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Player Looting is a Deal Breaker for Me

13

Comments

  • KyleranKyleran Member LegendaryPosts: 44,060

    kaiser3282 said:

    One thing to keep in mind, which people who aren't used to these types of games fail to grasp so often, with player looting games is that gear is expendable. You aren't going to "spend days making great items" in most cases. You may invest quite a bit of time getting your crafting skills high enough to make those great items, but for the most part once you reach that point making them takes pretty minimal effort. After a couple months the game tends to become saturated with at least "good" if not "great" gear to the point where your average player has dozens, sometimes hundreds of backup sets. 

    This wins the thread....

    DaoC is a great game however, you could be killed and be back on the battlegrounds in seconds. Now some of you don't mind "Agent Smith" encounters but please try to understand the logic behind partial looting, even if you don't agree with it.


    Seconds? Not unless you got a rez, otherwise you were out of the fight for sometimes quite a while.

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  • Xeno.phonXeno.phon Member UncommonPosts: 350
    I love full loot pvp myself, but will never play pvp games anymore because of the abject lack of anti griefing systems from most pvp games. Combine that with 0 safe areas and you have a recipe for troll soup.

    Would like to see some form of punishment built in for griefers, like bans or perm jail time in game. It should be a 0 tolerance approach for griefing by game companies and for the most part they just dont seem to care.




  • HEISTTHEISTT Member UncommonPosts: 20
    edited November 2015
    The game looks fantastic. I love deep challenging crafting. I simply cannot accept being ganked and having my hard work stolen from me. I wish I could consider the game but I simply refuse to subject myself to gank squads. I have played DAOC for over 10 years. My wife still plays.I'm addicted to realm vs realm warfare. Just not gankers taking my hard work away from me and wasting the days I spent making great items.
    I hope this feature is reconsidered.


    TLDR: Get over your misconceptions about how important gear is. These aren't gear based games, they're skill based filled with expendable gear that only offers minor advantages. You will lose it one way or another. Rule #1 in these types of games: Don't go out in stuff you can't afford to lose.
    Just wanted to highlight this in case the OP returns to his thread or reads it in silence.

    - Gear is expendable.
    - The time you invest into crafting usually translates into your products being of higher quality (in terms of damage stats, durability stats, protection stats, offering unique skills or a combination thereof).
    - Full loot mechanics (and degrading gear/durability loss) actually support crafters; people constantly need the services of a good crafter. 

    If I were in your position, the only concern I would have is: Are my crafting skills relevant? Can anyone become a master craftsman (produce products of equal quality) AND have the best combat skills available simultaneously? In other words, if I understand you correctly, you would appreciate an environment where there is either A.) a Skill cap in place to prevent people to master everything, or B.) Have an insane grind/diminishing return system in place for players that 'cross-train'.

    TL;DR - The Full Loot aspect of a game is (in most cases) not your enemy, but one of your closest allies.
  • ber_linber_lin Member UncommonPosts: 37
    Xeno.phon said:
    I love full loot pvp myself, but will never play pvp games anymore because of the abject lack of anti griefing systems from most pvp games. Combine that with 0 safe areas and you have a recipe for troll soup.

    Would like to see some form of punishment built in for griefers, like bans or perm jail time in game. It should be a 0 tolerance approach for griefing by game companies and for the most part they just dont seem to care.




     Gloria has a few safe zones for players, and guards go after players who kill their own countryman.

    Due to the fact that there is a pvp dynamic that pits players against each other inherently(Factions), there is really no benefit from just killing the random friendly player. As there are always enemies to find and kill. Also if players kill their own countryman they not only get attacked by guards, but also, for 10 minutes, if they die, are lootable for an entire minute. Making there punishment for death much more severe than the average person, and the person he assaulted.


