Ludullu_(NiKr) wrote: » I gotta add my feedback here as well, cause ooooohhh boi we've got a ton of "modern gamers" here. Steven, I love the current looting rules (though the need/pass bs could go jump out a window) and loot design, so please keep it. All these "every single participant of the raid deserves loot" people are not the TA.
Caeryl wrote: » But honestly all that isn't even the biggest point of this thread, it's that putting loot control in the hands of players invites and enables bad behavior with no consequence. Steven said he won't allow any form of DPS meter because it would, or so he believes it would, negatively affect the community, despite the fact that it's an invaluable tool for players to understand their skill level and where they need to improve. How is it that these sort of outdated loot distribution systems, which are much more easily abused by the inherent way they work, are not only the permitted, but required?
Ludullu_(NiKr) wrote: » Caeryl wrote: » But honestly all that isn't even the biggest point of this thread, it's that putting loot control in the hands of players invites and enables bad behavior with no consequence. Steven said he won't allow any form of DPS meter because it would, or so he believes it would, negatively affect the community, despite the fact that it's an invaluable tool for players to understand their skill level and where they need to improve. How is it that these sort of outdated loot distribution systems, which are much more easily abused by the inherent way they work, are not only the permitted, but required? You gotta put control in their hands if you're not rewarding everyone in the raid. And if you are rewarding everyone - that goes against the economy that Intrepid have supposedly planned for the game. And if you don't want everyone getting valuable loot and are satisfied with people getting 1 crafting material each - we agree. I expect 40-man raidbosses to drop 1-2 full items and crafting materials for 1-2 more (talking about BiS stuff here, for context). And I expect those items to requre ~10-20 mats each, so the boss would be dropping ~40 instances of loot overall. If you think that would satisfy all the people asking for "fair" loot - cool. I personally doubt that. Then on top of that, if you think that those mats won't be immediately pulled to craft full items (unless the boss drops ~40 absolutely random crafting mats) - we simply disagree there, because in my experience of this exact looting design, those mats always get used to craft items for a person who deserves them.
Caeryl wrote: » Guilds coming together with those drops of their own volition to get someone a gear upgrade would also feel much better and rewarding socially than having one person taking all the loot and handing it off with no input from anyone else. One fosters genuine goodwill, the other is going to inspire bitterness.
Caeryl wrote: » ‘No no, that’s not your loot. It’s OUR loot.’ isn’t something that people enjoy, generally speaking, and all that should be done willingly by players, not mandated by game mechanics.
Ludullu_(NiKr) wrote: » Caeryl wrote: » Guilds coming together with those drops of their own volition to get someone a gear upgrade would also feel much better and rewarding socially than having one person taking all the loot and handing it off with no input from anyone else. One fosters genuine goodwill, the other is going to inspire bitterness. But bitterness will still be there. The GL just says "if you don't give up your 1 craft material that you looted for the craft of that item - we kick you". The situation is exactly the same. Toxic people will always be toxic.
Caeryl wrote: » ‘No no, that’s not your loot. It’s OUR loot.’ isn’t something that people enjoy, generally speaking, and all that should be done willingly by players, not mandated by game mechanics. Well, this comes down to player culture and preference. I know hundreds of people (and have played with thousands) that DO love to be a part of something bigger and work towards the greater good. They're fine with giving up their loot to their GL because they want their guild to win and not just themselves to get geared up. Because they know, if the guild wins - everyone wins.
Caeryl wrote: » They will, but better the game not bolster their ability to be scumbags. Also, in this scenario, a guild’s bad reputation actually does have consequences. They won’t have people giving up any drops when they show they can’t be trusted.
Caeryl wrote: » Of course plenty of players enjoy contributing when they feel like a part of the group, but that is something that has to be done of their own choice, not because their charity is by default mandated by the game.
Caeryl wrote: » Edit: This is the same general logic behind you wanting to be able to seige a parent node, player choice over game-mandated behavior.
Ludullu_(NiKr) wrote: » Caeryl wrote: » They will, but better the game not bolster their ability to be scumbags. Also, in this scenario, a guild’s bad reputation actually does have consequences. They won’t have people giving up any drops when they show they can’t be trusted. Can't be trusted in what way? If the guild gatheres all the loot but never distributes it fairly - they'd get the same bad rep as a guild that had everyone get 1 item, but then kicked anyone who didn't give up that item later. In both cases the guild will be known as a shit one and the GL will be known as a dick who shouldn't be followed. I've seen this countless times in my 12 years of playing with the looting system of "GL picks everything up and then shares it".
