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Post by mammothtruk on Dec 3, 2008 15:26:14 GMT -5
Have these added to your character on kill instead of having to pick these up.
Or a henchmen you pay for that will follow you around and auto pickup the GP.
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Post by dragon4e on Dec 3, 2008 15:55:46 GMT -5
Just gold though. Be tough to share an attuned equipment. I'd like a gold autosplit. Save time and thinking.
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Post by Loudent2 on Dec 3, 2008 15:59:20 GMT -5
I'm conflicted on this. Pacing is an issue. Choosing between a brisk kill pace and a less brisk, but more profitable, kill/loot pace seems one that can add value.
At any rate, I suspect we'll see some form of auto-looting as the bind on acquire of the higher levels needs to be handled properly (i.e. everyone interested in the item gets a shot at it rather than the first person who looted it).
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Post by mammothtruk on Dec 3, 2008 16:10:20 GMT -5
henchmen would require the leadership feat to have tail you around. He would cost something to hire (1000gp?) and he would keep 10% of your earnings.
If the autosplit gold was implemented that would be grand. Would never need the henchmen in the first place then. And the item bidding system would work really well with it. Something like the World of Warcraft system but less ninja oriented. The chance to get the item should be modified by the number of items you have passed on an item as well as the number of times you have bid on an item. That way it keeps balance so someone doesnt always end up with the items and tries to spread the wealth around some. Sounds like a discussion thread to me.
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Post by Beldar on Dec 3, 2008 16:20:06 GMT -5
I like the auto looting feature on another world I play on. It divides cash among party members in the same area upon a kill. You can still loot the monsters and pick up items, but at least you don't feel like you have to. I pretty much always loot on LDoA even though I have never had a gold shortage (except on my crafter). Auto loot would speed up the pace and save me from numerous mis-clicks (I am always queueing multiple loot actions that cause the loot to be opened and then closed).
Currently, there is not a lot of things I spend my gold on. I probably could skip looting, but it seems so wasteful.
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Post by shoujo on Dec 3, 2008 18:11:38 GMT -5
Could I request no auto looting of items? It would suck to get an attuned item that my PC can't use, but that another partymember would kill for. I've yet to be in a group where people didn't take turns looting the good stuff or asking around to see if anybody else needs the item more.
Pacing isn't really an issue because gold drops become worthless. Only reason I even bother looting gold now is because I try not to lag the server, so auto gold looting would be great.
If the henchman requires the leadership feat, nobody in their right mind would take it. Gold cost is a non-issue, but feats are precious. Might as well just have a tool that costs 1000 to activate and applies a 10% gold penalty. Less lag that way.
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Post by Loudent2 on Dec 3, 2008 18:22:21 GMT -5
Could I request no auto looting of items? It would suck to get an attuned item that my PC can't use, but that another partymember would kill for. I've yet to be in a group where people didn't take turns looting the good stuff or asking around to see if anybody else needs the item more. Auto looting would be handled MMO style where you get a need/greed/pass option. I fixed the bug with pets killing mobs leaving gold bags behind. Don't worry about lagging the server, the corpses will disappear.
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Post by yyrkoonstyphoon on Apr 8, 2009 10:46:01 GMT -5
seems this was being discussed before. I would love to see an auto loot for gold implemented. I have to ask what do you mean by 'Pacing'?
I find this very frustrationg because the cleanup script is so fast/aggressive that if i get bummrushed by 4 mobs, usally the corpse of the first mob has been cleared before i can get the gold... and you cannot loot in combat so it seems. Well, often it doesn ot work for me.
For example, you walk in the first room of gianthome and you have 6 of the giants rush you, by the time i kill all of them, there is only 1-2 loots left (i am weak so i get kd alot) . I am very strapped for gold too so i need it.
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Post by Beldar on Apr 8, 2009 13:13:06 GMT -5
I have observed the problem yyrk is reporting as well. You can loot in combat, but you often have to try repeatedly. While you are trying, your combat efficiency is dramatically reduced.
I am not sure if this is related, but could we make the doors stay open longer too. I hate having a door close while I am in the middle of combat with someone on the other side of it.
