very different from me, as a level 1, following around someone I don't know and mooching off all of their kills. Every raid will have an army of newbies following it.
This idea would completely change the game. Tuning drop rates would be near impossible, but let's just say that you are able to tune them so that the same number of each loot item drops, on average. That means that, no matter who actually kills the mob, every single person who can get to the corpse has an equal change of getting loot. This is exactly the same as every person who gets to the corpse just doing a /random...
Let's think for a second about this in the context of ToV, for example. As ToV respawn timers near, every (even somewhat) serious player camps every single alt outside of ToV. When something spawns, everyone kills and it then every player repeatedly switches characters for a chance at loot. Now, we are talking easily 1000+ characters looting every dragon. If loot chance is tuned correctly, people who actually killed it now have a 1/1000 chance of getting an item (as does my level 1 alt who is camped outside).
Quote:
Originally Posted by nenja
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In WOW, it looks like this is called Personal Loot and was introduced with Mists of Pandaria. It removed the need for guilds to have to deal with DKP systems, tracking, decay, etc. and complaints of bias. I can assure you that no one complained about the Personal Loot system and became the default for most.
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WoW only has this within groups or raids. Loot is still limited to only players who participated in the kill (tagged it first). Also, almost all raid and group content in WoW is instanced, so it's a moot point.