Also about the looting it's not said to be that you have to click to loot a monster/boss items could just pop-up right after killing the exact monster/boss and be auto looted which can be later specified with an in-game option menu what items to auto loot what items to dismantle if there would be such an option. Of course that works only for the personal loot system. But I am with all my hands up for some auto loot system because I am kinda bored while I have to click on every monster that I kill to manually loot it.
What I'd like to say is that Puffymuffinz and Gipo's ideas are great. And as much most of the people might hate the personal loot system I think with some work on it, it might just do the work and so does the group loot. But the loot system has yet to be decided because we have all missed some major part about it and it is how the dungeon and the raid systems will work. I think once this is decided then it will be very easy to decide which of both will be better. Because if the dungeons and raids work the same way as in World of Warcraft then personal is not that bad because there you have one dungeon difficulty run per day and one raid difficulty run per weak and we the low enough but yet balanced drop chance the personal loot actually works fine. But if here we will be able to run the same difficulty multiple times a day then the group will be better.... and we will have just to decide how to exclude the ninja looting. Despite the said above I will not open a new discussion about the raid and dungeon system yet because we rushed everything lately, so I will leave this for the devs to decide when, but generally I think we should first discuss the dungeons and raids runs limitations then the type of the loot system will come up itself.
Donno mate, what about killing a mob directly pops out its loot ? :) I am playing a game right now that works that way and it's kinda good. It's personal drop but all the loot comes out and u don't have to target click the mob and loot it also there is an item that can auto loot if you set it to do this and this very item can be customised to auto loot or auto not loot or even auto dismantle items the way you want. Just like this: i am looting legendary items for my class in the same time i am dismantling legendary items for other classes because I don't need them. :) So if this can be done with an item why not with a game option ?
Auto loot is just something that we need. If you don't want to have it just switch it off but if you want to have it just switch it on. Devs should work on this for sure. :)
Regards,
Shock :)
WoW's system works great, in my opinion. Even for raids and dungeons - it's personal loot, but if something drops for you that's good for another character, you can trade it to them within a limited time. There's a reason that's a standart and easy to get used to. That being said I have no idea how the inventory system in the game works for storing items/crafting materials(if there are any at all). For crafting materials I've seen a lot of games go through increasing stack sizes, to increasing max limits in different types of storage (examples from WoW crafting mats going from 20 to 200 and Elite: Dangerous materials going from a few hundred total to a few hundred per material). So far I'm not a fan of either of those, because I really hate managing inventory in a game that's not about managing inventory. I firmly believe that if I want to waste 3 weeks of my life and farm a material - I should have a place to store it, so that place should either have a very high cap or be endless. (Or be upgradable to that high cap)
I agree with previous posts that the loot system should be class specific or at least very class-weighted. After all, not everyone wants to deal with alts or trading, so other items that drop for them would be useless - unless there's some sort of a disenchanting/disassembling mechanic that's really worth it.
I also agree with gip0's idea about AoE looting, it's just a chore, so it should be done with the least interference to the gameplay. I'm not sure direct popouts would work, because in the middle of a battle that would be in the way.
Making the game harder by having harder to obtain items due to just random chance isn't that fun, no matter how much satisfaction you get from finally obtaining something - it should be because of your effort and skill, not plain RNG. There's nothing fair about getting a mount on your 4th year of farming, compared to someone randomly getting it on their first week. (Unless there is some kind of system that increases an item's drop rate if you've farmed it a lot).
P.S. Maybe introduce a like/dislike system for the forums, so we see which suggestions are most accepted? :)
WoW's system works great, in my opinion. Even for raids and dungeons - it's personal loot, but if something drops for you that's good for another character, you can trade it to them within a limited time. There's a reason that's a standart and easy to get used to. That being said I have no idea how the inventory system in the game works for storing items/crafting materials(if there are any at all). For crafting materials I've seen a lot of games go through increasing stack sizes, to increasing max limits in different types of storage (examples from WoW crafting mats going from 20 to 200 and Elite: Dangerous materials going from a few hundred total to a few hundred per material). So far I'm not a fan of either of those, because I really hate managing inventory in a game that's not about managing inventory. I firmly believe that if I want to waste 3 weeks of my life and farm a material - I should have a place to store it, so that place should either have a very high cap or be endless. (Or be upgradable to that high cap)
I agree with previous posts that the loot system should be class specific or at least very class-weighted. After all, not everyone wants to deal with alts or trading, so other items that drop for them would be useless - unless there's some sort of a disenchanting/disassembling mechanic that's really worth it.
