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Captain-Awesome
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Posted - 2012.12.12 17:59:00 -
[1] - Quote
Umbat Boki wrote:Terram Nenokal wrote:It would be nice if the drops you got are primarily from the mercs you killed, But you don't fight alone. It's not oneToOne. Every mercs in your team directly on inderectly affect how much red dots you kill.
which would add to the % chance of you winning the roll.
for each item that is lootable, any players that shared the drop (getting assist / kill) should get a % chance (the damage they did) to getting that loot. (imho)
magically making items appear for no reason for 100% of the loot table is completely unjustified. (assuming that is going to be the permanent solution - I assume not). |
Captain-Awesome
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Posted - 2012.12.13 17:24:00 -
[2] - Quote
BASSMEANT wrote:this is bull... and another example of why console players really don't know what the f they are doing:
you "LOOT" somthing as an action: i killed you. i walk to your dead avatar i hit the "Loot" button i get your stuff.
THAT is mmo. THAT is looting.
this salvage crap? just some random crap assigned to you by the game itself as sort of a "well whatever, it was here, i guess you can have it" is not mmo. it's not looting and should never have been adverted as such, which im not gonna go searching to find but i know damn well has been done.
all this chopping up crap based on stats is for the friggin birds.
if you can't be killed while you are looting something, it's not looting.
and this is yet another reason why 514 is not what it was claimed to be. it's not an mmo. it's just a persistant fps.
why they won't actually commit to the ideas that they originally put in place is beyond me.
but this salvage crap is just crap. codboi crap at that.
Peace B
this post comes across as "I want everything 100% completed and polished YESTERDAY!"
CCP Need to move in stages, no it's not the ass busting "go up and press x to collect" crap you want, but you can't honestly expect ccp to focus on this minor issue when there are much much bigger issues at hand.
the current loot system is a temporary stepping stone to what we'll get in future. of course it's not perfect, but it's better than nothing.
We are here to talk about what kind of solution we would like. How the player goes about that is not up for discussion so stop nit picking.
Anyway. I would prefer a system that hands out items based on the individual kill not on the team as a whole:
damage at certain points of the body affect the damage on the potential drop items (appologies for no indentation - blame forums):
Quote: headshot damage = high slot modules upper body (stomach and up) shot damage = low slot modules and weapons lower body (hips and below) shot damage = equipment and grenades
A = Shield repair B = Assault Riffle C = Armor plate
playerA = A,B,C
playerB hits playerA with 75 damage (head) playerC hits playerA with 25 (head)
(the damage is also used as their % chance to win possible loot)
looters = playerB, playerC
FOR EACH item IN playerA item.damage = damage recieved in area
if item.damage < 70 (this is the variable CCP deams fair to being broken beyond repair) looters.winner = (do calculation for item assigning) item.lootable = true item.looter = looters.winner end if NEXT
from here the player is then assigned the item fairly.
This means those who did absolutely nothing the whole match or simply wasn't involved in the kill can not reap the rewards from your efforts. Something that would really **** me off if my forge gun kills downed vehicles. |
Captain-Awesome
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Posted - 2012.12.13 17:52:00 -
[3] - Quote
well that does leave it open to people who attend and don't do anything, a couple of times I've gone afk a whole match (accident sometimes, sometimes not), It just doesn't sit well that someone who had no role in me downing the enemy gets my loot. in other mmo games, only those involved get to roll.
< forger gunner. means I would get vehicle loot. But I do get the odd infantry kill too ;) ;) |
Captain-Awesome
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349
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Posted - 2012.12.14 14:48:00 -
[4] - Quote
BASSMEANT wrote:"the current loot system is a temporary stepping stone to what we'll get in future. of course it's not perfect, but it's better than nothing"
it's not a loot system. jesus.
and the solution is simple:
if i kill you, and i get to your corpse in time and i "hit x to loot" and i don't get killed, then i get what you had in your kit at the time and you lose that gear from your inventory, permanently.
that's looting.
anything else is just console milk for the veal.
no i don't expect this game to be finished right now.
i do expect this game to be what they hyped it to be back way back before the betas started.
which it is not.
Peace B
"Jesus" it is a current loot system, what you are referring to is a salvage system.
At the current phase, any type of farming system whether (loot OR salvage) is going to be whole items because item parts are not currently in the game and won't be for a very long time. But to make things clear in the eve universe (and by the sounds of things you should know this):
Loot = 100% undamaged items Salvage = workable parts of damaged items
there's a big difference. What we get now is loot. End of match items, 100% undamaged. I can only assume this system will be kept in place as "rewards" for winning a match, this can be (and currently is) how officer gear is introduced into the economy.
I 100% agree a "Salvage" system is not present in the game. When you don't cross your references (ever think that other mmos are over simplifying their referencing to gathering systems?) it's blatant to see there is no salvage system in dust.
and yes, when you kill someone, you should take their inventory. and if you die - that passes on, oldest / least valuable items get removed to be replaced with the newly salvaged items from the latest corpse, and at the end you should be able to trade with members / join their squad / go to a location to trade any items you want to swap.
This also brings into question the possability of a salvage processing facility to bank your items for safe keeping - this transports your items to your war barge where your items are kept. |
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