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.
Looting issues when in a group.
SnowElf
Member, Alpha Two
When playing Ashes of Creation and you are enjoying content while in a group, there is a slight issue with the current setup that Intrepid has employed. The way looting works in a group is that it's automatically set to round robin, which means, as a group of players kill enemies, the loot drops accordingly per person, per kill for them to pick up.
Example: You are a part of a 4-person group, and you're the 4th one to join.
Every 4 kills, you'll be able to loot an enemy that has died, so long as the enemy drops something. The cycle continues so on and so forth.
Problem is, if you do not loot the enemy corpse once it's your turn to loot, the mob will eventually become open to all for looting. Not every player loots their designated loot, and this can cause an issue.
So, if that enemy dropped a green or blue level piece of gear and a person didn't pick up their enemy kill loot, after a certain amount of time, anyone can run up to that enemy corpse and loot it immediately, without needing to roll on the gear, if gear dropped in the first place.
Grouping can get pretty hectic when there are 8 or so members in your group and your mass-pulling enemies in a continual cycle back-to-back. A lot of ranged members forget to loot their designated enemy or simply don't have the time or even lose track of what is going on. Eventually the loot becomes open to all, and other group members can pick up the drop without the need of rolling on a piece of gear, should a piece of gear drop.
While this isn't a critical issue, it's still an issue overall, so what are some ways to address this and fix this?
Here are just two concepts I've considered so far; any other concepts are welcomed.
A.) If an enemy drops a recipe, piece of gear/weapon, or anything that is not junk or glint related, the enemy should be able to be looted & seen by all party members, so that the roll initiative is triggered on screen for the entire party once someone in the group runs up and loots the enemy corpse, no matter who it is that loots the mob. The glint/junk should still be able to be picked up by the party member it's designated for, and no-one else, if possible.
B.) If an enemy drops a recipe, piece of gear/weapon, or anything that is not junk or glint related, it's automatically considered "looted" by the group and the initiative to roll for the item(s) is automatically displayed on screen for the group members to cast their chance at it.
I cannot tell you how much gear I've gotten naturally in a group even as a Mage while exploring Carphin with a full 8man group. People either have their settings to the bare minimum and cannot see the loot indicators on the enemy corpses, or just don't know or really care to loot the enemy mobs, and I've inherited a lot of gear on the spot because of this, without needing to roll against 7 other people.
Example: You are a part of a 4-person group, and you're the 4th one to join.
Every 4 kills, you'll be able to loot an enemy that has died, so long as the enemy drops something. The cycle continues so on and so forth.
Problem is, if you do not loot the enemy corpse once it's your turn to loot, the mob will eventually become open to all for looting. Not every player loots their designated loot, and this can cause an issue.
So, if that enemy dropped a green or blue level piece of gear and a person didn't pick up their enemy kill loot, after a certain amount of time, anyone can run up to that enemy corpse and loot it immediately, without needing to roll on the gear, if gear dropped in the first place.
Grouping can get pretty hectic when there are 8 or so members in your group and your mass-pulling enemies in a continual cycle back-to-back. A lot of ranged members forget to loot their designated enemy or simply don't have the time or even lose track of what is going on. Eventually the loot becomes open to all, and other group members can pick up the drop without the need of rolling on a piece of gear, should a piece of gear drop.
While this isn't a critical issue, it's still an issue overall, so what are some ways to address this and fix this?
Here are just two concepts I've considered so far; any other concepts are welcomed.
A.) If an enemy drops a recipe, piece of gear/weapon, or anything that is not junk or glint related, the enemy should be able to be looted & seen by all party members, so that the roll initiative is triggered on screen for the entire party once someone in the group runs up and loots the enemy corpse, no matter who it is that loots the mob. The glint/junk should still be able to be picked up by the party member it's designated for, and no-one else, if possible.
B.) If an enemy drops a recipe, piece of gear/weapon, or anything that is not junk or glint related, it's automatically considered "looted" by the group and the initiative to roll for the item(s) is automatically displayed on screen for the group members to cast their chance at it.
I cannot tell you how much gear I've gotten naturally in a group even as a Mage while exploring Carphin with a full 8man group. People either have their settings to the bare minimum and cannot see the loot indicators on the enemy corpses, or just don't know or really care to loot the enemy mobs, and I've inherited a lot of gear on the spot because of this, without needing to roll against 7 other people.
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