Niraada wrote: » @petesmisc I would propose a loot system that treats everyone equally (for Raids/Dungeons) and allows them to get loot without human intervention or bias (all done under the hood by a game (loot) management system). Steven and Intrepid have been extremely vocal about the importance of the social interaction components of games, and that their removal has been a contributing factor in the stagnation of the MMO genre. Individualised loot is bad for a game in the same way that a group finder is bad for it. While on its face, it might appear to be beneficial for the sake of convenience player comfort, but they both work to undermine the social component of games, pushing players further apart. Friction between players isn't necessarily a bad thing, particularly in a game built around player interactions. If your experience of the game is entirely divorced from everyone else's, all for the sake of comfort, then what you're looking at is an always-online single player experience with added multiplayer. Social interaction is key to the MMO genre, and key to the stated goals for AoC. Your words here sound like you're asking to be protected from those very interactions and to be given a participation award for showing up to group content. That desire runs contrary to everything AoC is about.
I would propose a loot system that treats everyone equally (for Raids/Dungeons) and allows them to get loot without human intervention or bias (all done under the hood by a game (loot) management system).
petesmisc wrote: » Oh and btw, group finder is a great feature as it allows Dungeon groups to be formed quickly, so if AOC wants to drag out the time to form simple dungeon groups, fine, run around asking everyone you see if they want to do a dungeon with you (great time waster @16 bucks a month), that's sure a lot of quality social interaction.
petesmisc wrote: » I have said enough, let time be the judge.
petesmisc wrote: » The McDonald's of MMOs? McDonald's is a very profitable franchise with millions eating their food every day, don't make lite of that!
petesmisc wrote: » Has no one learned anything from playing the early 2000 MMO's? If the loot system is Master Looter, I for one will not waste my time because I already know what will happen, never again will I waste my time in a game using that system. The distribution of loot from World Boss kills is another story. It also needs more thought put into it or the very least, testing.
noaani wrote: » petesmisc wrote: » The largest population MMO The McDonalds of MMO's is not something other MMO's want to emulate. It is not a good game. It has not added anything worth keeping to the genre. It is a game targeted at - and thus populated by - children.
petesmisc wrote: » The largest population MMO
petesmisc wrote: » Bottom line Personal Loot removes all the drama, all the head aches of trying to distribute loot equitably.
RahkstarRPG wrote: » Can you really just not accept that some people have a different opinion than you about this? petesmisc wrote: » Bottom line Personal Loot removes all the drama, all the head aches of trying to distribute loot equitably. Sidenote, I've absolutely seen issues with people that are lucky with personal loot not wanting to share their wealth with other guild members for the benefit of the guild as a whole.
Aardvark wrote: » Think you are missing the point of personal loot. Sharing is a choice not required. The Whole idea you don’t like someone not sharing their personal loot with you proves why there needed to be personal loot to start with