  • AntiquatedAntiquated Member RarePosts: 1,415
    I preferred breakage. Performs the same function (keeps equipment rotating) but doesn't reward asshatery.
  • ElElyonElElyon Member UncommonPosts: 219
    I preferred breakage. Performs the same function (keeps equipment rotating) but doesn't reward asshatery.
    ^This and I agree 100% with the OP. But I am a solo player 99% of the time and that is why I get ganked all the time.
    This type of game play is only good for people who group most of the time. If you are caught alone you are dead. Not fun for me.
    I think this game will still do very well though and I hope it does. I love the direction they are going but this looting this is a game breaker for me too.
  • DrDread74DrDread74 Member UncommonPosts: 308

    The problem with these looting systems is that there is no way to simply "rob" someone of a small amount of stuff, you have to KILL THEM and take EVERYTHING. That's never fun and if you make a system that "punishes" players for doing it, it REALY SHOULDN'T BE IN YOUR GAME TO BEGIN WITH.

    You can make a mechanic that makes it fun and not annoying for a thief to pickpocket people of small amounts of stuff and perhaps build a crime score that make it harder and harder for them to do it in a short time. Then get caught stand trail, ya know, Role-playing Games.

    Make it VERY BAD to kill someone outright, but a slap on the wrist for mugging them and "mugging" takes a tiny piece of what you're carrying and essentially stuns you for a short while your attacker is now "wanted" for some time and can't really do it again without a lot more risk. Hell give the muggee some XP that can't be abused because you could of made more XP doing something else then setting up a mugging with your second account.

    If  you're going to cater to the "Player Killers" you have to put tools and mechanics into the game that allow them to do what they do in a way that is fun part of the game


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  • Dagon13Dagon13 Member UncommonPosts: 566
    ber_lin said:
    Dagon13 said:


    All a game needs to support players like this is a functional economy. Which Gloria design already shows will be something that is supported. And there will be places where these players can be safe.

    Also, the gsme is not full loot. It's only partial loot. Players have a finite amount of time to take your items, therefore you do not lose everything upon death.

    Systems like this were used in traditional rpgs and they were very popular.  A partial loot system creates a sense of loss,  but not so devastating that a players drive is stolen. On the contrary,  it enforces most players as its a goal to be reobtained.

    Also, coupled with how gear is looted, awarded through daily events, and I imagine later through quests, as well as crafted goods, players will be able to focus on the main aspect of this game, the pvp.


    Pvp is a big focus of this game, thE design is set in such a way as well, thar pvp is rewarding in its self, so theRe will be plenty of separation between hunters and fighters based on geographiy. Pvp will happen around capturable towns, and gather is done in the areas all over the map. So a player has choice of what they want to participate in.

    Also, games like this are about planning, strategy, and tactics.  So if you're running around by yourself with your best gear and tons of valuables. ..you deserve to lose them. This game teaches people weighing there options and making choices and paying consequences or reaping rewards based on those choices. 

    Without a looting system,  these choices will not pack the same punch as they could or should to evoke the proper player reaction. This game, is also for adults. Who appreciate these types of dynamics.
    I haven't followed much on this game so I don't know the intended mechanics.

    I'm reminded of early MO discussions revolving around supply caravans transporting goods through player run territories.  I always thought it would be cool to play as a hired caravan escort and defend the caravan when the merchant refuses to pay the border guards' (also players) tax extortion.  

    Of course I've never seen a system work out this way because most games are lolpvp.
  • BaitnessBaitness Member UncommonPosts: 675
    Dagon13 said:
    ber_lin said:
    Dagon13 said:


    All a game needs to support players like this is a functional economy. Which Gloria design already shows will be something that is supported. And there will be places where these players can be safe.

    Also, the gsme is not full loot. It's only partial loot. Players have a finite amount of time to take your items, therefore you do not lose everything upon death.

    Systems like this were used in traditional rpgs and they were very popular.  A partial loot system creates a sense of loss,  but not so devastating that a players drive is stolen. On the contrary,  it enforces most players as its a goal to be reobtained.