Caeryl wrote: » Of course plenty of players enjoy contributing when they feel like a part of the group, but that is something that has to be done of their own choice, not because their charity is by default mandated by the game. But you already made the choice. You chose which guild you joined. If you didn't look into their rep - that's on you making a bad choice, not on the guild and their members. We already have a really wide variety of looting rules, so I'm sure there's gonna be dozens of guilds per each rule, so people will simply need to find the one that suits them.
Caeryl wrote: » Edit: This is the same general logic behind you wanting to be able to seige a parent node, player choice over game-mandated behavior. Except we don't have that choice in nodes, while we do have that choice in guilds. Hell, if you're charismatic enough, you can even change a guild's behavior. While you can't do shit about your node being a vassal, unless you're willing to completely leave it for, potentially, weeks, in hopes of its parent decaying and the node growing in lvl (somehow ).
Caeryl wrote: » Of course you have that choice in nodes. You should have picked the better node (even though there was no way for you to know it was going to hurt your progress). Or you should change it from within (except you can’t do that re:vassalage because you have no power over the parent, nor with a hoarding GM because you have no power within that sort of exploitative guild structure).
Caeryl wrote: » I will say, ‘just tell the bad guild leader they’re being bad and hope they don’t kick you out the door’ wasn’t what I was expecting hear today, but it’s on the same vibe to me as a cartoon where they just talk it out and the villain changes their mind.
Ludullu_(NiKr) wrote: » For the first two paragraphs our outlook on this just differ. I'm a "your sacrifice will make things better" kinda guy. One raid-worth of people getting royally fucked over, but uncovering a shitty guild is much better to me than "everyone got a piece of loot, but then GL kicked some people for some reason". Caeryl wrote: » Of course you have that choice in nodes. You should have picked the better node (even though there was no way for you to know it was going to hurt your progress). Or you should change it from within (except you can’t do that re:vassalage because you have no power over the parent, nor with a hoarding GM because you have no power within that sort of exploitative guild structure). I assume that node part was a cynical joke? Cause that's literally the same as your complaint about you not knowing that the guild you chose was shit. Except it's way worse for nodes cause their citizenship will cost quite a bit of money (unless you're an inn dweller). Caeryl wrote: » I will say, ‘just tell the bad guild leader they’re being bad and hope they don’t kick you out the door’ wasn’t what I was expecting hear today, but it’s on the same vibe to me as a cartoon where they just talk it out and the villain changes their mind. As for this, I wasn't talking about changing how the GL behaves. I was talking about pretty much taking over the guild instead. Those super shitty GLs usually have just a few friends that they keep boosting with loot, so a ton of other parties in the guild are getting fucked over, but are not leaving the guild for whatever reason. Taking over such guilds is quite doable and I've seen it done before. You join the guild, become friendly with the non-GL-friends groups, start internal drama of "why da fuck is GL screwing us over, while we're so successful?" (if they are successful of course) and then steal all those successful players into your own guild. This is exactly why I want vassal system to have rebellions. Cause the approach would be the exact same. You yell "the king has no pants" and if your charisma is high enough - everyone believes you and follows you. Sometimes people just need a new outlook on their situation to truly see that their situation is shitty. And then it becomes waaay easier to change their minds about said situation. Hell, I've even seen those shitty GLs willingly give up their leadership, but stay in the guild, because their ego couldn't allow them to lose all of their success, and that was their exact future if they didn't listen to the rest of their guild.
Goldenive wrote: » While there may not be any direct consequences with bad behavior regarding looting, there will certainly be consequences on your reputation on the server, which seems to be Intrepid's goal in making these decisions. They want there to be ways to generate drama and conflict inside guilds and parties which in turn leads to a server that feels more alive. As for the "every participant deserves loot", I'm not the biggest fan. Perhaps some common mats would be fine, but for the actual good loot you go to raids for, nah.
Mdini wrote: » Goldenive wrote: » While there may not be any direct consequences with bad behavior regarding looting, there will certainly be consequences on your reputation on the server, which seems to be Intrepid's goal in making these decisions. They want there to be ways to generate drama and conflict inside guilds and parties which in turn leads to a server that feels more alive. As for the "every participant deserves loot", I'm not the biggest fan. Perhaps some common mats would be fine, but for the actual good loot you go to raids for, nah. Thank you for posting this. I wasn't aware it was their goal to "generate drama and conflict inside guilds and parties". If that is their goal, better for them to go with the old school loot systems, because there will be drama lol.
