Glorious Alpha Two Testers!

Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.

Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.

Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.

What Party Loot system would you want?

2»

Comments

  • AkaBear said:
    Relwoh said:
    Best loot system Is when everybody gets something, no rush. everyone loots the corpse and get something based on there level. If your a high level player helping a low level on the high level one gets less or nothing. No one person get all the fat loot to themselves.
    That is fine, but how does that deal with the elite/rare drop.

    Does everyone get one?
    With personal loot there is no change to the loot tables of a boss.

    If mythic/elite item X has a drop chance of 1 in 100 for a party of size 10, then in a personal loot system, each member in the party will have a 1 in 1000 chance of getting the same item: 1/1000 * 10 = 1/100, so the average probability is exactly the same between the two systems.

    Personal loot does mean there is a small chance that two or more people in the same party will get the same personal loot, since each person's drop probability is 1/1000, but on average, the loot drop chances will work out the same.
  • I like the idea of everyone gets something, though maybe add in some flair where, if grouped, there's cosmetic stuff that drops or higher quality stuff that drops that people roll on.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    I think need/greed/pass would work well. If everyone gets personal loot, the market would be flooded with rares/ legendaries. That would work ok in instances.
    Also, am not a fan of BOP. BOE with 2hour window would be nice

  • Sterio said:
    I think need/greed/pass would work well. If everyone gets personal loot, the market would be flooded with rares/ legendaries. That would work ok in instances.
    The market will only be flooded if the drop rates for rare items are too high. IS have a dedicated economist on their team who I'm sure will be setting the loot drop rates to prevent the economy from falling apart.
  • I don't know what you're talking about. I thought this would be about cake.
  • I just hope they implement it so not the first person who jumps at the chest/body gets it all, but that all party members share it. 
    Need/Greed system rolling is fine with me.
  • Kasyee said:
    I just hope they implement it so not the first person who jumps at the chest/body gets it all
    That's exactly what personal loot is designed to do.
  • I think it would be neat, if everyone in the party got say a box with mostly equal value in it.  Some maybe that rare mat, others several normal mats, another that awesome chest, someone else some tonics.  That way you don't leave a dungeon or raid not having anything.  But everything you do get can be tradeable. so if you don't need the chest you got you can give it to a party member, or sell it.
  • I'd want to see personal loot (similar to GW2, D3, etc.) for certain tiers of drops but I wouldn't mind raid group rolls for bosses where the leader can set need, greed, etc. 
    Perhaps a hybrid system could work as a compromise?

    If there was zero personal loot, then I'd definitely want to make sure there are measures taken against ninja looters, kill stealing, and people lying about 'need' when it's just a greed roll.  If the leader sets group rolls to need, it'd be nice if the game makes sure the item matches your archetype and that the currently equipped item doesn't rank higher than the one you're rolling on. If the matching archetype players select 'pass,' then the roll can switch to greed and everyone can roll on it.
  • Solarion said:
    I'd want to see personal loot (similar to GW2, D3, etc.) for certain tiers of drops but I wouldn't mind raid group rolls for bosses where the leader can set need, greed, etc. 
    Perhaps a hybrid system could work as a compromise?

    If there was zero personal loot, then I'd definitely want to make sure there are measures taken against ninja looters, kill stealing, and people lying about 'need' when it's just a greed roll.  If the leader sets group rolls to need, it'd be nice if the game makes sure the item matches your archetype and that the currently equipped item doesn't rank higher than the one you're rolling on. If the matching archetype players select 'pass,' then the roll can switch to greed and everyone can roll on it.
    Something close to that is where I would lean... High tier mats and gear drops should be rare. So you need to compromise between personal loot(potentially flooding the market with high tier junk) to single drop which might result in someone getting something they don't deserve and being greedy about it.

    ROLL FOR THE GODBLADE DO IT! at least then you all have a fair shot right?
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Piñata party. (personal loot)
    Nodes should be able to track our contributions and reward appropriately.
  • I'm a fan of personal loot. Let the computer decide if you happen to get something. RP wise it's highly unlikely that every boss will have gear you can use so I'm ok with letting RNG decide.

    However the final boss of the dungeon should always drop an item for everyone, so you don't feel like you wasted time running it--perhaps you are guaranteed one item rolled from all boss tables and a chance roll at something from their specific table.
  • Bannith said:
    So you need to compromise between personal loot(potentially flooding the market with high tier junk) to single drop which might result in someone getting something they don't deserve and being greedy about it.
    I think there is confusion here. To me personal loot does not mean a system where everyone in the group is guaranteed to get high tier loot. 

