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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.
Mob Kill Credit for XP & Loot Drops
ArchivedUser
Guest
Hi All,
Game looks very interesting.
Wondering about the mechanics for Mob Kill Credit for XP & Loot Drops. The usual 2 mechanics for regular mobs, is first to tag gets all the rewards or the highest damage overall get the goodies. Seen many games with open world group "quests" have hybrid systems but the norm is as mentioned one or the other. Both have many advantages or disadvantages depending on personal play style or even "class" of toon.
What can we expect for AoC?
Game looks very interesting.
Wondering about the mechanics for Mob Kill Credit for XP & Loot Drops. The usual 2 mechanics for regular mobs, is first to tag gets all the rewards or the highest damage overall get the goodies. Seen many games with open world group "quests" have hybrid systems but the norm is as mentioned one or the other. Both have many advantages or disadvantages depending on personal play style or even "class" of toon.
What can we expect for AoC?
0
Comments
This is my preference in general to keep high DPS classes from running around stealing all the mobs from support/tank/healer classes.
a tank/rogue and a mage/fighter and a cleric/cleric party take on a boss
just to survive the battle, the cleric has to keep the other two alive, not allowing time for any offensive attacks
boss dies
so does the cleric miss out on loot?
side note: cleric looks like the least or one of the least picked classes
a tank/rogue and a mage/fighter and a cleric/cleric party take on a boss
just to survive the battle, the cleric has to keep the other two alive, not allowing time for any offensive attacks
boss dies
so does the cleric miss out on loot?
side note: cleric looks like the least or one of the least picked classes
[/quote]
Aren't they supposed to roll the dice on the loots if they're in a group? O_o
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/mob-kill-credit-for-xp-loot-drops/#post-11710" rel="nofollow">coach wrote:</a></div>
hypothetical:
a tank/rogue and a mage/fighter and a cleric/cleric party take on a boss
just to survive the battle, the cleric has to keep the other two alive, not allowing time for any offensive attacks
boss dies
so does the cleric miss out on loot?
side note: cleric looks like the least or one of the least picked classes
</blockquote>
Aren’t they supposed to roll the dice on the loots if they’re in a group? O_o
[/quote]
i think he is talking about world boss's
For world bosses I think the biggest damage overall should get the spoils. Imagine an organised guild, that spends time and resources (potions etc,,) to successfully drop a boss, then only to share or even loose altogether the drop because a random player or two joined the fight and they got to roll on an epic item...
I think the first group that tag's the boss gets the drops. If it is a world boss, there shouldn't be multiple parties, there should be an organized raid. The thing with newer games is that they have made things like world bosses to easy.. Take WoW for example, Vanilla WoW you had to organize your raid or dungeon group. Now it's click a button and almost any group can complete anything in that game. Guild Wars 2, anyone can run up to the big bosses and hit it a few times and get loot. Games are IMO streamlined way too much.
Damage Dealt
Amount of Hits/Abilities Cast On Mob
Healing Done To Players That Are Doing Damage
Extra Damage Done To Mob Due To Buffs/Debuffs
How long you were there(Of course this should count only as active time spent attacking
These 5 factors I personally think would count for a good examination of how much you actually contributed, while being fair to support classes as well.
The nodes are monitoring everything we do.
Thus the nodes should be tracking how each player contributes to each encounter.
My hope would be that formal grouping is irrelevant.
If a dragon attacks the city, it's all hands on deck. Not whoever tagged the dragon first.
Everyone who participates in the encounter should be rewarded for their participation.
Disarming traps and blocking damage with magic shields also contribute to encounters, so we should expect more factors than we've typically found in previous MMORPGs.
The nodes are monitoring everything we do.
Thus the nodes should be tracking how each player contributes to each encounter.
My hope would be that formal grouping is irrelevant.
If a dragon attacks the city, it’s all hands on deck. Not whoever tagged the dragon first.
Everyone who participates in the encounter should be rewarded for their participation.
Disarming traps and blocking damage with magic shields also contribute to encounters, so we should expect more factors than we’ve typically found in previous MMORPGs.
[/quote]
This is what appeals to me more, a 'public encounter' system for world events etc. If it's group tag only the game will turn into EQ camping the spawn location for ages until it pops then a frantic rush to get first hit. Then probably some PVP from the groups that didn't vs the group that did and it's an absolute mess catering solely to hardcore guilds *yawn*
A Public system would reward more based on player contribution, healing needs to be important in this also else you can't blame people for a general lack of healing.
Normal mobs should just probably be tag only like most games, I like a little competition while questing.
The best and rewarding loot system for me is in Guild Wars 2. Simple as that what you see is yours. Everybody have their own loot chest after killing boss in dungeon/raid.
Intrepid stated that there will be big guild instanced raids as well as open world bosses. We just have to wait and see what type system they come up with and test it well in beta.
For example, a player avatar might have 25 or 30,000 HP. That player might be fighting a mob with 5 million, or far more HP. So the healer might contribute by keeping the tank and the rest of the party alive, but his healing will in no way come near to what these DPS players will contribute. The disparity in size between HP pools makes it very challenging for the player to contribute in similar numbers. I am hoping that the folks at Intrepid recognize this disparity and address it in some way.
That's more like a raid boss.
But, I would prefer encounters to be raid v raid rather than raid v boss... precisely in order to avoid HP bloat.
Which is the design expectation.
A very simplistic example not taking into account mitigation etc, only straight DPS and HEALS, where design sees 1,000,000 boss health per 100,000 intended party size health could be:
Effort Score = (1*DPS)+(10*Heals)
Of course real algorithms are often much more complicated than this and would not likely be as directly linear as this, for example a "tag" value could be added giving everyone a larger minimum % than just straight dps and the numeric multiplier values would be shifted to better reflect the level of difficulty of an npc (eg. whether you are likely to need to heal a lot or not).
If done right the numbers we see in games and the differences between them should not have any negative effect.
You know, I'm one of those people for whom mathematical stuff of this sort leaves me reeling with confusion - and slight awe.
But it's actually still sort of strangely comforting to know that some people can understand the minutiae of the game to this degree!