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Looting in Warhammer online ... does this please the hardcore PVPers?

Basically as i understand when you kill players in Warhammer online they will drop loot. Maybe not thier personal loot but it is loot none the less. Supposedly the "higher rank" players of the realm will drop better loot.

now on most game forums there is always a cry for a "full loot pvp server". I wonder if this looting system though not full loot will make the hardcore PVPers happy as well?

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Comments

  • trigger190trigger190 Member Posts: 264
    Probably not, most people who call themselves 'Hardcore PVPers' who want full loot pvp, do it because they want to grief people, they want to take away people's possessions. If its just generated loot it may give them slightly more statisfaction but probably not enough.



  • XApotheosisXXApotheosisX Member Posts: 277



    Originally posted by trigger190
    Probably not, most people who call themselves 'Hardcore PVPers' who want full loot pvp, do it because they want to grief people, they want to take away people's possessions. If its just generated loot it may give them slightly more statisfaction but probably not enough.




    gah you made my point before i could LOL

     

    image

  • dstar.dstar. Member Posts: 474

    Eh, I don't care either way.  I'm sure a lot of other pvpers will jump for joy with this news though.  I don't pvp for those reasons.  I pvp for the competition and fun.  I put in mad hours of pvp in the games I play and it's the only reason I play. Looting somoene has no positive or negative result for me. 

    When I played UO back in the day I wouldn't even loot people after I killed them, I'd maybe take a couple potions that I was running low on for my gaming session but that was it.  As long as the equipment in game isn't a grind to get I don't think it should be a problem for anyone.  I guess you could put me in the "FPS style" of hardcore pvpers.

  • BlackGorathBlackGorath Member Posts: 20

     

    I just hope peoples won't farm PvP bot for easy loot...

    Black Gorath Bris'Elfes
    G

  • SnaKeySnaKey Member Posts: 3,386


    Originally posted by XApotheosisX
    Basically as i understand when you kill players in Warhammer online they will drop loot. Maybe not thier personal loot but it is loot none the less. Supposedly the "higher rank" players of the realm will drop better loot.
    now on most game forums there is always a cry for a "full loot pvp server". I wonder if this looting system though not full loot will make the hardcore PVPers happy as well?

    Gimme a 10% Chance to drop something I/They are wearing and I'll be happy.

    Backpack loot is for p***ies.

    I wanna get something GOOD! I don't want your 600 pots, I want you're freaking uber armor!

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  • osc8rosc8r Member UncommonPosts: 688
    It's about risk vs reward. So there's the reward, where's the risk?

    I want to know that if i die, i actually lose something meaningful to me ie RISK.



  • wjrasmussenwjrasmussen Member Posts: 1,493



    Originally posted by osc8r
    It's about risk vs reward. So there's the reward, where's the risk?

    I want to know that if i die, i actually lose something meaningful to me ie RISK.



    translated from ganker to gamer:  I want to know that if you die, I get to take somethnig meaningfull from you. I can't be happy unless I ruin someone's day.
  • sempiternalsempiternal Member UncommonPosts: 1,082

    No, if a player gets the benefit of using an item then they should also risk losing that item when they die.  random loot for killing anything including a player is lame.

    Long ago, I used to appreciate how Ultima Online had a what-you-see-is-what-you-get looting system for both NPCs and players.

    Whatever a player was carrying is exactly what would be on their corpse.  It brought risk to using powerful or expensive items and as a result players used them sparingly.

    If an NPC was in a full set of plate armor and using a hatchet to fight with, then when you killed him you would get the exact set of plate armor and hatchet he used, including any items he had looted or been given.

    Now you get random loot, insurance money and junk.

    See the difference?

  • osc8rosc8r Member UncommonPosts: 688
    Sempiternal, great post!

    I'm getting tired of repeating myself so over and over to people that obviously have never played a decent PVP game or clearly enjoy knowing that they have nothing to risk in games. So with that said, here's a quote from the AOC forums that i thought explained things fairly well from a different angle:

    People saying that PvP should all be about the victory and not about loot.

    Is the same saying that you will have the same feeling and excitement on a poker table where they play with playmoney as on a poker table where they play with real money.

    On a playmoney table, you dont care at all. You put "all in" in situations that you wouldnt do on a real money table. You are "dumbed" down, not thinking stright and realy are not paying any ettention on that table IF you play on a real money table at the same time. Where the real action happens.

    On the real money table, your feelings are all the different from the playmoney table. You are more focused and things you do will matter. Your palm gets swetty when you have a good hand and are "all in" vs one guy. If you lose you will leave that table, but if you win a great pot, that feeling is about the same as you would have skyjumping.