I also agree with gip0's idea about AoE looting, it's just a chore, so it should be done with the least interference to the gameplay. I'm not sure direct popouts would work, because in the middle of a battle that would be in the way.
Making the game harder by having harder to obtain items due to just random chance isn't that fun, no matter how much satisfaction you get from finally obtaining something - it should be because of your effort and skill, not plain RNG. There's nothing fair about getting a mount on your 4th year of farming, compared to someone randomly getting it on their first week. (Unless there is some kind of system that increases an item's drop rate if you've farmed it a lot).
P.S. Maybe introduce a like/dislike system for the forums, so we see which suggestions are most accepted? :)
Yeah many games have separate storage for mats I've played a lot of Guild Wars 2 and there is a separate storage for mats you have a button in you inventory with it you deposit all mats in that storage which you can see in your bank in a separate tab and it has a cap limit of storing them so you have to craft to make storage for more mats. Also they are categorized.
https://wiki.guildwars2.com/wiki/Material_storage
Yeah many games have separate storage for mats I've played a lot of Guild Wars 2 and there is a separate storage for mats you have a button in you inventory with it you deposit all mats in that storage which you can see in your bank in a separate tab and it has a cap limit of storing them so you have to craft to make storage for more mats. Also they are categorized.
https://wiki.guildwars2.com/wiki/Material_storage
Yeah, separate storage for materials and quest items should be there for sure. It feels really bad when everything is in the same tab.
About the pop-up looting - Playnot is right, pop-up while fighting mobs with AoE or some boss fight with lots of trash mobs will be hard to manage. It might work if the loot window is small and in the right corner of the screen.
Getting loot should be hard for sure, it's MMORPG after all. But we could do something better with the pure RNG system. So that you keep the RNG thrill but also make it more friendly to the bad luck guys. Something like:
- This boss has 10% chance to drop the sword of sixty nine virgins;
- This boss has also 40% chance to drop the recipe for crafting this sword AND 50% chance to drop one of 7 needed materials to craft it;
- Crafting it will cost you some gold so it wont be too easy.
Last edited: 2020-01-07 10:35:11Hello, everyone!
That thing whit the auto loot is just making the game so easy. Shouldn't be like that... This mean fast farming , fast farming means alot of mats for profs and etc, which means economy is ruined. Because there will be no challenging content.
About the dungeon looting, should be as the owner said. Each raid specify their raid loot system "free for all", "master loot" and so on. This add another level of difficulty building your BIS.
Of course this is my opinion, but the games you say are no longer interested by gamers, the right template is World of Warcraft. They have shown us what people like, and you guys should take the best things of it. I know its stupid if other player get your most wanted item but thats the game, and that makes you raid and raid over and over, otherwise developers should make release every 6 mounts so we have something new to achiev.
Hello, everyone!
That thing whit the auto loot is just making the game so easy. Shouldn't be like that... This mean fast farming , fast farming means alot of mats for profs and etc, which means economy is ruined. Because there will be no challenging content.
About the dungeon looting, should be as the owner said. Each raid specify their raid loot system "free for all", "master loot" and so on. This add another level of difficulty building your BIS.
Of course this is my opinion, but the games you say are no longer interested by gamers, the right template is World of Warcraft. They have shown us what people like, and you guys should take the best things of it. I know its stupid if other player get your most wanted item but thats the game, and that makes you raid and raid over and over, otherwise developers should make release every 6 mounts so we have something new to achiev.
I pretty much agree with you as the idea of this game is to bring an interesting adventure that shouldn’t be easy and boring, the content to be long and to take time. I don’t personally like the type of games where you need to play it 1 week/month to make your own character with endgame items. Also everyone should feel free to share ideas with us so we( the whole community, not just the development team) can make one of the best games out there.
Kind regards,
Astinos
There's nothing bad about working for what you get, infact it's preferable, but I don't think random chance is the way to introduce that difficulty. Like Gip0 said - some stuff could be with recipes and materials that you gather overtime. A choice for raid leaders between free for all / master loot and so on, means that pug raids will be extremely unsafe and people would ninja items all the time.
There's nothing bad about working for what you get, infact it's preferable, but I don't think random chance is the way to introduce that difficulty. Like Gip0 said - some stuff could be with recipes and materials that you gather overtime. A choice for raid leaders between free for all / master loot and so on, means that pug raids will be extremely unsafe and people would ninja items all the time.
That is why you should prefer to raid with your guild. Plus when you raid with your guild you will get extra bonuses plus drop chance increased. This is how you can force people to make communities and use them. Not just some random people pressing buttons. MMoRPG is a game of a community.
Kind regards,
Armegon.