    It's the drop chance set on the loot tables that dictates the drop rates. For personal loot systems the server computes the individual drop chance based on this and the number of people that attacked the boss. No extra loot is being created here.

    I'm not saying that all loot in Ashes should be on a personal loot system. I think guilds should be able to set the looting system for their guild members. Outside of this, I'm all for personal loot because it eliminates loot toxicity.
  • lexmax said:
    Bannith said:
    So you need to compromise between personal loot(potentially flooding the market with high tier junk) to single drop which might result in someone getting something they don't deserve and being greedy about it.
    I think there is confusion here. To me personal loot does not mean a system where everyone in the group is guaranteed to get high tier loot. 

    It's the drop chance set on the loot tables that dictates the drop rates. For personal loot systems the server computes the individual drop chance based on this and the number of people that attacked the boss. No extra loot is being created here.

    I'm not saying that all loot in Ashes should be on a personal loot system. I think guilds should be able to set the looting system for their guild members. Outside of this, I'm all for personal loot because it eliminates loot toxicity.
    Naw lex I totally get that I see what your talking about. The issue is the probability of said drops increases with more chances. It's not even an issue solely with high tier loot as a market flooded with iron(a common resource typically in games like this) would drastically alter the pricing of such an item.

    Sure I get armor and weapons cheaper but it undercuts the efforts of the crafters in the long run as well as such things are significantly more abundant. I'm not saying personal loot is a deal breaker. It just needs balanced in a way that prevents abusive farming. If you craft high quality iron armor you want a fair price for the efforts involved. If masses of resources are available your overall income will drop due to mass production by other people thinking the same thing.

    Market undercutting and all that.

    So my preference is a chest that actually feels like a chest of loot that you have to think and fairly divvy out through communication. Rather than smash face everyone loots said chest X amount of times potentially dragging 3x the resources that said chest could hold in the first place. XD
  • Bannith said:
    lexmax said:
    Bannith said:
    So you need to compromise between personal loot(potentially flooding the market with high tier junk) to single drop which might result in someone getting something they don't deserve and being greedy about it.
    I think there is confusion here. To me personal loot does not mean a system where everyone in the group is guaranteed to get high tier loot. 

    It's the drop chance set on the loot tables that dictates the drop rates. For personal loot systems the server computes the individual drop chance based on this and the number of people that attacked the boss. No extra loot is being created here.

    I'm not saying that all loot in Ashes should be on a personal loot system. I think guilds should be able to set the looting system for their guild members. Outside of this, I'm all for personal loot because it eliminates loot toxicity.
    Naw lex I totally get that I see what your talking about. The issue is the probability of said drops increases with more chances. It's not even an issue solely with high tier loot as a market flooded with iron(a common resource typically in games like this) would drastically alter the pricing of such an item.
    The assumption that personal loot has a higher drop chance is not supported by the math. Sorry for clipping from my own posts, but I hope this helps to clarify my position:

    With personal loot there is no change to the loot tables of a boss. If mythic/elite item X has a drop chance of 1 in 100 for a party of size 10, then in a personal loot system, each member in the party will have a 1 in 1000 chance of getting the same item: 1/1000 * 10 = 1/100, so the average probability is exactly the same between the two systems.

    The market will only be flooded if the drop rates on the loot tables are too high. IS have a dedicated economist on their team who will make sure that the economy and crafting activities are not impacted by loot drop rates. 

    TL;DR A personal loot system doesn't mean a higher drop chance for loot according to my math, which might be wrong. Based on this, the choice of a personal loot system is about preventing loot related toxicity. 
  • Rather than everyone gets ex chance on getting something from the loot table, it should be mob drops x amount of loot based on the loot table, then it get divided up amongst the group. This way if 1 person kills it, it will still drop the same amount of loot as when 10 people kill it. Loot this way is dependent on the mob/boss rather then the player (s) that killed it
  • ArchivedUserArchivedUser Guest
    edited June 2017
    The nodes are tracking all of our contributions, so I'm not really concerned about who tagged it or who killed it... the node should distribute loot appropriately based on contribution - especially because defeating a dungeon will also include non-combat utilities.

    I am a casual player. I don't really care that much about uber gear.
    Fashion is more important to me than function anyways.
    I want to get some stuff. Sometimes get some cool stuff. Occassionaly get some uber stuff.
    Doesn't always have to be gear. Getting a recipe drop or a quest starter could also be cool. Maybe even an augment or cosmetic skin.

  • I'd prefer everyone have their own separate RNG. Rolling for gear always gets someone screwed over in a pug group. Materials only is a bit extreme because not everyone wants to deal with crafting or paying others to craft items for them when they have gathered all the materials needed.