Mdini wrote: » KingDDD wrote: » Caeryl wrote: » KingDDD wrote: » The everyone gets a trophy crowd is gonna be disappointed. As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild. There's a fundamentally flawed assumption that's it either '90% of the party gets nothing' and 'anyone who breathes near the boss gets super good loot'. Having tiered loot like already mentioned is the best way to ensure no one is walking away with nothing to show as long as they've contributed enough for whatever merit threshold is put in place, similar to the mob tagging system. Tier 1: The basic crafting materials based on Gatherer ranks, personal loot and only useful after entering the player crafting networks. Default: Common quality in small amounts, quality and amount adjusted based on specific Gathering levels and perk selections Tier 2: General recipes and craft plans based on Crafting rank, % based drop and useless without the materials Tier 3: Full gear, rare enchantment stones, trophy item, etc etc, the Rares: Bid system. I don't think Lootmaster has any place in a healthy game climate. It's far too easily misused and there's no recourse for shitty behavior. (Just look at EQ to see how useless a social blackslist would be). If people want one person handing out loot, then that can happen organically after looting occurs with everyone willingly giving up their drops to be handed out. And if they don't want to do that? Well, sounds like the guild did a bad job inspiring guild loyalty. In a game where they want a high amount of socializing and the politicking that comes with it, they shouldn't be using a loot system that enables risk-free bad behavior with high probability of nothing awarded for taking on difficult content. It a recipe for a barren PvE landscape where no one wants to bother trying to enter into it. Mdini wrote: » KingDDD wrote: » The everyone gets a trophy crowd is gonna be disappointed. As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild. So me taking 2ish hours of my time to prep for a fight and being a key asset in winning that fight would still constitute "a everyone gets a trophy" mindset? You are not using that terminology correctly. No, it will not be fine. This game will be limited to guilds already formed in other MMOs transfering over. Which is fine if this game can survive with only those numbers. Players like me, and the majority of the thread, know that taking loot power out of other players hands and into the game itself is what is best for a healthy and good community. Why? Because at the end of the day if everyone in a group invested a significant amount of time and effort, they actually do deserve to be rewarded, by the game and not some sweat. Games with these mechanics have the healthiest communities. Games without have garbage communities from a Macro scale. If your in the sweaty guild, especially at the top, its probably great and all the lackeys have Stockholm syndrome from fiending over loot, so it probably all feels great to them too. Outside of that, garbage. The only reason the old style MMOs survived is because that's all we had. That isn't the case anymore. New players WILL get frustrated and WILL leave the second they need to answer to some other player for loot and gear. Someone else said something that this game is more focused on social implications or something? Guess what, I'm not going to want to attribute to anything if I need to ask for it from another player and run the risk of not getting what I want due to another players decision. Especially after I already committed a lot of my time and effort into a fight or event. I earned it, and so did everyone else. At the end of the day, Intrepid can do what they see fit but I won't play it and that is OK. However, loot systems are important and other players, especially new ones, will also not tolerate it. Join a guild you like. If is guild is "toxic" leave it and start your own. Taking power away from players is not what this game is about. You act like two hours of prep is really difficult, try spending months on building a node only for the bad men to come and burn it down. I have ran guilds in EQ1, EQ2, Dark Ages of Cam, FF11, FF14. Making decisions on loot distribution was always a thing. I always wanted to be fair and took the input of everyone involved but there is hardly ever a decision that leaves everyone feeling good about it. That's why as a leader I feel it is fair to take the power out of my hands. My best experience running raids and dungeons was ff14 because I could leave it up to a need/greed system. Although I would prefer it be more like GW2 or ESO where I and no one else has no say on who is going to be rewarded and how. Ultimately, this allows everyone involved to focus on the content which is where the effort should be made. Not forcing players to create artificial social power structures that will only lead to people feeling frustrated = not fun.
