Looting outside of raids/groups

I think TM was pointing out that the current system doesnt make this impossible.

:rolleyes:
 
Boosting the raid size while making the engage cap seems to be a nice way to equip alts.  As much as all that loot rotting sucks, I really don't think the loot rule should change. Also, having people be able to wander by and loot items is considered unacceptable. Changing it back would just bring the server back to where it was before with raid stalkers.

What i do think is that the spawn of loot should change.  Maybe have the loot that spawns with the mobs have a small increase in the % chance to be usable by someone in the zone.  Like CMAL, if you have a cleric, war, chanter, necro, wiz, rogue and druid in zone then any critters spawning after they are in the zone have a slight increase to have items for that class.  For instance, the group kills off a good bit of CMAL 1 and respawns start, the mobs respawning would have a 5% higher chance to drop an item that one of them would be able to use. And not 5% per class, 5% overall.  This would see 1 in 20 drops less likely to rot basically.

Maybe I am just a newb, but I think it would help some if applied to areas where class specific loot is an issue.
 
It could have just been my experience, but it appeared to me that the major raidstalking going on occured with Tmap drops. If there is a way to keep tmap drops lootable only by the raid that killed it, while taking raid drops and letting them be looted out of group, we could have the best of both worlds.

P.S. If a raid force can't use an item, and they don't have someone otw to loot it, they can always loot/destroy it if they want to discourage raidstalkers.
 
What exactly is the problem with someone looting an item that no one else can use and is just going to rot ? How does it hurt anyone ? Now I can see if someone is following along and pestering you guys while you're trying to raid, but to just run along through the zone after you've already moved on to the next encounter ? What's the problem with that ?

I guess you could say, "They didn't earn it" but alts just sit around for the purpose of looting didn't "earn it" either.
 
taishar said:
What exactly is the problem with someone looting an item that no one else can use and is just going to rot ? How does it hurt anyone ? Now I can see if someone is following along and pestering you guys while you're trying to raid, but to just run along through the zone after you've already moved on to the next encounter ? What's the problem with that ?

I guess you could say, "They didn't earn it" but alts just sit around for the purpose of looting didn't "earn it" either.


because its no guilds business to gear up people who arent in the guild.

i certainly dont want people benefiting from my hard work who A.) werent invited and B.) are scavengers
 
antihelei said:
because its no guilds business to gear up people who arent in the guild.

i certainly dont want people benefiting from my hard work who A.) werent invited and B.) are scavengers

So put in some extra really hard work and destroy the drops that are rotting to clean up corpses. Problem solved.

If I kill something and can't use a drop, I'd love to ask someone to come and loot it. But that's just me.
 
taishar said:
I guess you could say, "They didn't earn it" but alts just sit around for the purpose of looting didn't "earn it" either.

If they are the alts of characters in the raid or members of the guild raiding who didn't make the 18man cut with the change, then yea, they did earn the right to loot. They definately have more right loot it than someone running around looking for rots, considering they are invited by the raid force and likely contribute to the group of people killing the mob.
 
I think having the server check for who actually killed the mob and giving out loot based on raid makeup would be swell, as opposed to loot being determined when the mob spawns, or the chest spawns on certain events, but it would most likely just tax the processor more than needed, when they would just up the raid limit to 20.
 
Mythryn said:
I think having the server check for who actually killed the mob and giving out loot based on raid makeup would be swell, as opposed to loot being determined when the mob spawns, or the chest spawns on certain events, but it would most likely just tax the processor more than needed, when they would just up the raid limit to 20.

Like we dont get enough Goldrams :psyduck: Wouldn't checking for makeup and seeing a bunch of int casters make this common item even more common? And similar items that already drop all the time?
 
It could also make it so guilds stop getting Paladin and Necro gems from thaz when they don't have those classes present on any raid. Ever.
 
Jun said:
Wouldn't checking for makeup and seeing a bunch of int casters make this common item even more common?  And similar items that already drop all the time?

Yes, but if there are a lot of int casters, chances are you'll need more of int caster items. It would certainly reduce the number of Knight-only weapons and Monk/BL drops that we constantly see rot.
 
Mythryn said:
It could also make it so guilds stop getting Paladin and Necro gems from thaz when they don't have those classes present on any raid. Ever.

we could always recru... lol who am i kidding nm.
 
I never said they were useless at all, I was saying its kind of stupid that a guild that doesn't have said class on that raid have items (gems in this case) that rot on raids, and basically take up another classes gem spot. If items are going to be class only, then they should be balanced based on the average number of that class thats going to be on a raid. IE you're going to have more clerics and wizards than you are beastlords and shadowknights, so even though a loot system may be 'equal' its not 'equal'
 
This is an idea I've been playing with for a while, but never posted it on boards. tbh, I think it would allow to equip bots/casuals, without allowing selling/stalking, and it's the tag [guild property]. Initially I had this idea for keys, port necks, and similars, but I guess it can be used also for normal drop.

The idea is an item being [guild property] can be traded, but not droped, between members of a given guild. IF a character with [guild property] items leaves the guild, these items poof, pretty much like faction bound items.

So, obv making all items [guild property] is not that good idea, but, maybe, making common drios (that usually rot, anyway) this tag, may be interesting. Also, would allow anyone to loot keys. Atm it's a problem when the char who had the keys is not online/leaves the guild. With this system, you could just transfer keys around as needed, but just in between a guild, making imposible selling keys like upper thaz, Inner prison, CoD, etc.
 
I understand the reasoning for that idea, but I don't really see why people should have items that they helped to get/earn just because they feel the need to leave the guild.
 
Also not a fan of this idea. Especially with the 2.0 system. Seeing as y'know most guilds don't keep on more than they absolutely need nowadays. What if someone gets cut from a guild etc? Good way to get them to just quit imo, last thing we need is less players.
 
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