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Post by nicethugbert on Apr 8, 2009 15:06:05 GMT -5
I hate gold drops. It makes no sense for 99% of these monsters to carry any gold. You think these savage, evil, magical, or unliving creatures have wallets? A gold coin should be a clue on a monster, not pocket change. Gold should be a valuable drop. You kill the boss, you get his stash. You complete a quest, you get paid.
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Post by mammothtruk on Apr 8, 2009 15:51:04 GMT -5
to much reality in a game makes it stop being a game.
the loot GUI - graphics is pretty easy to implement. Ive already done the gui work and temp graphics in place. A list box function alludes me to finishing it. and graphics arent all that hard to find around the net but ones that arent tied up with creator rights arent. after that a rolling script that rolls need greed pass and cash could be created pretty easy with a create item function to the winner or gold creation on winner. not all that hard to do really.
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Post by yyrkoonstyphoon on Apr 9, 2009 8:54:22 GMT -5
I hate gold drops. It makes no sense for 99% of these monsters to carry any gold. You think these savage, evil, magical, or unliving creatures have wallets? A gold coin should be a clue on a monster, not pocket change. Gold should be a valuable drop. You kill the boss, you get his stash. You complete a quest, you get paid. while this may be an appropriate statement on an Rp server, i think it is unfounded on an action server. I mean, if we ask questions like this, how many times can a merchants daughter get kidnapped and placed in the same place before it defies logic? personally, most the creatures that drop loot do infact wear clothes and would have pockets. The spiders do not drop gold for example, as well as many critters that inhabit the eastern barrens. Many of the creatures like orcs and such would be considered to be 'on the payroll' and have some pocket gold. undead tend to retain in life habits and would collect gold and carry it, not knowing why.... so ithink there is more justification for this than there is not. this is a request to address an issue and to enhance game play.
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Post by Loudent2 on Apr 9, 2009 11:58:00 GMT -5
Personally, I consider all gold not to be gold at all but copper. I dislike gold as a single global currency. It cheapens it's worth. So I build the world under the impression that it is copper.
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Post by nicethugbert on Apr 10, 2009 1:42:33 GMT -5
to much reality in a game makes it stop being a game. Yeah, but, is there a reality meter we can use? No. So that gets you no where. I hate gold drops. It makes no sense for 99% of these monsters to carry any gold. You think these savage, evil, magical, or unliving creatures have wallets? A gold coin should be a clue on a monster, not pocket change. Gold should be a valuable drop. You kill the boss, you get his stash. You complete a quest, you get paid. while this may be an appropriate statement on an Rp server, i think it is unfounded on an action server. I mean, if we ask questions like this, how many times can a merchants daughter get kidnapped and placed in the same place before it defies logic? personally, most the creatures that drop loot do infact wear clothes and would have pockets. The spiders do not drop gold for example, as well as many critters that inhabit the eastern barrens. Many of the creatures like orcs and such would be considered to be 'on the payroll' and have some pocket gold. undead tend to retain in life habits and would collect gold and carry it, not knowing why.... so ithink there is more justification for this than there is not. this is a request to address an issue and to enhance game play. If you're going to boil the game down to little boxes like action, RP, etc. then you're only setting up obstacles to making the server unique. Lou is already taking inspiration from his fav games. I don't always like having to spend time looting corpses. It does get tedious. But, KOW already has auto gold loot. KOW has a number of desirable features. KOW also has a lot of areas and MOBS and a complete loot system and Kaedrin's. Keep copying their features and LDOA will be just another extension of KOW. I'm not sure that's what Lou is aiming for.
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Post by yyrkoonstyphoon on Apr 10, 2009 7:06:32 GMT -5
well, does KOW have orcs? if so, shouldn't Lou fear that his orcs are copies? I think your logic is flawed. There are certain features that I think should be added because it improves gameplay and this is not a copy of what others have done. I would love to see an auto follow feature here as well. To me, auto follow is an expected feature where I have seen it on most other servers so when I am on a server that lacks it, it seems as a deficency to me, not a copy.
it is not these types of features that make a server unique over another. The quests and things like that are what does that. It would be the battle system and things of that nature that set this realm apart, not an auto loot or an auto-follow feature.
I write apps for a living so this is sort of like that - people come to expect certain things to be part of the gui and if people encounter a gui without it, they see it ias a deficiency, not as a copy of a different gui.
btw what is KOW?
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