My thoughts on Looting

Discussion in 'PvP Gameplay' started by Bowen Bloodgood, Aug 7, 2014.

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  1. baronandy

    baronandy Avatar

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    btw i tested gloria victis and the loot system is impressive

    when you die u are 30 sec dead after u spawn in your hometown
    everything what not have been looted in this time will be in your bagpack

    when you die to pve or disconnect to a mob you will have still have all things left in your corpse when nobody loot it or guard it for 30 sec
    when u die in pvp there should be full loot but a murder should be punished
    (maybe add soft hp like in life is feudal) that you not get a murdercount when you hit someone ko. u may only loot one item when he is ko.
    now you can decide kill him take all loot for a mudercount or let him alife and he stands up in the next minute with his loot.
    some murder just wanna have a fight and win not all want to loot the crap stuff from a new player.

    with this system also noobs not get so much punished when they get murdered which pk want to have crap armor and noob weapon they might let the noob his stuff and he will spawn in town with his whole gear maybe except resorces he gathered


    PvP Loot suggestions:
    • When viewing the corpse to loot all items should show generic names.
    • All consumables, reagents, and resources show ruff quantities. (few, several, lots, etc)
    • There is a limited amount of time to loot a corpse. Once the dead player has revived there would be no corpse to loot.
    • The location of the item being looted will have impact on the amount of time it takes to look the item(s). (removing equiped armor takes longer than armor in the pack)
    • The quantity of an item will increase the looting time.
    Example:

    Player 1 (P1) is killed by Player 2 (P2)
    P2 scrambles to loot the corpse. After examining the corpse P2 finds;
    1. 1 full set of studded leather armor (equipped)
    2. 1 standard short sword (damaged from death in PvP combat)
    3. 1 jeweled dagger
    4. Several animal hides
    5. Lots of food
    6. 3 pairs of leather boots (in pack)
    P1 is now a ghost. Does P1 run to the nearest resurrection point. Does P1 get resurrected by someone (P3 maybe)

    The looting process is over if P1 resurrects.

    P2 must decided between taking the time to loot, stopping someone from resurrecting P1, or dealing with allies of P1 attempting to keep P2 from looting P1.
    If all is clear and P2 is able to loot P1 then P2 must choose what is worth the time to loot, time is limited.
    1. Equipped studded leather will take a while to loot.
    2. Standard short sword, damaged, may or may not be worth looting.
    3. Jeweled dagger, may be a good weapon or at least worth holding for ransom.
    4. Animal hides, not too many, should be a quick loot.
    5. Food, there is a lot, P2 could take it all or a portion depending on how much time P2 wishes to spend looting food.
    6. Leather boots (in pack) quick loot, grab and run.
    The intent here is to give P2 a real choice in the looting process. The ransom system does not need to be tossed out but it should be in the hands of the victor not the corpse. With less info to go on, P2 will be given the choice to attempt for a quick payout (ransom).


    P2 could put the jeweled dagger up for ransom and P1 accepts. P1 could refuse and P2 takes the dagger. Then it's a gamble if the dagger is of value (taken to an NPC for identification or possibly a PvP skill to be used out of combat after looting)
    P2 could outright take the dagger and not offer the ransom.




    these 2 suzggestions would be an alternative but no loot or 1 item fu thats not enough

    better make gear more easy to get and people not cry when they loose it
     
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  2. baronandy

    baronandy Avatar

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    just give everyone that what he want, woudnt that represent selective multiplayer the best way ??? that you can select what playstile you want ??

    if you are pvp flagged , you will enter open world loot instances

    if you are a pve guy you will stay in pve instances

    and if you are a pve guy who want pvp but not loose his gear you need to wait for server down or join a minigame like capture the flag or arena or whatever is avalible in town

    in my suggestion pve and pvp players would share the same town instance and pve and pvp flagged players should be able to join the arena or minigame in town , so they can challage each other there aswell without getting looted

    and havy lag players could gamble in the casinos or play cress or merbles, if open world pvp is too laggy for them.


    but open world pvp loot is a must , for all old uo and sandbox fans in my opinion, including me
     
  3. Owain

    Owain Avatar

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    I have a strong preference for full loot, but I must abide by what is provided by Portalarium regardless of whether I consider that preference a must or not.

    Every player needs to temper what they want with what they end up getting. No one will get exactly what they want, not even Lord British.
     
  4. Bowen Bloodgood

    Bowen Bloodgood Avatar

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    I don't see how this isn't happening regardless. Though I may suggest starting your own thread to flesh out your own ideas.
     
  5. Ned888

    Ned888 Avatar

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    Couldn't possibly agree less. PVP should be participated in for the joy of combat, not for loot.
     
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  6. baronandy

    baronandy Avatar

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    in my opinion every game need the option to be more challanging and hardcore

    see path of excile

    most players played softcore, but the nicest community played hardcore only, where you loose everything on death, or these gamers loose the motivation to play
    and excactly those players bringing out the best guides or are even streaming , i personally enjoyed watching kripparian on the stream explaining everything or a guy named athene who played sometimes path of excile and diablo and got donated some million dollars for african kids

    these stuff bring more viewers because they know when he dies he loose everything XD and more viewers more gamers but with the option to not choose pvp or play arena only
     
  7. baronandy

    baronandy Avatar

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    but not in a sandboxy game where you want to have a vendor and a player driven economy, it could be an option to do a minigame without loot or dueling with someone for gold


    i would like to see arena where 2 people can duel each other and can bet gold before the match start at the arena npc ( everyone give 50 gold winner get 100)

    but you wont loose your gear
     
  8. Ned888

    Ned888 Avatar

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    This is a story driven RPG, not a sandbox MMO.
     