    That feeling you have on a real money table is not the same as you would have on a playmoney table.

    And that is the same as for a FFA PvP server vs a regular server.

    Its not about reward realy.. Its about the feeling of that posibility, that you can lose or gain everything.



  • Distortion0Distortion0 Member Posts: 668



    Originally posted by sempiternal

    No, if a player gets the benefit of using an item then they should also risk losing that item when they die.  random loot for killing anything including a player is lame.
    Long ago, I used to appreciate how Ultima Online had a what-you-see-is-what-you-get looting system for both NPCs and players.
    Whatever a player was carrying is exactly what would be on their corpse.  It brought risk to using powerful or expensive items and as a result players used them sparingly.
    If an NPC was in a full set of plate armor and using a hatchet to fight with, then when you killed him you would get the exact set of plate armor and hatchet he used, including any items he had looted or been given.
    Now you get random loot, insurance money and junk.
    See the difference?



    Do I have to type it in caps?

    This does not work in RvR because different realms use different gear.

    A Human will not wear Chaos Armor because it will probably make him mutate and grow tenticals!

    A Chaos will not use Empire armor because they enchant their gear. It would be like a Vampire trying to use a Crucifix or Werewolf trying to use a silver axe!

    You could argue that this bit of lore should be ignored to add enjoyment to the game, but RvRers and Hard-Core Lorites will argue against you and they out number Looters.

  • Distortion0Distortion0 Member Posts: 668



    Originally posted by osc8r



    Originally posted by wjrasmussen



    Originally posted by osc8r
    It's about risk vs reward. So there's the reward, where's the risk?

    I want to know that if i die, i actually lose something meaningful to me ie RISK.


    translated from ganker to gamer:  I want to know that if you die, I get to take somethnig meaningfull from you. I can't be happy unless I ruin someone's day.




    Poor baby. Stick to WOW or hello kitty online, as you obviously have no idea about meaningful PVP and the MANY benefits brought on by knowing that you can die and lose your item's at any point.


    So in other words, the best game in the world for you is one where your familly is kidnaped? Then you play a video game against a human opponent. The game may or may not be balenced in his favor. After each round a familly member from the loosing side is killed. Who ever getts ride of the other's familly first wins?

    Just using hyperbole to try and get a straight answer here. I mean, I doubt "hardcore PvPers" do anything with real risk involved(skateboarding comes immediately to mind.)

    Personally I just think death penilities suck. I vast magority of MMOs do. I've never heard of Looting being used as a penility. But I know from any of the games I've played that if the Devs announced a 10% increase in experence debt to make the game more "fun" then the playerbase's answer wouldn't exactly be "Yay!"

  • sempiternalsempiternal Member UncommonPosts: 1,082

    Even in RvR the actual gear you are using and fighting with should drop when you die.  If for some silly reason the gear cannot be used, then it can be sold back to others in a blackmarket or destroyed.

  • RollinDutchRollinDutch Member Posts: 550
    Looting and item churn allow for a functional game economy. They reward people for grouping to PvP, but do not necessairly prevent solo people with skill from doing the same.

    Sure, it doesnt work in a game like WoW, where gear is just pure long-term timesink, but tbh if you think thats fun at all, youre probably not the kind of person I'd really want to play a MMOG with anyway. Not every game is designed for you - stick to the ones that are instead of trying to kill the ones that arent, please.



  • osc8rosc8r Member UncommonPosts: 688

    Originally posted by Distortion0
    Originally posted by osc8r
    Originally posted by wjrasmussen
    Originally posted by osc8r
    It's about risk vs reward. So there's the reward, where's the risk?

    I want to know that if i die, i actually lose something meaningful to me ie RISK.
    translated from ganker to gamer:  I want to know that if you die, I get to take somethnig meaningfull from you. I can't be happy unless I ruin someone's day.


    Poor baby. Stick to WOW or hello kitty online, as you obviously have no idea about meaningful PVP and the MANY benefits brought on by knowing that you can die and lose your item's at any point.

    So in other words, the best game in the world for you is one where your familly is kidnaped? Then you play a video game against a human opponent. The game may or may not be balenced in his favor. After each round a familly member from the loosing side is killed. Who ever getts ride of the other's familly first wins?

    Just using hyperbole to try and get a straight answer here. I mean, I doubt "hardcore PvPers" do anything with real risk involved(skateboarding comes immediately to mind.)

    Personally I just think death penilities suck. I vast magority of MMOs do. I've never heard of Looting being used as a penility. But I know from any of the games I've played that if the Devs announced a 10% increase in experence debt to make the game more "fun" then the playerbase's answer wouldn't exactly be "Yay!"