    Also, coupled with how gear is looted, awarded through daily events, and I imagine later through quests, as well as crafted goods, players will be able to focus on the main aspect of this game, the pvp.


    Pvp is a big focus of this game, thE design is set in such a way as well, thar pvp is rewarding in its self, so theRe will be plenty of separation between hunters and fighters based on geographiy. Pvp will happen around capturable towns, and gather is done in the areas all over the map. So a player has choice of what they want to participate in.

    Also, games like this are about planning, strategy, and tactics.  So if you're running around by yourself with your best gear and tons of valuables. ..you deserve to lose them. This game teaches people weighing there options and making choices and paying consequences or reaping rewards based on those choices. 

    Without a looting system,  these choices will not pack the same punch as they could or should to evoke the proper player reaction. This game, is also for adults. Who appreciate these types of dynamics.
    I haven't followed much on this game so I don't know the intended mechanics.

    I'm reminded of early MO discussions revolving around supply caravans transporting goods through player run territories.  I always thought it would be cool to play as a hired caravan escort and defend the caravan when the merchant refuses to pay the border guards' (also players) tax extortion.  

    Of course I've never seen a system work out this way because most games are lolpvp
    EVE has corps you can pay to transport that have their own security, but hiring security on its own is almost completely out of the question.  They will not escort you, as that is just asking for trouble.  They have their own much safer and better tanked transports.

    All that said, I want to once again remind everyone that we have this kind of gameplay in other games, and all those games are struggling greatly because of it.  It is NOT a good system.  RPGs are entirely about building your character, and the game providing a way for you to lose so much that you have built up through no fault of your own is just stupid design.  Full loot pvp makes no sense at all in an RPG, if you want that stuff play survival games.

    Like I went over in my earlier post, good PvP is just about impossible in a game like this because of how expensive it makes group engagements.  This will kill the game quite quickly if the devs don't change their minds.  Even the supporters of full loot PvP are not supporting the games that currently offer exactly that - they say they want it but do not put their money / time where their mouth is.
  • spikers14spikers14 Member UncommonPosts: 531
    Within the context of this game, looting other players makes sense. We can see plainly that many are against it, but I ask, how many have tried Gloria Victis? As a feature that will be in the game, how is opposing it going to help make a better game?
  • ber_linber_lin Member UncommonPosts: 37
    There is also durability loss on death in Gloria victis so crafters will be very used, the entire point of being able to loot people, is to increase immersion and to make a proper Risk vs Reward dynamic. Also to make fights more intense.

    And again, this game has factions, there is a proper outlet FOR pvp. Therefore, the amount of "asshatery" that will go into the game I'd imagine would be moot, since the fact of the matter is, you have MULTIPLE enemies to kill and take loot from. Also, it's loot that isn't inherent to your faction. 

    I understand the point of view of the people who don't want to be looted. However, I say that sadly that takes away from the risk vs reward dynamic the game is shooting for, and also takes away from the grouping mechanisms the game has. 

    MMO's are meant to be played in groups, not by yourself. However, gloria victis does offer solo player content as well, but only a player who is alert and aware of his surroundings. 

    This game is not going to be for everyone, it's too bad so many people can't get over being looted, especially in a game where loot is somewhat expendable. 
  • MothanosMothanos Member UncommonPosts: 1,910
    Remember you to can loot your enemy's.

    It makes for a very thrilling expirience when you go out there and keeps you on your toes.

    It also makes group pvp alot more intense as you are likely to play with much more caution and realistic approach as you know what the stakes are when you all die in battle.

    For me this adds another layer danger and excitment, its like Eve Online where with 1 mistake you can lose a gigantic worth of effort.

