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gear and loot drop on death expansion & pvp Zoneing

AsraielAsraiel Member, Alpha One, Alpha Two, Early Alpha Two
i like the fact that a player may drop a bag with half its farmeble ressources i would however change it so the drop % is lower but all stakeble items then getting droped not only the ressources also crafted stuff and potions and so maybe a loss of 25% around seems to be fair for both the dead and the killer. however if not lootet the player may recover it. but now adding features into the system that may provent drop outs, like:

every item has a timer after crafting until the timer runs out its protected from droping on death on stakeble items its the stak that gets the timer however that timer gets split amongue the all items of that stak.
depending on rarety the timer variates

if withing the node of citizenship, all the stakeble items getting protected to some degree.

a player can buy insurance from npc's to protect him from dropping items on death for a specific amount of time this time however gets massively reduced if the player dies and can not be refreshed while he has the protection also after the the protection wears out it has a cd, before an other insurance can be bought. the vendor may sell diffrent options of protection and durration, the more item the player carrys the more expensive it gets however if the player adds iteams later on the timer getting reduced per ever addtiononal item

some examples for insurances:
loss on death (all stakeble items) 20%, 15%, 10%, 5% or 0% expensive
loss on death (ressources) 20%, 15%, 10%, 5% or 0% cheap
loss on death (potion) 20%, 15%, 10%, 5% or 0% mediocer
the higher the protection the higher the cost and the lower the duration.
loss of siege (item protection) this is a item specific protection that protects the selectet item form looting if a node or guild siege is lost, due to it not haveing a timer and only protects for 1 siege its also has a higher cost so players may only protect their most important items with it.


if a player turns corrupt however all these protection are disabled and the insurance is lost.

also all item lootet from monsters, bosses or drop bags of corrupt players are protected against droping for a some time that protection does keep beeing active even if the player turns corrupt.

in addtion to these things, nodes have a anti pvp zone in their center every inch withing the walled area is pvp protected, that protection getting disabled once a siege declaration is made on that node for the time until the siege is over. there might also be addtitional points outside of villages (or higher) that have a anti pvp zone. on guild halls and freehold the owner may decide if it has such a zone however these zones does cost soemthing to be active. NPC gaurds may show up if its protected.

Regards Asraiel

Comments

  • BarabBarab Member, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    I really hope there are no pvp safe zones.

    One mechanic, similar to your insurance mechanic, is having a tiered % raw mat gathered loot drop system.

    Say by default you drop 50% of raw materials but as you level gathering, gear up crafting gear, a guild perk, whatever, you enable lower % drops. For example say at level ten, as a base gatherer with base gear in a non leveled guild or whatever system is used, you drop 50% of loot. But later when I have a higher skill gathering, better gathering gear, a set guild perk,,,whatever, the % drops.

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