If you could pick TESO's loot system...

Post » Mon Jun 10, 2013 11:11 am

Incase anybody needed a little extra explaining:

Free for all: Once the enemy dies/loot opened etc, whoever is there first can grab it, no restrictions.

Round Robin: Everybody in the part/team will take turns looting, the system automatically round robins the loot and it's only lootable/visible to the player able to loot it.

Die Roll: Every does a random die roll for the loot, whoever is the luckiest wins.

Favorable Die Roll: Same as die roll, except if anybody has a NEED for an item (for example the game drops a sword, and only one person in the part is actually using a sword and either A) signifies a NEED for the item, player can also choose to go for a regular die roll if he/she doesn't want it, or B )The game automatically looks at a player's class/equipment, seeing one player is using a sword, gives them the advantage and a better chance of getting that loot, or even guarantees it will go to that player. If two players are using a sword and both qualify for the loot, whoever has the weakest item has the better chance.

I personally prefer the last one, it was a system I enjoyed in WoW, even though people would roll NEED when they didnt need the item, sometimes greed takes over, but it limits the majority of greed. If the system recognizes loot/stats, it would help eliminate it even more. I can't stand free for all looting, it's the reason I quit borderlands, because I have scummy friends who will run past all the enemies/bosses or just race to boxes and take EVERYTHING and share NONE of it. Also a problem with randoms. Opinions?

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Lauren Denman
 
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Post » Mon Jun 10, 2013 10:15 am

If one of those has to be used, then I'd say Favorable Die Roll.

Something like Torchlight 2's looting would be better I think though. Everyone has their own loot drops. If you and someone else have loot that you want to trade, trade it. There shouldn't be any bound on pick up gear, bind on equip is reasonable enough. However, you shouldn't be able to place special loot (raid, boss, quest loot) on an Auction House or be able to trade that stuff with anyone that wasn't with you when you obtained it. Players shouldn't be able to obtain raid loot when they don't raid.

I'm certain that there are flaws with everyone getting their own loot drops and the system I wrote out above. I'm not saying that its a fully developed idea... but that something similar would be preferable to me personally. Nobody likes to lose loot rolls, or be out bid by a fellow raider. I mean, back in my WoW days... I can't tell you how many times I was outrolled on something before I became a member of a nice, small, closely knit guild.

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Jason King
 
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Post » Mon Jun 10, 2013 11:32 am

If everybody is getting their own loot, the economy of TESO will crash to the point of nonexistence. And just because I do a raid in a group, happen to get an awesome staff my cousin would love, but because he wasn't with me for that raid he's not allowed to have it? That's really pushing it. It sounds a lot like you want to clog the system with crappy loot and make Raid gear incredibly time consuming to get.

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bimsy
 
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Post » Mon Jun 10, 2013 3:43 pm

A ruined economy and horrible, hard to get raid loot isnt my intention.

Keeping people who didnt participate in whatever encounter from getting special loot is how most MMOS are anyway (thats what Bind on Pickup is) at least back when I actively played them. I'm saying that if an amazing piece of gear drops from a raid boss that I can't use... I have no incentive to keep it to myself to trade to an alt, make a profit off of it, or give to somebody who didn't do any work to get it. Random high level loot from bosses like "Orcish Sword of Stamina Drain + 8" are fair game, just not what people might consider to be TESOs equivalent to tier pieces or unique gear like say "Mannimarco's Robes".

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Prisca Lacour
 
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Post » Mon Jun 10, 2013 8:55 am

loot is personal, everyone gets their own items
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ruCkii
 
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Post » Mon Jun 10, 2013 12:17 pm

Agreed!

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Trevi
 
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Post » Mon Jun 10, 2013 11:02 am

Some games bind waaaay too many items on equip/pick up, some barely use it, it does depend on the MMO, I have seen some of them make the majority of armor and weapons bind on equip. If we are only talking about specific unique equipment, then I'm okay with that binding on pick up, as long as if i'm not able to use it i dont have to just toss it, I can get SOMETHING out of it. But honestly, if everybody is getting their own loot the AH is going to be overflowed with items and it'll be more messy than anything, IMO. Unless somebody has a valid argument as to why everybody getting crap tons of loot wouldnt be a catastrophe in a in-game currency based auction house.

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..xX Vin Xx..
 
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Post » Mon Jun 10, 2013 12:52 pm

Having a raid boss drop tons of loot for everyone all the time is a bad idea... luckily that's a variable that can be changed.

Lets say that everyone who participates gets one desirable item (maybe not desirable to them... but maybe to other people in the raid). If the player doesn't have a use for their item, they can tell people in their group that they have it... and that they'd be willing to trade for X,Y, or Z (because there wont be anything else to do with the item, no AH, trading with people outside the raid group ect).

