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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
loot drops
XxZephanxX
Member
me and my friends dont think A master looter (or lootmaster) is a good idea. not everyone has friends to play with and randoms might distribute the loot in a bad way. theres alot of not nice people out there we think it would be better if everyone has their own drops on the boss decided by the system and could trade them if wanted. i hope this was the right place to put this and this might be the deciding factor for us it causes alot of tension and potentially rage. and by the way im looking at things and the polls i see it seems like the majority of the people want personal loot drops thats trade-able. hopefully this message was helpful for alot of people who want to say this and hopefully it reaches there eyes.
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Comments
From what I'm picking up, there's a lot of people who are tired of insular gaming in an MMO and are more willing to sway more towards interactive, but abusable systems, if nothing but to break the mold.
To see it from the other way, yes playing with strangers makes you very vulnerable to someone abusing master loot, but that also incentivizes you to make quick friends, or coordinate with the friends you already made in the game. The less you talk to people, the less you try to find trustworthy teammates, the more master loot is going to hurt you, and for people who are tired of faceless random groups, that sounds good.
Since AoC will not have any cross server grouping, everyone will have to care more about their reputation on their server. If someone decides to be a ninja looter or not have fair loot distribution you will be able to blacklist them and tell others as well. Also, since AoC offers free form open world PvP, you will be able to get revenge and attack them in the open world. This adds to the risk vs. reward design pillar of AoC and creates further player drama and interactions (which is a great thing in a MMORPG).
Personal loot drops will often mean that either you don't get items often enough or that too many items drop. If the game allows for 40 player raids to have personal loot, it means that the drop chance of loot needs to be increased because otherwise you could go for weeks and months without having any personal loot drop simply because the game RNG decided to not give you any drops (out of a 40 man raid). Or the game gives more drops to make up for the RNG of personal loot for a 40 man raid and therefore the game could be oversaturated with loot. This is very important in a game like AoC because items will have a much greater value since they can be broken down and used to craft or repair other items.
In my opinion, the best way to handle loot drops in a game like AoC, is to allow the players to handle their own looting rules. This is a MMORPG after all and not a single player game where everyone gets rewarded individually. I know that games like WoW have gone down that route, but the functionality of items in WoW is a lot less meaningful to the game as a whole and also WoW is moving further and further away from being a true MMORPG.
There will be many types of loot options within Ashes of Creation that can be utilized. If you don't like the loot system a group is using... don't join the group. You also have the option to create your own group and set the loot parameters to whatever you and/or your friends desire. But I would suggest doing your best to make friends around the world of Verra so you have a much better chance of finding a group that enjoys your company and wouldn't mind sharing loot with you.
@Thannazzar The vast majority of dungeons will not be instanced. They will be open world.
Reminds me of "every child on every team gets a trophy". Makes the trophies completely worthless and establishes the "entitlement" concept that so many younger people have this day and age.
Yup i hated that in gw2 especially in world bosses, the games was always reward after reward no risk involved, or ways to lose gear, for me just makes gear irrelevant
Excatly, I honestly think it's a model that works for younger audiences or to just get as many people playing as possible, but in the long run it just becomes stale and uninteresting.
It is fun to reveive rewards at the beginning but after a while it loses the charm and you realize just how meaningless these rewards were.