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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 despawn timers and items on ground
Xeeg
Member, Alpha Two
First thing I thought about in the latest presentation was about how they are going to handle loot despawn timers.
I am imagining a scenario where players run into items that they cannot loot due to bag space etc. This will happen a lot as part of the main gameplay loop.
Does the loot poof instantly?
Does it remain in a container for a set period of time?
Is it the container that poofs?
Can some loot be thrown on the ground as a physical object? wood logs, etc.
Will there be variability in despawn timers based on quality/quantity of item, or container?
Maybe you kill some major boss dragon that drops a huge scale that doesn't fit in anyone's bag. The dragon body remains there for a week as players try to discover the right bag to actually collect the item. Maybe another team rolls up in the meantime and finds the dragon body and loots it with their specialist bag guy.
When you die your loot stays there for an hour or maybe a few hours or days.
Or even while farming you hit the node and run out of bag space when collecting. Might make sense to throw some items on the ground to allow another player to still pick it up.
Anyone have thoughts on this?
I am imagining a scenario where players run into items that they cannot loot due to bag space etc. This will happen a lot as part of the main gameplay loop.
Does the loot poof instantly?
Does it remain in a container for a set period of time?
Is it the container that poofs?
Can some loot be thrown on the ground as a physical object? wood logs, etc.
Will there be variability in despawn timers based on quality/quantity of item, or container?
Maybe you kill some major boss dragon that drops a huge scale that doesn't fit in anyone's bag. The dragon body remains there for a week as players try to discover the right bag to actually collect the item. Maybe another team rolls up in the meantime and finds the dragon body and loots it with their specialist bag guy.
When you die your loot stays there for an hour or maybe a few hours or days.
Or even while farming you hit the node and run out of bag space when collecting. Might make sense to throw some items on the ground to allow another player to still pick it up.
Anyone have thoughts on this?
1
Comments
I'd prefer if this wasn't the case, cause I loved seeing full items drop on the ground in L2, but if that makes optimization or server load way harder to control - I'm fine with the current design.
As for timers on stuff, I don't remember if we've heard anything concrete.
Ahh yeah too bad. Thanks for the response!
I personally would have no Problem with a Time-Window of like maximum Two Hours,
but when You don't take it with You - everyone else who comes by, can also take the Loot. . 😁
✓ Occasional Roleplayer
✓ Maybe i look after a Guild sometime soon
There was the risk vs reward in L2.. maximize your xp in key pve spots by only picking up your own loot every 10-20min but run the risk of being killed for your spoils or have someone run in and start picking it up and then you have to pk them.
Also enjoyed seeing the physical item drop before being picked up.
Pk`ers would sometime find a quiet place to drop their gear then log in by an alt to pick it up again. - unless someone got to it first!
Love to see similar again.
yeah but that was basically only for soloing. if you were leveling with someone else, the dps would just kill and the support would run around picking up the loot immediately. and if you were aoeing, you would pick everything up waiting for respawns.
i also really liked seeing the loot on the ground, and the sound gear made when dropped from mobs ;3
Client-based you could have options for that, how many corpses can be active in a certain radius around you, the same with objects, players, thick vegetation, etc.
I hope with UE5 they have fixed most of the rendering issues and limitations we had in the past and we can get a more immersive experience with realistic worldbuilding and actions/reactions visible to the player and the environment. I mean I like, these long render distances without lag and that the trees and foliage aren't plopping out of nowhere anymore.