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  9. baronandy

    baronandy Avatar

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    buy its sandboxy with crafting and housing , and thats the reason players loved ultima online

    and i think when you have an awesome house you want o have a vendor aswell at least for me this feature was more important for me then having the biggest castle ingame

    and they got 5.000.000 together they can do smth with it



    look what those developers done in terms of animation and grafic only for 1 million

    i personally not care about grafics more about gameplay but animations are always one of the most important things

    dat combat animations made me feel ooo fantastic
     
  10. Gothic

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    I dont know but something simple. From top of my head - players can loot everything in victims inventory(not equiped gear) and the victim takes serious damage to the equipment durability.
    So people can wear their best gear and only risk some stuff in the inventory and the gold for repairs which imo should be expensive. If the killer is lucky then he gets some resources, potions, reagents and whatever was the victim farming. There is no reason to give a hard obtained gear to a bunch of gankers.

    For people willing to risk their gear, they can make some 1v1 (maybe even 2s/3s... or deathmatch) arena where the winner takes opponents equipment. That is a real challenge not ganking 5v1.
     
  11. baronandy

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    but then you cant sell armor as a crafter, i would rather prefer cheep easy to get materials for open world pvp , and ultra rare materials for minigames
    your idea would only make sense if the duarbility lost on your armor take materials to repair and can be only done by a skilled armor smith you have to pay for it not the optimal solution


    btw here a crafting vid



    what do you guys think isnt crafting a bit too easy (fizzle chance mechanic)
    instead of true skill

    i would prefer that you have
    to choose the right temperature in a window or use the baltons manually
    have a force bar for the hammer , you have to hit the iron with the right force in weapon crafting
    maybe the point and at which heat you will hit the metal could matter

    i think they should change a bit the weapon forging

    that every 20th attemt give an exceptional sword which make slightly more dmg and the other swords are for selling
     
  12. Gothic

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    but its single player game, you cant compare it with mmo game like SotA, especially combat systems
     
  13. baronandy

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    didnt talked about combat system , i told about how animations and grafics look

    combat should be age of conan combo like , defenetly not auto attacks
     
  14. Bowen Bloodgood

    Bowen Bloodgood Avatar

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    hmm I suppose it would be too much to ask to actually get on topic for once? So far not one person has anything specifically about the OP itself except for Gothic's "I don't think this is it"

    Is there no actual direct feedback with any actual examples regarding the OP?
     
  15. baronandy

    baronandy Avatar

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    and what i have seen, depending if a game is developed pvp friendly or pve friendly the votings turn compleatly different ,

    here the game which comes uo closest (same mage book) open world full loot pvp with housing and an insane crafting system 8.000.000 combinations only for potions

    http://www.mortalonline.com/forums/threads/want-to-have-10x-the-subscribers.103524/


    there are simple 2 sites of compleatly opposite players, so only way is to satisfy them all !!! and to get as much players as possible by separating there instances is the only way , they are just too different from the pve players to not separate them

    and i think the developers should have enough money to make it bugfree, so interested players who love the game not leave becasue of bugs ( that pvp and pve instances could be full)
     
  16. Owain

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    There is no such thing as bug free software. It is impossible to achieve, and unrealistic to expect.
     
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  17. rune_74

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    baronandy, you are all over the map in the last 5 or so posts...almost impossible to tell what you are even trying to explain.

    Any system they implement for looting shouldn't be so hard that it takes time away from other areas....and there really should be only one style of looting...that way you don't split the community to a point that it can't sustain itself.
     
  18. Mercyful Fate

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    Very true - especially when considering that said software will run on a myriad of operating systems, CPUs, device drivers, graphics cards, memory size and speeds, etc...
     
  19. baronandy

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    with bugfree i mean stuff like this should not happen after the game is on the market

    mortal was after the engine update unplayable for like 2 month like it would be an alpha (before it was enarly bugfree) its an awesome game but the low budget made much player leave (when they fix the game they release a patch making everything buggy again because they dont test the patches properly), in this case they lowered the whole world about 2-3 meter but not the trees and plants , especially the new players left because they have a bad impression and not because they got murdered , hope sotoa team wont do such patches XD


    but it clearly show how people like the open world pvp system

    sv release so many unexcuseable patches but people still play it , because its not unforgiveable if the combat is skillbased and if the crafting sytem is the most advanced ever come in use in a game,

    i bet it would have tons of players if it woudnt be buggy after the patches

    and at the end people think about great fights they had in the game and come back



    this was a good excemple of how we and several other guilds put together and sieged the biggest 2 guild ingame , because they abused bugs and grifed, till we got a 100 man group together and fought 20 h to destoy there keep they farmed month for

    without enemys you hate and fight (good vs evil) there is no goal to archive for pvpers to get them destoyed and make them cry if they deserved it XD


    the funny thing was when you died you resurrected ( but because of the much dead bodys lieing arround you could always reequip with new gear (even if it wasnt the original one you had whrn the fight started) so the loot didnt stoped the fight going on + the fact that everyone had gear in town or in horsebags hidden behind the mountains XD

    there would be no addiction to farming if you not loose gear, i personally loved it and felt satisfied when i had 2 armor sets on every bank and some weapons, thats was the reason i loved farming in the game , to have gear for pvp to fight a whole month . when i farmed a week
     
  20. Owain

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    Yeah, that's not so much an example of bugs as it is examples of gross public buffoonery.

    Bugs are things that are hard to find that slip through intensive quality control testing, not things that explode in your face.
     
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