I feel like drops should make sense in an immersive gaming world, which means "No" for me.
It makes it easy to get gear, though and is also already implemented in ESO (which I'm playing) and other games so it's not a new thing.
Still, I prefer loot make sense and honestly it pretty much never does/never has... lol.
Why? Is it so hard to believe that a spider has a 2-HD sword in its backpack?
And yes, personal loot is a much better system.
Honestly its all about perspective. I always figured the spider or w/e ate the adventurer who had that 2H sword and thus the sword ended up in its belly and upon killing it by slicing open its carapace, you behold your bounty as a very sticky and disgusting sword slides out along with a fully digested skeleton.
I feel like drops should make sense in an immersive gaming world, which means "No" for me.
It makes it easy to get gear, though and is also already implemented in ESO (which I'm playing) and other games so it's not a new thing.
Still, I prefer loot make sense and honestly it pretty much never does/never has... lol.
Why? Is it so hard to believe that a spider has a 2-HD sword in its backpack?
And yes, personal loot is a much better system.
Honestly its all about perspective. I always figured the spider or w/e ate the adventurer who had that 2H sword and thus the sword ended up in its belly and upon killing it by slicing open its carapace, you behold your bounty as a very sticky and disgusting sword slides out along with a fully digested skeleton.
That would be fine if you got human bones as a drop as well and an "eroded sword". A pristine sword from the belly of a venomous spider still wouldn't make sense without additional evidence.
But the devs just have to simply let you loot the fangs... "Spider Fangs of Induced Poison" and swing those around like a dagger. Oh and the spider probably has two fangs. So you get two drops. Simple and no leaps of faith to ruin immersion.
While it sounds nice on paper, this is yet another way of separating player interactions in an MMO.
Rolling for loot was another way players interacted. MMOs used to be about interacting with other players, for good or bad. Basically about getting along and finding solutions amongst the players. Were there cheaters (choose "need" instead of "greed" on a loot roll)? Of course. This is were reputation came into play. Choose "need" enough times and players would stop grouping with you.
But no. Players today have lost the ability to "work things out" and run crying to the developers to "fix it!" Well done
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
"No (I want to earn my item I am looking for it and takes away the sense of accomplishment)"
Are you suggesting that /roll or DKP systems are the manner by which one 'earns' or gains a 'sense of accomplishment' when it comes to loot drops? If not, then can you explain how having a personal loot RNG lacks those aspects compared to a group loot RNG?
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
My gut tells me that personal loot is just another formula to slow down content consumption.. It's a numbers game to restrict how much content and gear is put out to the players.. Does it have some selling points? Sure it does, that is how you mask it's true intent.. Some will benefit from it, but overall in the end, it's not a perk for the players, it's a perk for the devs.. LOL
I like personalized loot because it takes human greed out of the equation. As an old raid leader, I can think of numerous times where players held a grudge against me because loot didn't go their way. Even if there are reasons to that, it's always subjective. It also allows raid loot or group loot to be a little more common and a little lower quality. You can get loot more often though it doesn't necessarily have to be out of this world all of the time. I think it's a win/win for players.
While it sounds nice on paper, this is yet another way of separating player interactions in an MMO.
Rolling for loot was another way players interacted. MMOs used to be about interacting with other players, for good or bad. Basically about getting along and finding solutions amongst the players. Were there cheaters (choose "need" instead of "greed" on a loot roll)? Of course. This is were reputation came into play. Choose "need" enough times and players would stop grouping with you.
But no. Players today have lost the ability to "work things out" and run crying to the developers to "fix it!" Well done
MMO's used to be about community. I remember back on Everquest on the Karana/Rathe server there was a black list. That blacklist consisted of players who did ninja loot, and did other absurdly bad things. After a while no guild or group would play with them. I still think server reputation should have meaning.
However, I still feel that Personal Loot still maybe a viable fix to help downtime to decide who gets an item as well as negates the ninja looter. Personal Loot can still work in a very group centric format. More group heavy based games will usually have a better community than solo based mmos from my experience anyways.
To me it seems as if Personal Loot is a system of luxury and one less headache in the game.
Only issue with personal loot is i get a lot of items that i have no use for that someone else may have been able to use. Other than that its worked well.
It is a REALLY dumb idea and just Blizzard further removing the plausible realism of a rpg from the game.
They already have so many anti rpg aspects,they should remove the title form their game.Also not just Blizzard but ALL games,i want to see mobs drop what they are using not some unrealistic phantom object like a Mount,that is just beyond dumb.
If you have separate loot tables it is like your not even fighting a creature but just a placeholder with stats,then roll loot table,very unrealistic and again DUMB.
Blizzard is dumping mechanics into a game nothing more,they are SUPPOSE to presenting a plausible RPG experience not following around yellow markers over NPC heads or Dungeon finders or separate loot tables,imo a VERY amateur game designer,more money than brains.Oh we forgot auto level 90,so you have a BRAND new player and he is already a full fledged FANTASY Warrior,how non plausible...again,.
