CosmicPube wrote: » Change my mind; but wouldn't dice rolls for loot be incredibly frustrating? We know items have drop chances in MMOs, so you grind a boss for example over and over till you get a specific item and then when you do get that item, you have to roll dice to get another drop chance of claiming the item? so you'd have to get lucky twice in a row to actually get the item.
Vhaeyne wrote: » CosmicPube wrote: » Change my mind; but wouldn't dice rolls for loot be incredibly frustrating? We know items have drop chances in MMOs, so you grind a boss for example over and over till you get a specific item and then when you do get that item, you have to roll dice to get another drop chance of claiming the item? so you'd have to get lucky twice in a row to actually get the item. I will give changing your mind a shot. Yes, your assumption is right that you would have to get lucky twice. In most classic raid scenarios this is true. The thing is that unless the drops the same item for everyone, you will always have to get lucky twice. To my knowledge no serious MMO does this. If you look at this page:https://ashesofcreation.wiki/Looting You will see all of the allowed loot methods. When you join a party it is ultimately up to you as a player to decide if the loot system is right for you. It also creates organic social interaction, by putting players in a situation where they may have to negotiate a far looting situation for the group. Systems like WOWs personal loot system take away guild agency and player agency to decide what loot system is right for them at what time. Keep in mind that personal loot is you getting lucky twice, you just don't see the roll. For some content, like grinding group mobs you may want round robin, for bosses you may want need/greed or master looter, for just helping your friends you might want free-for-all. Each loot system has its place. I am very hopeful that intrepid adds the bidding option as a possible loot system. It could be useful in a verity of party situations. To me what is most frustrating is when a game company decides it knows what loot system is best for all content, and takes the options away from the players.
Lughlaoch wrote: » Having scanned many of the posts, there seems to be a great deal of opinions to sort through. I have no doubt the best option will be selected. However, what I did not see was an idea that always bothered me. Why in a group loot drop does a piece no-one in the group can use drop? (i.e., 5 rogues and a piece of mail drops). Is there a way to look at the party, sort through the loot table and drop at least an appropriate piece for someone? OR have a system in place to TRADE for the correct item (A vendor that would trade cloth for plate, etc. WoW had/has a system like this with tokens that drop from bosses versus specific pieces). What I always thought would be a great idea is if the piece of loot had a drop down menu ON IT so that the player could select cloth, leather, mail, plate, etc (stats change accordingly minus enhancements). Once the toon was through with the item it could be passed through the "family" account to another player that could change it to the appropriate weight and use. Certainly alleviates the need to run a dungeon/raid hundreds of times for the exact piece. My two cents. Keep up the fantastic work and looking forward to betas/release.
Asgerr wrote: » The thing is, it appears most of us are talking about loot under the assumption that it's going to be gear. As it usually is in most MMOs. However I seem to remember Steven saying that actual gear items will be very rare drops. We're more likely to get resources that we can then process and craft into the actual gear. If that is the case, they I don't believe personal loot would be out of question, as we'd likely be getting simple resources, and then how anyone goes about using them (sell them, supply them to their guild, craft with it etc) is up to them, and there is no greater drama about people conflicting over who gets that shiny new sword.
vmangman wrote: » Lughlaoch wrote: » Having scanned many of the posts, there seems to be a great deal of opinions to sort through. I have no doubt the best option will be selected. However, what I did not see was an idea that always bothered me. Why in a group loot drop does a piece no-one in the group can use drop? (i.e., 5 rogues and a piece of mail drops). Is there a way to look at the party, sort through the loot table and drop at least an appropriate piece for someone? OR have a system in place to TRADE for the correct item (A vendor that would trade cloth for plate, etc. WoW had/has a system like this with tokens that drop from bosses versus specific pieces). What I always thought would be a great idea is if the piece of loot had a drop down menu ON IT so that the player could select cloth, leather, mail, plate, etc (stats change accordingly minus enhancements). Once the toon was through with the item it could be passed through the "family" account to another player that could change it to the appropriate weight and use. Certainly alleviates the need to run a dungeon/raid hundreds of times for the exact piece. My two cents. Keep up the fantastic work and looking forward to betas/release. This is often an issue in games where loot is bound on pickup or where loot has no other use besides equipping it. However, in AoC loot will not be bound to your character (often even after you equip it) and also loot can be broken down for very important materials used for crafting and repairs. Lastly, in AoC any class can wear any armor and weapon so there won't be a situation where no one can use the item. Your concern is not an issue in AoC.
Noaani wrote: » Lughlaoch wrote: » Having scanned many of the posts, there seems to be a great deal of opinions to sort through. I have no doubt the best option will be selected. However, what I did not see was an idea that always bothered me. Why in a group loot drop does a piece no-one in the group can use drop? (i.e., 5 rogues and a piece of mail drops). Is there a way to look at the party, sort through the loot table and drop at least an appropriate piece for someone? OR have a system in place to TRADE for the correct item (A vendor that would trade cloth for plate, etc. WoW had/has a system like this with tokens that drop from bosses versus specific pieces). What I always thought would be a great idea is if the piece of loot had a drop down menu ON IT so that the player could select cloth, leather, mail, plate, etc (stats change accordingly minus enhancements). Once the toon was through with the item it could be passed through the "family" account to another player that could change it to the appropriate weight and use. Certainly alleviates the need to run a dungeon/raid hundreds of times for the exact piece. My two cents. Keep up the fantastic work and looking forward to betas/release. A number of games have systems in place to prevent unusable items dropping. One game I played had a system where not only would you need to have someone of a class that can use the item present, but you needed to have someone of the class present that didn't already have the item.
vmangman wrote: » Noaani wrote: » Lughlaoch wrote: » Having scanned many of the posts, there seems to be a great deal of opinions to sort through. I have no doubt the best option will be selected. However, what I did not see was an idea that always bothered me. Why in a group loot drop does a piece no-one in the group can use drop? (i.e., 5 rogues and a piece of mail drops). Is there a way to look at the party, sort through the loot table and drop at least an appropriate piece for someone? OR have a system in place to TRADE for the correct item (A vendor that would trade cloth for plate, etc. WoW had/has a system like this with tokens that drop from bosses versus specific pieces). What I always thought would be a great idea is if the piece of loot had a drop down menu ON IT so that the player could select cloth, leather, mail, plate, etc (stats change accordingly minus enhancements). Once the toon was through with the item it could be passed through the "family" account to another player that could change it to the appropriate weight and use. Certainly alleviates the need to run a dungeon/raid hundreds of times for the exact piece. My two cents. Keep up the fantastic work and looking forward to betas/release. A number of games have systems in place to prevent unusable items dropping. One game I played had a system where not only would you need to have someone of a class that can use the item present, but you needed to have someone of the class present that didn't already have the item. That is a non issue in AoC since any class can use any item. Also, items will be useful in other ways (repairing/crafting) and will not be there just for equipping.