    So dont travel alone with expensive stuff and bond together when moving around.
  • AntiquatedAntiquated Member RarePosts: 1,415
    Mothanos said:
    It makes for a very thrilling expirience when you go out there and keeps you on your toes.
    "Thrilling," yup. That's the word we were looking for. Or maybe it was "Shitty."
  • ber_linber_lin Member UncommonPosts: 37
    Mothanos said:
    It makes for a very thrilling expirience when you go out there and keeps you on your toes.
    "Thrilling," yup. That's the word we were looking for. Or maybe it was "Shitty."
    It is a heart pumping experience when you get in a fight and know your gears on the line and you're wearing your good gear. That's a thrill, when your hearts pumping faster then normal. Just cuz you get upset when you die,  doesn't remove that thrill you had before. Unless you're one of those "oh I got attacked I might as well stand here and die." Which is what you'd do in a non loot game and just take your free teleport to town.
  • RevofireRevofire Member UncommonPosts: 269
    Yeah it sucks to be you. It's great to be me because it's a dealCLOSER for me. I wouldn't play it if it wasn't full loot.
    Change your thoughts and you change your world. - Norman Vincent Peale


  • PsyckedPsycked Member UncommonPosts: 110
    I have to also disagree with the author. Though it's no harm voicing one's opinion. These are core game mechanics. On the opinion alone and not taking sides... that could be like me asking for full loot in a WoW game. It's just not meant to be that kind of game and same with this one.

    So well opinions are always welcome, I feel this one is just not meant to do any good but spread raging and trolling.

    I am the Cannon Fodder God

  • HluillHluill Member UncommonPosts: 161
    edited December 2015
    I am having flashbacks to Mortal Online, another "Sandbox" MMO.  Why do Sandboxes require PvP?  Why can't Sandboxes support several playstyles?

    There are so many mechanical shortcommings to video-game mechanics, that I just can't take PvP that seriously.  Just the exclusion of realistic fatigue, perma death and mechanics that allows anybody to kill anybody (no matter the level or gear disparity) makes most PvP as cartoony as a Hello Kitty game.

    I hope the game does well, and it has a lot of cool stuff I would love to see in more MMOs.
    Post edited by Hluill on

    TSW, LotRO, EQ2, SWTOR, GW2, V:SoH, Neverwinter, ArchAge, EQ, UO, DAoC, WAR, DDO, AoC, MO, BDO, SotA, B&S, ESO, 

  • ber_linber_lin Member UncommonPosts: 37
    Hluill said:  Why do Sandboxes require PvP?  Why can't Sandboxes support several playstyles?



    You're arguing with you self with in that statement. Pvp is a playstyle. Gloria is focused on pvp, but has much more to it than just that. The AI is becoming very cool, with dialog as you're engaging them, grouping techniques, they use the same fighting mechanics as players would and they have specific behavior based on a number of criteria. 

    There is stamina to simulate fatigue as best you can. Perma death, It's a video game and that's a niche idea in games. Anyone can kill anyone in real life, or many other games. Not really sure how, since the game has realistic systems, it can be construed as cartoony.
  • HluillHluill Member UncommonPosts: 161
    edited December 2015
    ber_lin said:
    Hluill said:  Why do Sandboxes require PvP?  Why can't Sandboxes support several playstyles?



    You're arguing with you self with in that statement. Pvp is a playstyle. Gloria is focused on pvp, but has much more to it than just that. The AI is becoming very cool, with dialog as you're engaging them, grouping techniques, they use the same fighting mechanics as players would and they have specific behavior based on a number of criteria. 

    There is stamina to simulate fatigue as best you can. Perma death, It's a video game and that's a niche idea in games. Anyone can kill anyone in real life, or many other games. Not really sure how, since the game has realistic systems, it can be construed as cartoony.
    I guess you missed my points.

    I would love to see a game like Gloria Victis or Mortal Online without open-world PvP.  I am glad that many are fans of PvP MMOs.  I do not.  My experience has been that they favor top-tier gankers.  Because of game mechanics, I can't even fight back.  I don't enjoy playing a game that makes me feel like a sheep.

    I agree with the OP's frustation that there are some intriguing games out there but their PvP mechanics ruins them.  I am not arguing with anyone for liking Gloria Victis the way it is.  I am just frustrated by the lack of Sandbox MMOs for us "Carebears".

