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Here is a thought, somepeople are concerned that Full looting will ruin this game. I do not quite agree.
However, I DO agree that it should take a time to loot someone. Strange though, but imagine you just killed some dude, and now you're sgonna strip all his crap off of him...has anyone here tried to remove the clothes or armor fromsomeone who is complete dead weight. It must be a real chore.
maybe this could act as a deterent to spiteful looting. I mean, if you really want a person sum-total possessions, you can take em...but it takes some time to get them from the body...time you could be spendinging on your next kill. etc. So maybe, people will take less items. or just ones that are useful to them, rather then taking EVERYTHING in one nanosecond just to be an ass....then throw it away.
I dunno. maybe a time delay for each item removed from the corpse that you just stand there, vunerable? Opinions, just kickin random though around while i work.
Frank 'Spankybus' Mignone
www.spankybus.com
-3d Artist & Compositor
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It could take ten minutes to an hour or more depending on what armor type you are wearing and who much help you had. In real life that is, good thing we don't all still wear platemail.
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This full loot pvp system stuff is getting silly now. It's real simple, if you decide to go out and plunder and adventure, make sure you don't have anything on your person that you really want to keep knowing it will get looted if you get taken down.
All items in game will be player made and sold i would assume for a very reasonable price. If you die at the hands in pvp, it won't take very much to get it back. The full loot system makes the player become a better player and makes every action that more important before doing it.
You may be on the losing end one day, learn from that and be on the winning side looting whomever you just beat in a confrontation.
So yes, it will suck to be beaten and then looted, but this mmo is about confrontation and enjoying the spoils of war.
It is about what the player want's to do which is slightly different.
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Sorcery must persist, the future is the Citadel
Delayed looting sounds like a good idea in theory but it would hinder the game overall i think. What the dev should be focusing on is making sure no loot bots are running rampid as that really pissed me off while i was still playing uo.
I used to play a MuD (Multi-User Dungeon) that took care of this very problem. With instant looting all gear if you set up a command trigger to auto-loot on the death of *alien* it was whose computer was fast on who got the loot from the kill.
The admins put in that you had to have a free hand or 2. If you had 1 free hand you looted so quick, and with 2 you looted quicker. Still timed delays between each loot grab so that both sides if prepared could still get loot back. Now this was a much quicker version of pk than any other game I have ever played due to the enviroment, but none the less it was a very interesting fix with no player disliking it who had played it.
If they implemented something like that it may help to give fair chances to all those around etc...
Though I don't expect anyone who hasn't played a pvp mud to understand really how quickly the stuff happens. None the less it would work if implemented correctly as people could always set up scripts to loot which just ruin the game anyways.
I totally agree with this idea, and can take it to another level with some of the other ideas on this thread.
1. Hand-carried items can be looted almost instantly (e.g. the sword dropped on the ground), but you need to have one hand free. And if you want to take his sheath, you need extra time. If you don't you cannot put the weapon in your inventory.
2. Boots, gloves, helmet can be removed in 5 seconds, but you need to have both hands free.
3. Pants and Chest pieces take 30 seconds each to remove...both hands.
etc.
Another idea would be to make it so that the exact quality or nature of a weapon would not be automatically apparent, and easier to determine if the character has an appropriate skill to uncover certain features. For example:
This way, figuring out what you want to take, and what you want to leave behind will be more involved than just clicking on something.
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im to lazy too use grammar or punctuation good
Delayed looting sounds like a pain in the neck IMO.
The risk-vs-reward system kills whatever problems are predicted to arise from player looting. Even if there are super-valuable/powerful items in the game.
Everyone takes a risk by using good items, everyone can potentially get a reward if they kill people who have good items.
Risking a rare/powerful item is offset by the advantage you get by using said superior weapon.
If "some people" don't like the idea of full loot, there are 342453456 other cookie-cutter MMOs out with no player looting. We shouldn't alter Darkfall's unique system for them.
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Darkfall wins. Vaportrolls lose.
Just limiting carrying capacity/cargo space would make it so people would have to be choosy in what they take. Even the classic weight system would work. Weapons and armor are not the lightest or smallest things to have in a pack. I also like the idea of having the quality of the items not being apparent. You could use an identify system like D&D or a trade skill like what was mentioned prevoiusly.
I dont see the point at all in this at all or why you would event want it , looting a player should be no different than looting a npc , you kill it loot and move on .
If you are out in the wild and get killed your stuff is gone , and no one is gone be looting in the middle of a fight untill its over unless its quick on the run , no time to inspect the items when fighting/running. People are not going to be doin to much looting in siege/mass pvp till its over cause it will leave them easy to kill, and the people who do chose to loot will fill up realy fast . After the battle is over , to the winner goes the "loots" if they want it , or to the lucky guy who stubles onto a battlefield of bodys and scavenges him self a bag full of gear.