KingDDD wrote: » Caeryl wrote: » KingDDD wrote: » The everyone gets a trophy crowd is gonna be disappointed. As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild. There's a fundamentally flawed assumption that's it either '90% of the party gets nothing' and 'anyone who breathes near the boss gets super good loot'. Having tiered loot like already mentioned is the best way to ensure no one is walking away with nothing to show as long as they've contributed enough for whatever merit threshold is put in place, similar to the mob tagging system. Tier 1: The basic crafting materials based on Gatherer ranks, personal loot and only useful after entering the player crafting networks. Default: Common quality in small amounts, quality and amount adjusted based on specific Gathering levels and perk selections Tier 2: General recipes and craft plans based on Crafting rank, % based drop and useless without the materials Tier 3: Full gear, rare enchantment stones, trophy item, etc etc, the Rares: Bid system. I don't think Lootmaster has any place in a healthy game climate. It's far too easily misused and there's no recourse for shitty behavior. (Just look at EQ to see how useless a social blackslist would be). If people want one person handing out loot, then that can happen organically after looting occurs with everyone willingly giving up their drops to be handed out. And if they don't want to do that? Well, sounds like the guild did a bad job inspiring guild loyalty. In a game where they want a high amount of socializing and the politicking that comes with it, they shouldn't be using a loot system that enables risk-free bad behavior with high probability of nothing awarded for taking on difficult content. It a recipe for a barren PvE landscape where no one wants to bother trying to enter into it. Mdini wrote: » KingDDD wrote: » The everyone gets a trophy crowd is gonna be disappointed. As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild. So me taking 2ish hours of my time to prep for a fight and being a key asset in winning that fight would still constitute "a everyone gets a trophy" mindset? You are not using that terminology correctly. No, it will not be fine. This game will be limited to guilds already formed in other MMOs transfering over. Which is fine if this game can survive with only those numbers. Players like me, and the majority of the thread, know that taking loot power out of other players hands and into the game itself is what is best for a healthy and good community. Why? Because at the end of the day if everyone in a group invested a significant amount of time and effort, they actually do deserve to be rewarded, by the game and not some sweat. Games with these mechanics have the healthiest communities. Games without have garbage communities from a Macro scale. If your in the sweaty guild, especially at the top, its probably great and all the lackeys have Stockholm syndrome from fiending over loot, so it probably all feels great to them too. Outside of that, garbage. The only reason the old style MMOs survived is because that's all we had. That isn't the case anymore. New players WILL get frustrated and WILL leave the second they need to answer to some other player for loot and gear. Someone else said something that this game is more focused on social implications or something? Guess what, I'm not going to want to attribute to anything if I need to ask for it from another player and run the risk of not getting what I want due to another players decision. Especially after I already committed a lot of my time and effort into a fight or event. I earned it, and so did everyone else. At the end of the day, Intrepid can do what they see fit but I won't play it and that is OK. However, loot systems are important and other players, especially new ones, will also not tolerate it. Join a guild you like. If is guild is "toxic" leave it and start your own. Taking power away from players is not what this game is about. You act like two hours of prep is really difficult, try spending months on building a node only for the bad men to come and burn it down.
Caeryl wrote: » KingDDD wrote: » The everyone gets a trophy crowd is gonna be disappointed. As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild. There's a fundamentally flawed assumption that's it either '90% of the party gets nothing' and 'anyone who breathes near the boss gets super good loot'. Having tiered loot like already mentioned is the best way to ensure no one is walking away with nothing to show as long as they've contributed enough for whatever merit threshold is put in place, similar to the mob tagging system. Tier 1: The basic crafting materials based on Gatherer ranks, personal loot and only useful after entering the player crafting networks. Default: Common quality in small amounts, quality and amount adjusted based on specific Gathering levels and perk selections Tier 2: General recipes and craft plans based on Crafting rank, % based drop and useless without the materials Tier 3: Full gear, rare enchantment stones, trophy item, etc etc, the Rares: Bid system. I don't think Lootmaster has any place in a healthy game climate. It's far too easily misused and there's no recourse for shitty behavior. (Just look at EQ to see how useless a social blackslist would be). If people want one person handing out loot, then that can happen organically after looting occurs with everyone willingly giving up their drops to be handed out. And if they don't want to do that? Well, sounds like the guild did a bad job inspiring guild loyalty. In a game where they want a high amount of socializing and the politicking that comes with it, they shouldn't be using a loot system that enables risk-free bad behavior with high probability of nothing awarded for taking on difficult content. It a recipe for a barren PvE landscape where no one wants to bother trying to enter into it.
KingDDD wrote: » The everyone gets a trophy crowd is gonna be disappointed. As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild.
