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.
Comments
it would be easier to not allow kicking or inviting players to a party while they are in combat or at a certain distance e of a boss. also prevents some abuses in PVP =D
I mean, chances are that if you get kicked from a party while completing a public dungeon boss, you still have your personal loot chance to the encounter. So you do have that chance to gain the loot through "merit." And compared to the average player in your party, your chance would only be a little over 10-15% lower (because they will still have tagging priority).
Unless the game assigns all your threat/looting rights to the party while you're in it, and you don't get it back when you're kicked. Arguably, if that's how it works, that might be something to make a suggestion about. But again, we're talking about a pretty niche issue here.
In any case, for rare stuff, your solo loot chance is just a much lower chance than someone who's still in the party getting it, who happens to be the best candidate to be able to use the loot within that party.
The point of party loot distribution is to make it more reliable that some fair system, or someone who's trusted by most members of the party, will improve the chance that the loot goes where it can create the most value.
If you're running dungeons with party leaders you don't trust, you have to be willing to take the (still fairly low!) chance that they might rip you off. If you are this opposed to that risk, just group with people you know. Or never group with anyone and see how much that will get you - just realise that you're reducing your chance of getting the stuff that you're most qualified for, and will have to trade your way to the stuff you need, which is fairly difficult when it comes to items in demand.
Those are your options if you are that sensitive. It's a decent number of options to cope with your excessive sense of loss aversion and get satisfying results without every once in a while "losing" the rewards for investing 30-60 minutes of your life. If you want more options, be less sensitive, idk what to tell you...
Yeah, also don't have any legendary equipment. Just give players item stat points for playing the game. /s
Yeah there could be fairly easy solutions for this from a programming perspective - if they are intended. Maybe that's what we need on this, a confirmation that Intrepid does not intend to further limit options of exploitation of "mercenary" type group members
I thought we just got exactly that confirmation, and that's what triggered this debate? This subsection of the debate seems a bit misguided to me.
Isn't that exact decision/principle that the quote here confirms, which was the impulse that this thread spawned from?
In the context of the Q&A question, I am pretty sure "Yes, it will be possible (...)" is equivalent to "Yes, we plan not to prevent/prohibit (...)"
Less tools by programming, more capacity for the community to regulate..
It’s where the term ‘carebear’ came from. When someone makes you mad on a PvE server the only thing you could do is a ‘care bear stare’. On a PvP server people behave a lot differently because actions have consequences, and PvPers love drama because it makes PvP more interesting.