    The start of your post is moronic and has absolutely no relevance so i'll ignore that.

    Here's a straight answer for you - the best game in the world for me is UO pre trammel or AC1 Darktide, just remade with new graphics and the playerbase/community that once was.

    Yes, you think death penalties suck and i can't argue with that, as that's your opinion /choice and there are plenty of games out there that cater for this preference. But there are other people who enjoy the emotions in games of victory/defeat risk/reward. It's about choice.


  • PrecusorPrecusor Member UncommonPosts: 3,589

    Originally posted by wjrasmussen
    Originally posted by osc8r
    Originally posted by wjrasmussen
    Originally posted by osc8r
    It's about risk vs reward. So there's the reward, where's the risk?

    I want to know that if i die, i actually lose something meaningful to me ie RISK.
    translated from ganker to gamer:  I want to know that if you die, I get to take somethnig meaningfull from you. I can't be happy unless I ruin someone's day.


    Poor baby. Stick to WOW or hello kitty online, as you obviously have no idea about meaningful PVP and the MANY benefits brought on by knowing that you can die and lose your item's at any point.

    I served in the Navy for seven years kid, you don't have a clue.  When you growup in a few years you just might have learned enough to understand.

    What exactly does this have to do with PvP¿


  • PrecusorPrecusor Member UncommonPosts: 3,589

    Originally posted by sempiternal
    No, if a player gets the benefit of using an item then they should also risk losing that item when they die.  random loot for killing anything including a player is lame. Long ago, I used to appreciate how Ultima Online had a what-you-see-is-what-you-get looting system for both NPCs and players. Whatever a player was carrying is exactly what would be on their corpse.  It brought risk to using powerful or expensive items and as a result players used them sparingly. If an NPC was in a full set of plate armor and using a hatchet to fight with, then when you killed him you would get the exact set of plate armor and hatchet he used, including any items he had looted or been given. Now you get random loot, insurance money and junk. See the difference?
    Well put.


  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433



    Originally posted by trigger190
    Probably not, most people who call themselves 'Hardcore PVPers' who want full loot pvp, do it because they want to grief people, they want to take away people's possessions. If its just generated loot it may give them slightly more statisfaction but probably not enough.




    They should leave PvP, join PvE uberguilds and grief with the blessing of the devs!  image

     

    Blast raiders!  May they PKed in some other game, days-in and days-out!  image

    - "If I understand you well, you are telling me until next time. " - Ren

  • SnaKeySnaKey Member Posts: 3,386





    Originally posted by wjrasmussen
    I served in the Navy for seven years kid,


    First off... How that relates to gaming or what the previous poster said is beyond me.

    [Mod edited for flaming]

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  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433



    Originally posted by sempiternal

    No, if a player gets the benefit of using an item then they should also risk losing that item when they die.  random loot for killing anything including a player is lame.
    Long ago, I used to appreciate how Ultima Online had a what-you-see-is-what-you-get looting system for both NPCs and players.
    Whatever a player was carrying is exactly what would be on their corpse.  It brought risk to using powerful or expensive items and as a result players used them sparingly.
    If an NPC was in a full set of plate armor and using a hatchet to fight with, then when you killed him you would get the exact set of plate armor and hatchet he used, including any items he had looted or been given.
    Now you get random loot, insurance money and junk.
    See the difference?



    You logic is only valid with permanent death.  You died, start a new character.

     

    And it was proven, this wouldn't help keep subscribtions high.

    MMORPG are mostly about progression, and such a reset would be killing this progression-feeling right away.  The very reason peoples love the HPS explain why permanent death and looting is bad.  It appeal the the "achiever" inside every player, no matter how big or small it is, every player is at least, partly, an achiever.

     

    Infinite lives, unlootable, HPS, levels and so on may not be realistic, but it is FUN and it is what is appealing sooo many players.  (I would personnally be in favor of a lives per month system, but that is me...hehe)

    - "If I understand you well, you are telling me until next time. " - Ren

  • TristamIzumiTristamIzumi Member Posts: 74

    Originally posted by Anofalye
    Originally posted by sempiternal
    No, if a player gets the benefit of using an item then they should also risk losing that item when they die.  random loot for killing anything including a player is lame. Long ago, I used to appreciate how Ultima Online had a what-you-see-is-what-you-get looting system for both NPCs and players. Whatever a player was carrying is exactly what would be on their corpse.  It brought risk to using powerful or expensive items and as a result players used them sparingly. If an NPC was in a full set of plate armor and using a hatchet to fight with, then when you killed him you would get the exact set of plate armor and hatchet he used, including any items he had looted or been given. Now you get random loot, insurance money and junk. See the difference?