Still though... that means 25 desirable items every boss kill. That does seem like a lot. Maybe it wont matter because the items are only trade-able between people who were in the raid? Hm.

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Veronica Flores
 
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Post » Mon Jun 10, 2013 7:20 pm

Honestly, if you like that system, that's fine, in my opinion it's going to clog out the system anyway because 25 items per raid means its going to be pretty fast that even rare items are common, nevermind all the other "normal" loot that is going to fill up the system. Just seems like too much to me.

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stevie trent
 
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Post » Mon Jun 10, 2013 6:56 am

I want consistency currently everyone gets it's own loot which I like but chests and barrels are first come. I would much prefer that if they make looting instanced that they also instance barrels and chests.
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Mylizards Dot com
 
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Post » Mon Jun 10, 2013 11:45 am

For common loot, I like simply allowing everyone to have their own instance of loot drops. It's a very clean way to distribute more common items, allowing player to loot as much, or as little, as they want (as opposed to around robin system, which can fill your inventory with crap that your group mates are picking up.)

Valuable drops, however, need to remain rare. You can't simply give everyone a piece of epic loot each time a boss is defeated, because that would flood the market. For the purpose of rare drops, I like a tiered dice roll system (Need/Greed/Pass) where if you choose Need, the item is bound to your character automatically (so you can't roll "Need" when your true intention is to to sell the item for profit.)

Loot rules for equipment should be as follows:

- There are three loot options: Need, Greed, and Pass

- Selecting Need indicates your desire to put that item to use on your current character. You will roll against any other group member who chose Need, and whoever wins will receive the item, which will be bound on pickup.

- Selecting Greed indicates you want to sell the item for profit, or use the item on a character not currently in the group (an alt, friend, guild mate, etc.) If no one selects Need, you will roll against other group members who chose Greed, and whoever wins will receive the item, which will be bound if equipped.

- Selecting Pass indicates you do not want the item under any circumstances. You will not roll for it, and the game will not automatically loot it for you, even if everyone else also chooses to pass.

- If everyone passes on a piece of loot, then that piece of loot becomes available for anyone in the group to pick up.

- Whoever wins the Need roll will now have an item which is bound to their character; however, this item can temporarily be traded to anyone in the group. This is to allow a player who accidentally chose Need to trade the item to a player who legitimately needed the item (this happens quite a bit, so this feature is nice to have.) In instanced dungeons, the item is able to be traded until your group leaves the instance. In the open-world, the item can be traded within the group for a couple of minutes (say, 5 minutes) after which it will be permanently bound to the player in possession of the item.

Those are the rules for gear. There should be no "Need" roll for things like crafting reagents. There should simply be a "Greed/Pass" system for those, because crafting is a business, and businesses are about making a profit (even if you happen to craft stuff for your own character from time to time.)

-Travail.

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Lisa
 
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Post » Mon Jun 10, 2013 5:28 am

"Everyone gets it own loot" does not mean everyone gets the best loot from a drop table every time.

We don't know how ESO plan to do it, but for example it could just be that every player will roll independently against the loot table, instead of just a unique single drop by monster duplicated for every player.

Even alternatively if the roll is shared and that everyone gets the same loot including the best one, the drop chance for high quality items can be made smaller to counteract flooding the economy with high quality items.

Or you could imagine that the game calculates the difficulty of the encounter depending how many "who" were fighting "what", and adjusts the drop quality in consequences.

And that's just few ideas just flying in my head right now. I'm sure you can come up with various loot system concept to manage a balanced "loot economy". Even if they don't get it right at the first time, they can consult the server statistics over time and make adjustements on the drop rates or other factors involved.

Personally I prefer the "everyone gets its own loot" approach however it will work to the ones mentioned in this poll, because that means no "loot ninja" and no "loot drama" in PUG :tongue:
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Chelsea Head
 
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Post » Mon Jun 10, 2013 4:29 pm

Yeah, we all know how well dropping the loot chance on people after a bunch of others easily got geared up goes lmao. it's interesting none the less, but I'm hoping they go the "everybody can have common items, anything higher than a common (usually a "white" item is common) has to be rolled upon" route.

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Mimi BC
 
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Post » Mon Jun 10, 2013 3:34 pm

they have already confirmed this is how loot will be. And that is how I prefer it.

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SaVino GοΜ
 
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Post » Mon Jun 10, 2013 8:33 am

I agree. Loot for everyone!

Now pass the ale!

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Abel Vazquez
 
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Post » Mon Jun 10, 2013 4:56 am

I selected die rolls. You can't really have favorable die rolls because everyone can use everything regardless of class.

However, I prefer the everyone gets their own loot method. It just wasn't a choice on your poll.

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Lovingly
 
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