Hi, first post
After I jumped into this forum the first post I saw was this one:
https://forums.ashesofcreation.com/discussion/47509/which-loot-system-do-you-prefer-for-group-content
Here normal MMO loot rules are discussed, which made me think its not announced yet, is that correct? In that case, here is my thoughts on how loot should work.
First and foremost, forget about traditional loot rules where dices are rolled, where the game forces a "need/greed" system upon us or items are handed out at random.
The game is heavily based on reagents and mats for crafting, so this should be one of the main focuses for loot. Loot also have to make sense. I have never enjoyed being able to loot a chest piece from a dragon that looks like its something a dragon would wear - it wouldn't fit our player model, and it doesn't make sense.
If a dragon shall drop items a player can wear, it should be from previous fallen foes, gear thats dropped from its belly from previously eaten combatants who died in the previous efforts to take it down.
So here is my suggestion:
Epic bosses should be hard to kill, and the rules towards it should follow the logic around PvP and drops from this.
If an epic boss is designed correctly (and devs may trick us here, adding them being OP for a week before they tweak them down, this to force a loot-table being created for the boss), then it shouldn't be killable before a few tries, when people have learned how to kill it. This means that previous attempts from players, groups and even entire raids most likely will die from it! This would bring a risk vs reward scenario also towards epic PvE content. Go to deep into a dungeon to where you start to die, and you may drop reagents, mats and even gear upon dying. All of the items being lost towards the boss is put in its loot table for whomever that is able to kill it.
Now to the part where the boss is actually killed, and how loot should be dealt with in the form of how it is distributed.
In this example I'm gonna use a dragon:
1. The dragon dies. Nothing happens in terms of loot, no stupid "spray of loot" out from it, or a chest that spawns for some reason or anything. The dragon simply does its death animation and its lying there with no signs of life (if devs design this in nice ways, it may be smart to check if its actually dead before you start to poke it).
2. Now its a Free-For-All! All players will rush it to start to harvest it. It would function like any normal crafting object out in the world but with way more hit-points compared to iron-ore, or a tree or whatever.
3. The entire raid rushes towards it and starts to use their skinning knife, or any tool that is logical to skin and pick resources from X boss. In this case its a dragon with maybe dragon skin, so a skinning knife would be useful. For a boss with stone-armour, a pick-axe would be useful etc.
4. The dead corpse have its own stages of an HP-bar that represents the completion of harvesting from it.
5. First phase would be to get its skin, and drop-rates is different per player in the raid. Some have big skills in skinning and gets X% + bonus for epic dragon skin reagents from it. Most guilds would put everything and distribute it evenly anyway, but its a players choice at the end.
6. Next phase is to harvest its bones.
7. Last phase is to finally open its belly to check if its got loot from previous fallen "foes" of the creature.
What this would do is build tension and suspense, plus we fix the old problem of loot-tables that doesn't make sense, and how its distributed. Everyone gets to harvest the creature, and everyone have higher % drop from it to get epic reagents and mats for crafting. All the while it builds suspense towards when the stomach is opened. Epic gear that may have gotten even better because the creature have some weird stomach acid that affected it or something (devs designs how gear gets affected in each creature/boss). The longer the gear have been in the boss, the better it may become. Some gear melts because of the acid making reagents for epic ingots for further crafting, other gear gets hardened to prolong its lifetime outside of it. Weapons are able to be sharpened way more vs previously etc. And while you skin and open the stomach, that gear is distributed towards players who hack at it, with the stomach part having its own HP bar, while it drops its content from 100% to 0% completion.
This system should be carried out towards all PvE creatures imo. Creatures out in the wild that can eat a player can drop old players contents upon dying. Enemies that are our sizes can equip our own crafted items, and improve them before they die from another player who loots it. Etc. Players who lose in PvE content risk the same as in PvP content to build a bigger loot-table for X creature.