no drop loot

18 engage 21 cap.. that fixes it. Lets 3 people in the raid (essential bots (since we all know the top guilds use bots cause of lack of numbers), or those that are late whatever the situation is). Lets the engage cap still stay at 18.

you can still loot outside the raid when you loot the moment it dies. That should be looked at more so as a bug than exploitable.
 
Mythryn said:
And ALLOW THE RAID LEADER TO KICK PEOPLE FROM THE RAID, EVEN IF THAT PERSON ISN'T ONLINE.

Don't hold back Jose . . tell us how you really feel.



P.S. I do support this product and/or service, but more for raidbuggy problems than for looting issues.
 
I have to hold back or I'll get banned :rolleyes:

And yeah, the raidleader kick ability wasn't for looting purposes, but more of a common sense thing.
 
I have often wished for the ability to have 18 people engage and have a few on standby with 21 raid cap. not only would this help with item rots it would also be a good way to swap out certain classes for certain engages depending on zone.
plane of torment for instance. swap out the overabundent ammount mages in raid if there are any due to high magic and fire resist (their only nuke types) in that zone and put in some backup healing/melee dps that was on standby. of course leave 1 mage for mod rods and DS =).
I also feel some of the other's pain here on the 1 class loots especially ever since we had a raid mob that took quite some time to get to only drop 2 bard only weapons. we have hit this mob i speak of at least 10-15 times and only 1 of said item we seek has dropped. (one dropped for another guild though those lucky....) just horrible luck i suppose

Keirga of Empire
 
neodiahs said:
I have often wished for the ability to have 18 people engage and have a few on standby with 21 raid cap. not only would this help with item rots it would also be a good way to swap out certain classes for certain engages depending on zone.

This is a gem, playing retard round up as people log in / off sucks, and rotting loot sucks. But it wouldn't be complete without :

Allielyn said:
1) Slap on a level req. cap to loot (something like within 10 levels, or even for some zones, level 65 required to loot) to prevent the problem of twinking lowbies with raid gear.

2) Slap on a lev. req. to wear: while recommended levels worked great with droppable gear for the economy, req. levels will effectively restrict raid items to raid level toons. It may be impossible, but putting an AA requirement might also be a good idea.

3) Make raid loot sellable to a vendor that can't sell it back to the populace (Like Eldrich and Ancient spell scrolls). Since what is defined as "raid loot" tends to change over the course of time as people gain levels and mudflation takes its course, this is a fair and economical way of rewarding that the people who raid and have outgrown their gear. This will also ensure that nothing will "rot" and/or be left for raid stalkers.

I'd venture to guess those things together would solve a lot of the problems. Little to no rots, more characters that need loot get it, easier character raid transitions, and at the worst, guild cash for loot that would otherwise rot. Turning in raid loot for cash or faction would probably need some kind of diminshing reward though, to put a last nail in bottomfeeding. Idk, souds like a lot of work; and I'd hate to see my main become the permanent 21st member, camped out to loot rots or rez.
 
It's possible that you could turn in loot for money, but it would be so incredibly tedious that no one in their right mind would volunteer to write that quest script.

AA requirements aren't feasible within the client.
 
Well, get someone without a right mind to write the script..... I mean, I'm sure it's just a long script, involving every item, with a posible reward...

But now, seriously... that would unbalance economy... I mean how many tier 1 mobs can be 2-4 char-ed? quite a few of them, at least by people on highest tiers. So, this would make said people (and I'm among them) go farm said mobs, preventing new guilds from entering raid circuit.... bad idea. Would cause supremes to be way too easy to get... just raid for a while, no need to farm... platinum is easy to trade.

BUT, if you got some kind of credits for it, instead... that wouldn't affect economy. That credit could be used to buy a type 8 augment (for example) which'd be just on charm slots, for example... this would keep economy untouched, while giving drops an use.
 
Well, in my opinion, with the proper cash reward, nobody would farm these items. Take WDHK/EDHK mobs. Even at a price of 500/item, you'd maker money faster and easier by farming cash in cycgorge, which (for those who can 2-4 box these mobs) can easily net ~750-1k pp/hour. Mobs that are easy to get to (Lavascale, Gnok) should have much lower cash rewards than those that are within dungeons that must be cleared to, to prevent cash farming.

I'm not really thinking about a cash reward that would make it worthwhile to farm it, so much as a cash reward that would make it worthwhile to pick it up (and therefore not leave it for raidstalkers). This system alone, without any other need for dual caps, etc. would solve the raidstalking issue. (But not the twinking issue . . but that's not really solved with the current system either).

P.S. would such a system of cash returns really need an entire quest script? No chance of coding one vendor that accepts certain flagged items that others don't, and that doesn't resell them?

P.P.S just throwing this out here, too: are other requirements feasible within the client, such as req. wisdom or strength to "command" certain items?
 
Make no drop items 'disenchantable' or something like that. Any no drop item can be disenchanted with the proper kit to become a few tradeskill components. High end earrings, necklaces, rings become platinum bars and crystal dust, platemail and chainmail items become deepmetal ore, etc. The better the item in stats/difficulty, the more components it can yield.
 
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