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  #1  
Old 11-18-2013, 05:16 PM
Lowlife Lowlife is offline
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thats why all inventory slots must be lootable, with equip (or maybe equippable?) items being at a higher risk than bagged items, but bagged items are not excluded from looting. It slightly rewards bagging but it also allows one to play fully equipped with less risk of having your one critical piece of gear (i.e. an FBSS or something) from being taken unless you bag it every time. however this entails randomization.
  #2  
Old 11-18-2013, 05:39 PM
Colgate Colgate is offline
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i would rather loot someone's dwarven ringmail tunic than their trak bp(excluding a few classes)
  #3  
Old 11-18-2013, 05:52 PM
Lowlife Lowlife is offline
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Because it actually can add more emotion to the item looting experience than full item loot. Its why gambling is more exciting than shopping.
  #4  
Old 11-18-2013, 05:57 PM
Vexenu Vexenu is offline
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Look at the amount of mental gymnastics required for coming up with a workable item loot system. The complexity of these ideas is evidence of their shortcomings. If the system is good it will be simple and elegant. No ruleset that relies on such complicated machinations to determine something as simple as the looting of items from a corpse can be viable.

DrScience's suggested removal of no drop items is an example of a workable item loot proposal, (although I strongly disagree with it) due to its simplicity. The old RZ system was also fairly simple itself. All of these other proposals are overcomplicated, arbitrary, and highly un-classic.

If item loot cannot be implemented in a manner that is simple and does not greatly deviate from classic PvP, then it shouldn't be implemented at all.
  #5  
Old 11-18-2013, 06:09 PM
heartbrand heartbrand is offline
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See sig, Red Dawn recruiting players on a server that actually exists, PST for info
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  #6  
Old 11-18-2013, 06:59 PM
Tekay Tekay is offline
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The idea off taking off your valuable gear and putting it in your bags when you believe your losing a fight just boggles my mind.

Open world PvP with honour/PvP tokens to buy items. This encourages PvP. No drop items only ruins economy.

I love PvP, I think we need more constructive, PvP fostering ideas than these "hardcore, im not a girl item loot" destructive ideas.

Make PvP fun and rewarding. Not a horror show of people pluggin and afraid to group or go out adventuring.

Dont forget about your immersion, poor immersion gets destroyed by item loot. Think about it, if you love PvP, you'd rather die and get back into the frey, oppose to plugging and hugging your pixels and log off for the night.
  #7  
Old 11-18-2013, 07:10 PM
Runya Runya is offline
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Quote:
Originally Posted by Tekay [You must be logged in to view images. Log in or Register.]
The idea off taking off your valuable gear and putting it in your bags when you believe your losing a fight just boggles my mind.

Open world PvP with honour/PvP tokens to buy items. This encourages PvP. No drop items only ruins economy.

I love PvP, I think we need more constructive, PvP fostering ideas than these "hardcore, im not a girl item loot" destructive ideas.

Make PvP fun and rewarding. Not a horror show of people pluggin and afraid to group or go out adventuring.

Dont forget about your immersion, poor immersion gets destroyed by item loot. Think about it, if you love PvP, you'd rather die and get back into the frey, oppose to plugging and hugging your pixels and log off for the night.
What it will come down to is 90% of the population will be in fear/hate gear with aviak charms for necks and acumen masks for faces.The other 10% will wear the best gear possible.Thing that happens is things that are droppable like fungis are hardly worn in pvp so that 80k fungi really ends up being worth less than half.I have about 100k screenshots from rallos and most are people who didnt have shit worth taking.It will come down to the geared people steamrolling those naked gimps.Lose that CoF pvp? Just lost one player i guarantee.I suggest making a few pieces that werent originally no drop become no drop but im talking maybe 5-10 loots max.
  #8  
Old 11-18-2013, 07:12 PM
Lowlife Lowlife is offline
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Quote:
Originally Posted by Runya [You must be logged in to view images. Log in or Register.]
What it will come down to is 90% of the population will be in fear/hate gear with aviak charms for necks and acumen masks for faces.The other 10% will wear the best gear possible.Thing that happens is things that are droppable like fungis are hardly worn in pvp so that 80k fungi really ends up being worth less than half.I have about 100k screenshots from rallos and most are people who didnt have shit worth taking.It will come down to the geared people steamrolling those naked gimps.Lose that CoF pvp? Just lost one player i guarantee.I suggest making a few pieces that werent originally no drop become no drop but im talking maybe 5-10 loots max.
Runya, I'd really appreciate your analysis on the randomized item loot proposal. The more experienced eyes I can get on that, the better.
  #9  
Old 11-18-2013, 07:16 PM
HippoNipple HippoNipple is offline
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Quote:
Originally Posted by Runya [You must be logged in to view images. Log in or Register.]
What it will come down to is 90% of the population will be in fear/hate gear with aviak charms for necks and acumen masks for faces.The other 10% will wear the best gear possible.Thing that happens is things that are droppable like fungis are hardly worn in pvp so that 80k fungi really ends up being worth less than half.I have about 100k screenshots from rallos and most are people who didnt have shit worth taking.It will come down to the geared people steamrolling those naked gimps.Lose that CoF pvp? Just lost one player i guarantee.I suggest making a few pieces that werent originally no drop become no drop but im talking maybe 5-10 loots max.
As the Dr. stated, this leads people to be scared and need the best no drop gear, therefor zerg. It worked better on live where guilds could actually be selective because the population was so healthy but not on this server. Making more items no drop just increases the problem and need to suck up to the leading guild on the server.
  #10  
Old 11-18-2013, 07:35 PM
Vexenu Vexenu is offline
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Quote:
Originally Posted by DrScience [You must be logged in to view images. Log in or Register.]
Yes, this is what will happen. Everyone will join the easiest path to victory (ie getting full no drops), essentially reducing all risk to them in future pvp fights; while small groups/guilds who do not join or recruit big zergs will be forced to PVP with full droppable gear. The cycle will viciously continue until everyone is apart of {INSERT ZERG GUILD NAME} and the population goes into the toilet bowl.

The odd thing is that you would advocate adding more items to the no drop list, versus removing no drops all together (outside of epics/plane of air haste belts/jboots/etc), which would stop this terrible cycle of 1 guild recruiting everyone in sight to overwhelm the server. After a certain number of players, skill goes out the window and it doesn't matter who you're up against, 20 cannot beat 60, especially if those 60 are now in full no drops.

I really hope a GM has seen my posts on this topic, as it will make the server unplayable after give or take 3 months.
How is everyone going to end up in the same guild on a server with three hardcoded teams? I think your focus on preventing a zerg guild would be justified with an FFA server (as we have seen on Red) but is not really relevant on Teams. Much more important is considering various ways to ensure the teams are as balanced as possible with relatively even population distributions. This would almost ensure the existence of 3 competitive endgame guilds who would be constantly fighting each other.
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