Looting

Discussion in 'Skills and Combat' started by Betamox, Feb 8, 2014.

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  1. Betamox

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    I support a full looting system - one with no arbitrary restrictions set to prevent someone from looting a mob they did not kill or loot a corpse that is not their own. Criminal flags may be given to allow for retribution.
     
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  2. MalakBrightpalm

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    This would work well enough in an Open PvP setting, but would criminal flags be enough in a system where PvP was not enabled? Remember that some will never be satisfied by a setting that ultimately depends on PvP.
     
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  3. Owain

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    I think the OP presumes an Open PvP setting. Criminal flags don't make much sense in a PvE setting.
     
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  4. BillRoy

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    In a PvE setting, I'm not for full looting (PvP, sure, but that's different), as it allows people to hide and swoop in and steal your loot as enemies drop and you can not retaliate in any way.

    In Runes of Magic they had this setup, and it's lame when you are fighting a "boss" creature and down it and have to fight on a bit cleaning up the adds or take a health or mana potion, and some anus peeks out from behind a tree or rock and gets what you've fought for...then simply walks away and you can't touch him.

    In PvP sure, because you can protect what's yours and the situation isn't (ideally) totally beyond your control.
    In PvE no, if you roll on a PvE server or enter a PvE instance you should be limited in what aggressive actions you can physically preform against other players or their items, including loot.
    *if you out damage them or get the last hit, that may be different depending on the rules, but if you did nothing, you should get nothing.
     
  5. Veylen The AenigmA

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    I think there should be pvp areas that reward equal to the risk invovled in fighting there. Put some npcs with loot and then mirror the area and make it a pve area with maybee slightly mire pve oriented rewards
     
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  6. monxter

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    Blood moss will be available for gathering only when someone dies nearby :)
     
  7. NRaas

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    Was that confirmed ? I recall the dev chat where Chris brought that idea up, but it sounded more like an idle thought, something one banters around the design table, rather than an absolute. :)
     
  8. Azur

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    It is a great idea though.
     
  9. NRaas

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    Oh, I agree, it is quite intriguing.

    Given the instanced nature of the game, it could also be easily simulated : "This hex map has seen several players die recently, so the next instances generated will have an increased spawn of blood moss."
     
  10. monxter

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    I thought he said it pretty convincingly! It was a quite recent dev chat. Maybe it should be looked up - at least I bought it.
     
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  11. monxter

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  12. NRaas

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    Yes, that would be it. Still sounds like a "Chris wish list" item to me, however that is merely my interpretation of the chat. :)
     
  13. monxter

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    Yeah, I suppose it's not official, I do hope there will be something like this implemented in game though.
     
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  14. 3devious

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    Would the blood moss be available if monsters die or only PC's? I don't even know what blood moss is or why you'd want it I am just nosy.
     
  15. monxter

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    Players, I think.
    Blood moss is a reagent, used for spellcasting... at least in UO :)
     
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  16. NRaas

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    "Blood Moss" is a traditional component in the Ultima magic system, which used consumables each time you casted a spell.

    If you are interested in further details : http://ultima.wikia.com/wiki/Reagents

    (Edit: Ninja'd)
     
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  17. 3devious

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    Thanks, guys!
     
  18. monxter

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    Good link NRaas :)
     
  19. Veylen The AenigmA

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    If bloodmoss grew like that u would just hav ppl killing each other over and over just for it
     
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  20. Akeashar

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    And as I pointed out as soon as the comment was made 'What about single player offline? Do you just go there and cut yourself? Find the creepy swamp filled with your corpse from all the suicide runs to make the moss spawn' or deal with the lack of a significant reagent type in Offline? Ahhhh. no.
     
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