STOP trying to think of ways make it harder to loose your items , if you die and the player who killed you choses to take your stuff its gone get over it or hunt them down and get it back, doest matter if it takes them 2 second or 2 minuts to loot it whats it gonna help. Yes some people will loot every single item you have just to be an ass and go sell/destroy/use or give to a friend , GET OVER IT.
You craft/buy you a set of "steel armor" and go out looking for action , you kill someone and take thair gear and put it in your bank now you have 2 sets of armor /weapons. You go back out and get killed and looted so you put on your spare gear and go looking for him , you get killed/looted again now you have nothing, big deal looks like its time to buy/craft some more "steel armor" . This isnt epic land were we spend weeks raiding for uber loots, why are people so worried about loosing their gear.
It's an interesting thought but a rather tedious one and from what I've seen I would guess theres already a method in place to slow down the looting process.
Take a look at how they are doing the bags. They are not slot based. what this means is that they will work like they did in UO and objects can be stacked on top of each other.
Now this doesn't really affect your idea much but it does take a different approach to looting the items in someone bag and it also means that you'll likely need to drag and drop items individually from the killed player or mob to your bag.
Furthermore because the bags can be configured however you want you could possibly hide valuable items underneath other items in the hopes that they are overlooked or that the other player won't have the time to dig through your bag to find your stuff (like material components for your spells or crafting mats)
i didnt read anything but the subject and with that said NO!!!!!
Take a look at how they are doing the bags. They are not slot based. what this means is that they will work like they did in UO and objects can be stacked on top of each other.
Now this doesn't really affect your idea much but it does take a different approach to looting the items in someone bag and it also means that you'll likely need to drag and drop items individually from the killed player or mob to your bag.
Here's a thought, some people are concerned that people wanted everything changed before release will ruin the game.
If it does work like UO and you have to drag n drop then that is more than enough. It's quite hard trying to selectively loot someone while their buddies are chasing you around, and if you didn't have any buddies around then you're gonna lose your stuff anyway..
Take a look at how they are doing the bags. They are not slot based. what this means is that they will work like they did in UO and objects can be stacked on top of each other.
Now this doesn't really affect your idea much but it does take a different approach to looting the items in someone bag and it also means that you'll likely need to drag and drop items individually from the killed player or mob to your bag.
Here's a thought, some people are concerned that people wanted everything changed before release will ruin the game.
If it does work like UO and you have to drag n drop then that is more than enough. It's quite hard trying to selectively loot someone while their buddies are chasing you around, and if you didn't have any buddies around then you're gonna lose your stuff anyway..
If you do actually have to drag and drop items one at a time, that's more than adequate to accomplish the same thing.
I still think there should be restrictions on when you can loot, but perhaps something as simple as not being able to do it while in combat is good.
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im to lazy too use grammar or punctuation good
There's 2 key elements that they haven't released yet that are key elements to both playing AND looting...
** how large is your inventory space? determines how much loot you can carry...
** do items have weight, thus you have to be strong enough to carry all the weight., or you can't grab it...
Just wait and see how they implement looting before you start to complain about it. I'm looking forward to it, I used to play UO quite a bit in the day and was disappointed the way they finally started deturring PK's (player killers aka PvP).
I would see the time limits on looting off a dead player a detterent to bots and griefers that just want to spawn kill or camp noob areas taking thier gear so easily with that time limit at least if these guys were foolish enough to stay in the area you could get a group of people and go back and wipe them out and get your gear back. I think the is the basis of why timed looting is in the mechanics to keep complete asshats from ruining the game they have to wait if noone comes back for their stuff then by all means by the end of the timer loot the stuff and move on but if you think your going to camp an area and prey on noobs its not going to happen that easily be prepared for a return visit from the people you griefed.
if they really want to protect the noobs from spawn killers, make it so there's a noob status that fades off after a predetermined time frame or after your skills advance to a certain point. During the noobie status you can't be attacked UNLESS you perform an agressive action
In a game where you don't have a character level showing, your attacker might be in for a little suprise when they attack someone in a noob area.
They could implement a timer that while its counting down only 2 people can loot the body, the person who killed it and the person that it belongs to, after that anyone can loot it...
With a game that appears to of been inspired by Ultima Online, I'm willing to guess that PvPers will be of an evil alliance if they attack their own race or friendly race, so not just anyone can do it. This way you won't be fearing for your life everytime you are around a group of people, just be aware that there are enemy races/cities that could attack you...