Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
So if someway does twice the damage at twice the level then the effect would be 50/50 split.
Effort vs reward.
Both would have put the same effort into the fight regardless of the overall DPS if DPS scaled with level.
So, loot should be based on contribution; not who has tagged the target first.
With this system you can still kind of steel other players targets, but you cant push them totally out of the loot or chance to get something. Tagging system is ofc good to soloing low damage roles, but can also be used very wrong way by tagging multiple targets at once.
Let's not forget CC in the equation as well as buffs.
Gonna be complicated but if done right will be very nice.
I just feel bad for the waterboy who will probably get nothing.
The above is usually the most equatable, and stops the majority of ninja looting/kill stealing.
Now what constitutes "meaningful" will be open to interpretation and shouldn't just be "oh I did one attack and left so I get something" but also enough to say "I came in toward the end and stayed to help finish it off." should get something.
If you are the first to tag an encounter, and you kill it, you get the loot. If someone else tags an encounter before you or your group, you can help them if you want, but you don't get any loot for it. As long as it is clearly visible if you or your group have loot rights to an encounter, I personally think this is really the only way to work it.
If loot rights are up for anyone that puts in a small amount of effort, people will simply camp mobs, figure out the least they need to do and then rid the coat tails of other groups that kill the encounter - a type of behavior I think should be discouraged.
In regards to quest credit, whether that credit is kill credit or corpse loot (collect me 10 rat skins type quests), if you or your group attacks an encounter and it is killed without resetting, you get credit.
There have in fact been a number of games with this stupid mechanic in them.
It sucks having to remember to hit the boss a few times at the start and a few times at the end just to make sure the boss remembers you were on aggro list.
That method obvisouly screw healers/support/tanks.
Hopefully a dev team actually comes up with something that skips the individual and rewards the group/raid as a whole and splits it evenly. Can even give the group/raids bonuses on contribution over single players.