    You logic is only valid with permanent death.  You died, start a new character.

     

    And it was proven, this wouldn't help keep subscribtions high.

    MMORPG are mostly about progression, and such a reset would be killing this progression-feeling right away.  The very reason peoples love the HPS explain why permanent death and looting is bad.  It appeal the the "achiever" inside every player, no matter how big or small it is, every player is at least, partly, an achiever.

     

    Infinite lives, unlootable, HPS, levels and so on may not be realistic, but it is FUN and it is what is appealing sooo many players.  (I would personnally be in favor of a lives per month system, but that is me...hehe)


    Wait, I'm trying to figure out the logic of this... For full loot what-you-see-is-what-you-get when you kill a mob, the game must be permadeath? Where does this logic come from?


    "By the data to date, there is only one animal in the Galaxy dangerous to man, man himself. So he must supply his own indispensable competition. He has no enemy to help him." -Lazarus Long

  • PrecusorPrecusor Member UncommonPosts: 3,589

    Originally posted by Anofalye
    Originally posted by sempiternal
    No, if a player gets the benefit of using an item then they should also risk losing that item when they die.  random loot for killing anything including a player is lame. Long ago, I used to appreciate how Ultima Online had a what-you-see-is-what-you-get looting system for both NPCs and players. Whatever a player was carrying is exactly what would be on their corpse.  It brought risk to using powerful or expensive items and as a result players used them sparingly. If an NPC was in a full set of plate armor and using a hatchet to fight with, then when you killed him you would get the exact set of plate armor and hatchet he used, including any items he had looted or been given. Now you get random loot, insurance money and junk. See the difference?


     Snip



    Those rulles apply to EVE.. and its doing quite well for a space MMO.


  • DarktaniaDarktania Member Posts: 805



    Originally posted by SnaKey




    Originally posted by wjrasmussen
    I served in the Navy for seven years kid,

    First off... How that relates to gaming or what the previous poster said is beyond me.

    Secondly, you served in the NAVY.... Hello? Wtf.
    lmmfao.



      Yep he served in the Navy. Maybe you should start by thanking him for his service rather than laughing. If it wasnt for vets like him you wouldnt have the freedom to play these games.

    image

  • AkunaiAkunai Member Posts: 138

    Getting or losing loot is usually a substitute for a good pvp system.  If you aren't having fun with the mechanics of pvp, you may get a thrill from risking your gear etc.  At least that is my opinion.

    I've played in PvP where I lost full loot and where I lost nothing.  While I admit there was always a thrill when it came to full loot, it wasn't really the most fun.  I had the most fun when I could actually outplay the opponent using mechanics.  When the mechanics are good and allow you to use some quick thinking and skill, that is always better than just plain risk/reward.  Now if there was a game that had full loot and actual fun and complex pvp, that would be great. 

    Full loot isn't a neccesity for fun pvp, it's just an option.  At the same time, full loot would just have people banking/lockering their good gear to pvp.  You'll randomly get the, "OMG this guy had a X on him!", but those are rare or for gankers/griefers. 

  • DarktaniaDarktania Member Posts: 805
      Theoretically speaking, Full Loot PvP games should be a great experience. But that unfortunately isnt realistic. Games like that are dominated by Pre-pubescent foul mouthed kids with inferiority complexes that delight in nothing more than to grief others. I wish there was a way to have a game that was entirely age 21+. Kids just ruin everything. Especially this message board.

    image

  • osc8rosc8r Member UncommonPosts: 688

    Originally posted by Darktania
      Theoretically speaking, Full Loot PvP games should be a great experience. But that unfortunately isnt realistic. Games like that are dominated by Pre-pubescent foul mouthed kids with inferiority complexes that delight in nothing more than to grief others. I wish there was a way to have a game that was entirely age 21+. Kids just ruin everything. Especially this message board.
    Seems like you have had completely the opposite experience with
    communities in PVP games than myself. Infact i find games withOUT FFA
    PVP + loot to have the WORST online communities - as there is no consequences for peoples actions.



    Eg WOW, every kiddy and his barbie doll are playing that game. There is
    l33T talk spammed in every channel, and everyones in it for themselves
    and themselves only. People will often only group with you until they
    finish their quest, and then they are gone - group disbanded, leaving
    you to find another person to group with. Not to mention the amount
    smack talk left right and centre and there is nothing that can be done
    about it - you can't exactly do anything to them can you?



    There is no real 'trust' in these [pve] games either as really, there is nothing to trust people with?



    In FFA games there is usually a strong bond with fellow guildies, as
    you're pretty much trusting them with your life - their enemy is your
    enemy, and your goals are often the same as you fight side by side and
    will often die side by side.

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