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.
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.
How do you want loot drops to be given in raids?
Mojave
Member, Alpha Two
Would you guys rather have it as a system where less items drop and have the need or greed system, or would you guys rather have it that everyone in the raid gets randomized loot drops?
0
Comments
I never played a lot of old school mmorpg games with that system, but what makes the need or greed system better where only some people get loot compared to everyone getting loot but rarer drops having a lower percentage to drop compared to more common items?
Speed of gearing and acquisition, social aspects and 'the social contract' is stronger, capacity for extended interaction based around teamwork and a way to help people notice who is with them as a friend/ally vs 'I'm here for mine'.
Basically you have to make the drops worth much less if everyone gets them, lessening the 'dopamine hit' and certain feelings of reward, while in SOME cases lessening the grouping and feeling of teamwork.
It's one of those 'artificial hardships' put into an RPG for people to overcome together and have that experience.
I want the raidgroup that dealt the most dmg to have a 10s priority in picking up, which would result in all other people receiving a system message when they try to pick up the loot "You do not meet the conditions for this action".
Just like in L2.
As for the choices on the side of players as to how they want to get the loot - make it all optional and make the party/raid vote on the choice.
geee, let me write a bot script to insta loot the corpse.
See - Ultima Online when loot was FFA.
We know botting is gonna be an issue AoC is going to be addressing, giving these people also the power to bot ninja loot is... well... GG.
Yall think you know better than developers when it comes to coding.
How come nobody hired you then?
Learn to read peoples posts first.
I am curious how Intrepid would design the possibility of several randos attacking the boss w/o party, but then partying up right before the kill. Will it just add together their dps and consider the party to be the rightful owners of loot or will it be smth else. I'd imagine it's the former.
I don't mind if everyone gets a little participation trophy as long as it's minor. Like a nice dragon steak from the dragon they can go home and cook in celebration of the kill.
You could have a vote system at the beginning of the dungeon, where every member gets to cast their vote and the majority decides on the loot mechanic for this round. It is locked in and cannot be changed unless the group is completely disbanded and reestablished, but now the vote needs to be done again.
Regarding drops, I think it is reasonable to distribute looting rights by contribution - so the more damage a tank has taken, the more HP a healer has healed and the more damage a DD has done in that fight the higher the contribution and the more loot you can get from the boss.
Even though that means that better geared and more skilled players will get a bigger piece of the pie, I don't think when it comes to looting it will become any better than that, the rest is up to contesting the dungeon in general which is a completely separate topic.
That being said, I hope they create in game loot systems for raids and guilds such as DKP and Merit Systems for guilds to mold loot systems to their needs without relying on outside sources.
The usual answer to this is 'don't join/stay in guilds with leaders like that'.
Unfortunately for most players, a designer usually has to design towards the macroscopic view of the game, so any given person individually being screwed over by a bad actor, is solved by 'having that person just try to bounce back from it'.
This is simply because people who DON'T plan to use tools like Master Looter in a bad way, need the option.
tl;dr that's a social problem that the player must solve themselves because it is someone using 'a feature that is meant as a QoL buff to the social contract, being abused by someone who disrespects such 'social contract'.