Blizzard has not created problems in just their game but the entire industry is no longer trying to create rpg's but instead toss in whatever someone might want because it sells.That's why we have a Fantasy setting with dance clubs and Choppers and Skateboards and whatever else we have seen of late added to our rpg's,it is really looking pathetic.
Never forget 3 mile Island and never trust a government official or company spokesman.
I like the concept, helps eliminate any drama which is always good. Also with flex raiding does not hurt bringing in a PUG/non-guildie to help out on those days you might not be able to raid because of RL issues for guildies.
I would like it better if you could give the loot to others in the raid if you get a piece you don't need and someone else does.
While it sounds nice on paper, this is yet another way of separating player interactions in an MMO.
Rolling for loot was another way players interacted. MMOs used to be about interacting with other players, for good or bad. Basically about getting along and finding solutions amongst the players. Were there cheaters (choose "need" instead of "greed" on a loot roll)? Of course. This is where reputation came into play. Choose "need" enough times and players would stop grouping with you.
But no. Players today have lost the ability to "work things out" and run crying to the developers to "fix it!" Well done
That all went out the window once cross-server grouping became available. Now people can act like idiots through the whole run and roll need on every single drop without consequence because no one in the group will ever see that person again. That's why personal loot is a good thing.
I think, i don't like personal loot because, when you play MMORPG, you need to earn gold for your equipment. Also, some MMORPG has a site where you can sell you gold to other player via real money. So, some player are greedy to get items that is precious. I think, personal loot is a problem. Just for me.
What happened to the concept that we join a 40 man raid so we can down a boss with 39 of our guild mates for the challenge and the fun? This is the problem with modern MMOs it's all about loot... carrot and stick. Nobody does raids anymore so they can say "Yeah, we downed the Almighty Godslayer of the Heavens... it was an EPIC FIGHT!!! Most fun I've had for ages". No, now it's all about "Yeah downed this boss, forget the name... got some cool new boots though".
Personal loot is just another step away from Immersion, and since that is the direction of mmog, I guess its the natural thing. Another tech solution to make games more digestable and solo friendly. It is great times indeed.
While it sounds nice on paper, this is yet another way of separating player interactions in an MMO.
Rolling for loot was another way players interacted. MMOs used to be about interacting with other players, for good or bad. Basically about getting along and finding solutions amongst the players. Were there cheaters (choose "need" instead of "greed" on a loot roll)? Of course. This is were reputation came into play. Choose "need" enough times and players would stop grouping with you.
But no. Players today have lost the ability to "work things out" and run crying to the developers to "fix it!" Well done
Yes, it sounds nice on paper, and it is nice in practice. And yes, it is another way of separating player interactions when such interactions are no longer deemed desirable.
So what is the problem?
Players do not lose the ability to "work things out" .. they just don't feel like doing the work to "work things out" in an entertainment product. And why shouldn't devs take away something that is not desirable?
I don't play MMO's for loot, so for me it makes no difference at all. To me it's definedtly not a solution. Is it a problem then ? Probably not. I don't see it as a big improvement though.
"Personal Loot" the next MMOs are going out of their way to destroy sense of community straw man.
Don't lie to yourselves. The community destroyed the sense of community when they bought games that had easy solo leveling. That is the single reason that games feel "single player".
Yes I like personal loot. NO I didn't vote because there hasn't been a "fair" RNG made yet. Unless of course you actually roll, balanced dice in physical space.
While it sounds nice on paper, this is yet another way of separating player interactions in an MMO.
Rolling for loot was another way players interacted. MMOs used to be about interacting with other players, for good or bad. Basically about getting along and finding solutions amongst the players. Were there cheaters (choose "need" instead of "greed" on a loot roll)? Of course. This is where reputation came into play. Choose "need" enough times and players would stop grouping with you.
But no. Players today have lost the ability to "work things out" and run crying to the developers to "fix it!" Well done
That all went out the window once cross-server grouping became available. Now people can act like idiots through the whole run and roll need on every single drop without consequence because no one in the group will ever see that person again. That's why personal loot is a good thing.
Don't lie to yourselves. The community destroyed the sense of community when they bought games that had easy solo leveling. That is the single reason that games feel "single player".
Pretty much this.
If the core audience do not want community and socializing in games, developments will provide games that make those things optional (or even eliminated).
Comments
Honestly its all about perspective. I always figured the spider or w/e ate the adventurer who had that 2H sword and thus the sword ended up in its belly and upon killing it by slicing open its carapace, you behold your bounty as a very sticky and disgusting sword slides out along with a fully digested skeleton.