Mdini wrote: » KingDDD wrote: » The everyone gets a trophy crowd is gonna be disappointed. As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild. So me taking 2ish hours of my time to prep for a fight and being a key asset in winning that fight would still constitute "a everyone gets a trophy" mindset? You are not using that terminology correctly. No, it will not be fine. This game will be limited to guilds already formed in other MMOs transfering over. Which is fine if this game can survive with only those numbers. Players like me, and the majority of the thread, know that taking loot power out of other players hands and into the game itself is what is best for a healthy and good community. Why? Because at the end of the day if everyone in a group invested a significant amount of time and effort, they actually do deserve to be rewarded, by the game and not some sweat. Games with these mechanics have the healthiest communities. Games without have garbage communities from a Macro scale. If your in the sweaty guild, especially at the top, its probably great and all the lackeys have Stockholm syndrome from fiending over loot, so it probably all feels great to them too. Outside of that, garbage. The only reason the old style MMOs survived is because that's all we had. That isn't the case anymore. New players WILL get frustrated and WILL leave the second they need to answer to some other player for loot and gear. Someone else said something that this game is more focused on social implications or something? Guess what, I'm not going to want to attribute to anything if I need to ask for it from another player and run the risk of not getting what I want due to another players decision. Especially after I already committed a lot of my time and effort into a fight or event. I earned it, and so did everyone else. At the end of the day, Intrepid can do what they see fit but I won't play it and that is OK. However, loot systems are important and other players, especially new ones, will also not tolerate it.
Crivel wrote: » Otr wrote: » Players can also to be kicked out from the group before the looting starts. That is not a good thing A guild need to fill to manage a raid. They invite a couple of players, just to kick them before loot starts to ensure the guild gets the loot. Or any raid leader really who want to make sure his competition is gone before the loot, so he kicks everyone who might need on the same drops.
Otr wrote: » Players can also to be kicked out from the group before the looting starts.
Caeryl wrote: » While I’m fine with some of the less-friendly system like Need/Greed or Bids when it comes to the (should-be) uncommon full gear drops, it’s just a plain old bad idea to not reward every contributor to the raid in some way through loot, and I cannot emphasize enough that those participation rewards should NOT be something other players can affect. Literally who thought it was a good idea to let people kick group mates out of looting rights after a clear??? That’s such a horrible idea. I don’t think there’s actually a way to compute how negative an experience it is to spend hours upon hours of your time in a raid, succeed, and then get nothing. It doesn’t encourage grouping or being social; it encourages your players to never join in with strangers to help them. It actively makes players more reluctant to engage cooperatively with each other when the tools that exist make it so unbelievably easy for the group lead to screw people over. At the absolute least every player should get crafting materials based on their ranks in the respective gathering lines, and they should never lose looting rights from getting ninja-kicked after the clears.
Khronus wrote: » Caeryl wrote: » While I’m fine with some of the less-friendly system like Need/Greed or Bids when it comes to the (should-be) uncommon full gear drops, it’s just a plain old bad idea to not reward every contributor to the raid in some way through loot, and I cannot emphasize enough that those participation rewards should NOT be something other players can affect. Literally who thought it was a good idea to let people kick group mates out of looting rights after a clear??? That’s such a horrible idea. I don’t think there’s actually a way to compute how negative an experience it is to spend hours upon hours of your time in a raid, succeed, and then get nothing. It doesn’t encourage grouping or being social; it encourages your players to never join in with strangers to help them. It actively makes players more reluctant to engage cooperatively with each other when the tools that exist make it so unbelievably easy for the group lead to screw people over. At the absolute least every player should get crafting materials based on their ranks in the respective gathering lines, and they should never lose looting rights from getting ninja-kicked after the clears. I agree that players who are part of a fight deserve to be on the loot table with options to roll. It should be determined by being in the group when the fight is engaged. This is also very easy to implement and will probably be a thing. However, I absolutely despise the "trophy for all" the world is coming to. You do not deserve to be showered with anything just because you were there clicking buttons. Flood the market with junk and the market values are nothing. Then it also becomes a auto attack issue because no matter what, players get rewarded. Rolling for loot in a pug or organizing loot for guild members in a full guild raid simply makes sense, promotes community, builds trust/friendships and is exactly what an MMORPG is supposed to be. Games that play themselves, rewards everyone with everything, dumbs down the extra layers of what this loot system provides don't have a place in a game that is trying to bring back the best parts of mmorpgs.
Mdini wrote: » Did you not read any of the comments? Everyone who posted input are veteran MMO players.
Mdini wrote: » The only possible reason you could like that thoughtless system is if you have a history of being a guild leader or an officer.