    On that note, keep the chances of getting gear reasonable. I was pretty upset after 275 runs of Aetherlabs before finally getting my gladiator's spear. I missed out on Zapiels which was already a huge upset.
  • lexmax said:
    Bannith said:
    lexmax said:
    Bannith said:
    So you need to compromise between personal loot(potentially flooding the market with high tier junk) to single drop which might result in someone getting something they don't deserve and being greedy about it.
    I think there is confusion here. To me personal loot does not mean a system where everyone in the group is guaranteed to get high tier loot. 

    It's the drop chance set on the loot tables that dictates the drop rates. For personal loot systems the server computes the individual drop chance based on this and the number of people that attacked the boss. No extra loot is being created here.

    I'm not saying that all loot in Ashes should be on a personal loot system. I think guilds should be able to set the looting system for their guild members. Outside of this, I'm all for personal loot because it eliminates loot toxicity.
    Naw lex I totally get that I see what your talking about. The issue is the probability of said drops increases with more chances. It's not even an issue solely with high tier loot as a market flooded with iron(a common resource typically in games like this) would drastically alter the pricing of such an item.
    The assumption that personal loot has a higher drop chance is not supported by the math. Sorry for clipping from my own posts, but I hope this helps to clarify my position:

    With personal loot there is no change to the loot tables of a boss. If mythic/elite item X has a drop chance of 1 in 100 for a party of size 10, then in a personal loot system, each member in the party will have a 1 in 1000 chance of getting the same item: 1/1000 * 10 = 1/100, so the average probability is exactly the same between the two systems.

    The market will only be flooded if the drop rates on the loot tables are too high. IS have a dedicated economist on their team who will make sure that the economy and crafting activities are not impacted by loot drop rates. 

    TL;DR A personal loot system doesn't mean a higher drop chance for loot according to my math, which might be wrong. Based on this, the choice of a personal loot system is about preventing loot related toxicity. 

    No what I mean is the main issue is number of drops with the same loot table. You might still get only 1 uber sword in the 10 chances that party has. so say it has a 1 in 100 chance of dropping that's rerolling that drop 9 more times. That part only applies to rare gear though.

    The main issue with personal drops is the fact that more of the common materials flood in. This changes values of materials and gear drastically. Or it requires re-balancing either the amounts in crafting or the amounts being dropped overall. Again if you give people 10x the iron the boss would normally drop then you have large amounts of materials going into the market from non-crafters.

    I only mean that if the boss drops between 10-100 common ores I'd rather not have that rolled to a potential 1k ores especially if things can be effectively farmed. Gatherers will most likely have roughly set gathering amounts. The drops need to be in line enough to not make that economic stance more of a time waster than profit.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    In Ashes, we really shouldn't be doing repeatable raids/dungeons to grind for gear anyways.
  • Rather than everyone gets ex chance on getting something from the loot table, it should be mob drops x amount of loot based on the loot table, then it get divided up amongst the group. This way if 1 person kills it, it will still drop the same amount of loot as when 10 people kill it. Loot this way is dependent on the mob/boss rather then the player (s) that killed it

    @Bannith & @lexmax
    This should take care of excessive drop and help in keeping from flooding the market
  • I vote for the, everyone gets to loot for something method. Why? Because I've done it all. Pure RNG, to a roll system (because I inevitably seem to get screwed every time) and all the variations right up to personal.

    The worst however is a group event where someone collects the few drops and, at the end of the adventure, you then have to random roll on them (based on if you can use them). This combines the worst of both worlds PLUS you have to stick around for the whole adventure (so if you drop you get nothing) and it takes literally hours afterwards and lots of organization.

    You then also have the side "feature" or wondering if the treasurer will depart with all the loot OR the party leader just decides they get uber item X. (I've had BOTH of these situations happen)
  • Dygz said:
    In Ashes, we really shouldn't be doing repeatable raids/dungeons to grind for gear anyways.
    That's what I'm expecting but there are always small groups who will farm in any way possible to flood markets. It might just be a random mob that floats around a node with really good drops. As long as they limit it right then I'm golden and really don't care how the loot system dishes stuff out. I just want it balanced enough to not allow exploitation and crippling the economy.

    I have faith in IS but this is something that can and has crippled multiple games economies in the past.
  • Everyone should get something and for super rare drops everyone should get a chance of a drop. As the devs have said there will not be many items in the game that will be BOP thus things will be tradeable. So if everyone gets something and it is tradeable I don't see much possibility of people stealing drops etc
  • If they want to make the loot system also be a collective and community like thing, they may opt for more of a loot council oriented system. 
Sign In or Register to comment.