That would be fine if you got human bones as a drop as well and an "eroded sword". A pristine sword from the belly of a venomous spider still wouldn't make sense without additional evidence.
But the devs just have to simply let you loot the fangs... "Spider Fangs of Induced Poison" and swing those around like a dagger. Oh and the spider probably has two fangs. So you get two drops. Simple and no leaps of faith to ruin immersion.
While it sounds nice on paper, this is yet another way of separating player interactions in an MMO.
Rolling for loot was another way players interacted. MMOs used to be about interacting with other players, for good or bad. Basically about getting along and finding solutions amongst the players. Were there cheaters (choose "need" instead of "greed" on a loot roll)? Of course. This is were reputation came into play. Choose "need" enough times and players would stop grouping with you.
But no. Players today have lost the ability to "work things out" and run crying to the developers to "fix it!" Well done
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
"No (I want to earn my item I am looking for it and takes away the sense of accomplishment)"
Are you suggesting that /roll or DKP systems are the manner by which one 'earns' or gains a 'sense of accomplishment' when it comes to loot drops? If not, then can you explain how having a personal loot RNG lacks those aspects compared to a group loot RNG?
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
https://www.therepopulation.com - Sci Fi Sandbox.
well, we don't use it for raids.
so, blizz didn't destroy anything, and if you think you did, you should search for the source of that problem in your position, not blizzard's
they added another feature, with is BY NOW MEANS an auto feature that has to be used.
"I'll never grow up, never grow up, never grow up! Not me!"
MMO's used to be about community. I remember back on Everquest on the Karana/Rathe server there was a black list. That blacklist consisted of players who did ninja loot, and did other absurdly bad things. After a while no guild or group would play with them. I still think server reputation should have meaning.
However, I still feel that Personal Loot still maybe a viable fix to help downtime to decide who gets an item as well as negates the ninja looter. Personal Loot can still work in a very group centric format. More group heavy based games will usually have a better community than solo based mmos from my experience anyways.
To me it seems as if Personal Loot is a system of luxury and one less headache in the game.
It is a REALLY dumb idea and just Blizzard further removing the plausible realism of a rpg from the game.
They already have so many anti rpg aspects,they should remove the title form their game.Also not just Blizzard but ALL games,i want to see mobs drop what they are using not some unrealistic phantom object like a Mount,that is just beyond dumb.
If you have separate loot tables it is like your not even fighting a creature but just a placeholder with stats,then roll loot table,very unrealistic and again DUMB.
Blizzard is dumping mechanics into a game nothing more,they are SUPPOSE to presenting a plausible RPG experience not following around yellow markers over NPC heads or Dungeon finders or separate loot tables,imo a VERY amateur game designer,more money than brains.Oh we forgot auto level 90,so you have a BRAND new player and he is already a full fledged FANTASY Warrior,how non plausible...again,.
Blizzard has not created problems in just their game but the entire industry is no longer trying to create rpg's but instead toss in whatever someone might want because it sells.That's why we have a Fantasy setting with dance clubs and Choppers and Skateboards and whatever else we have seen of late added to our rpg's,it is really looking pathetic.
Never forget 3 mile Island and never trust a government official or company spokesman.
I like the concept, helps eliminate any drama which is always good. Also with flex raiding does not hurt bringing in a PUG/non-guildie to help out on those days you might not be able to raid because of RL issues for guildies.
I would like it better if you could give the loot to others in the raid if you get a piece you don't need and someone else does.
Never forget 3 mile Island and never trust a government official or company spokesman.
That all went out the window once cross-server grouping became available. Now people can act like idiots through the whole run and roll need on every single drop without consequence because no one in the group will ever see that person again. That's why personal loot is a good thing.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
Yes, it sounds nice on paper, and it is nice in practice. And yes, it is another way of separating player interactions when such interactions are no longer deemed desirable.
So what is the problem?
Players do not lose the ability to "work things out" .. they just don't feel like doing the work to "work things out" in an entertainment product. And why shouldn't devs take away something that is not desirable?
This isn't a signature, you just think it is.
I don't play MMO's for loot, so for me it makes no difference at all. To me it's definedtly not a solution. Is it a problem then ? Probably not. I don't see it as a big improvement though.
"ruin" is just a matter of perspective and preferences.
You say "ruin", i say "improve".
"Personal Loot" the next MMOs are going out of their way to destroy sense of community straw man.
Don't lie to yourselves. The community destroyed the sense of community when they bought games that had easy solo leveling. That is the single reason that games feel "single player".
Yes I like personal loot. NO I didn't vote because there hasn't been a "fair" RNG made yet. Unless of course you actually roll, balanced dice in physical space.
And why cross-server grouping is a bad thing.
Pretty much this.
If the core audience do not want community and socializing in games, developments will provide games that make those things optional (or even eliminated).
may be for you. It is a great thing for me, and those who don't want to be constrained by server boundaries.