    TSW, LotRO, EQ2, SWTOR, GW2, V:SoH, Neverwinter, ArchAge, EQ, UO, DAoC, WAR, DDO, AoC, MO, BDO, SotA, B&S, ESO, 

  • kenpokillerkenpokiller Member UncommonPosts: 321
    edited December 2015
    Full loot games, best games!

    #CareBears

    Player-looting is the deal-sealer for me.

    Sway all day, butterfly flaps all the way!

  • kenpokillerkenpokiller Member UncommonPosts: 321
    edited December 2015
    One thing to keep in mind, which people who aren't used to these types of games fail to grasp so often, with player looting games is that gear is expendable. You aren't going to "spend days making great items" in most cases. You may invest quite a bit of time getting your crafting skills high enough to make those great items, but for the most part once you reach that point making them takes pretty minimal effort. After a couple months the game tends to become saturated with at least "good" if not "great" gear to the point where your average player has dozens, sometimes hundreds of backup sets.

    Hell in games like Darkfall (and will also likely be the case in GV after launch) it was common practice before going out into the world, as well as a mandatory thing to do before sieges for most clans, to prepare AT LEAST 10-20 gear bags that you can instantly throw on you and get back into the fight without having to restock. We're talking multiple weapons, full sets of armor, potions, food, spell reagents, etc. Dont have enough? You likely have a guy in your clan (I was usually that guy) who has a couple hundred spare weapons and armor sets they can pass around or at least sell you dirt cheap. Hell I had my inventory organized into various categories of "ready bags" with dozens on hand for multiple situations. PvE / grinding, villages fights, skirmish / random PvP hunting, city & hamlet raids, sieges, as well as different bags for different builds depending on what i felt like playing / was needed for that day or in case others needed some.

    Gear and crafting in these games is designed with these 2 things in mind, both revolving around the fact that you WILL lose your gear::

    1) Gear wears down and eventually breaks or becomes near worthless (with things like lowered max durability causing it to only last a very short time before needing repair, leaving you better off just replacing it) 

    2) PvP and looting are going to happen

    We're not talking about gear that takes huge investment. If you actually feel it is taking THAT big of a toll on you, then either you're using gear that you shouldn't be because you can't afford to keep a steady supply of it handy and / or you need to stop sucking. It sounds harsh, but that's the reality of it. If you're rolling around in high end gear and are still losing fights that often, then chances are you need to focus a bit more on improving your skills as a player. If you can't manage that much, then at least have the sense to seek out skilled players & guilds to join up with who can help keep you alive.

    Bottom line though is if you can't hold your own in a fight without crutching on gear, better be prepared to lose it quickly to someone who doesn't need any crutches. Skill will win over the typically very minor advantage given to someone in slightly better gear.

    TLDR: Get over your misconceptions about how important gear is. These aren't gear based games, they're skill based filled with expendable gear that only offers minor advantages. You will lose it one way or another. Rule #1 in these types of games: Don't go out in stuff you can't afford to lose.
    You, I like you
    have share of kill
    we got this

    im that special snowflake with the lvl42 gear you got through assloads of quests, craftings, skills and hours invested combined just so I can PK level 40 stuff all day 

    because mad PvP skills

    Sway all day, butterfly flaps all the way!

  • freakkyfreakky Member UncommonPosts: 113
    wyldmagik said:
    The game is obviously not for you then right?
    You like the idea of a game but not how it is set up so you want it to be totally different on the simple basis of you not wanting to play it with its rule set so it must be changed for YOU! o_O

    I never understand these posts, and they do nothing but twist devs when this shit is posted on mass causing the game to die later on and mainly due to forum whining.
    Why can't they just have different servers with different rule sets, like eq did. I agree with op but I'll still play likely. Pretty ez to find group to voip with these days too.
    Good lucks and have fun. 
  • kenpokillerkenpokiller Member UncommonPosts: 321
    Iselin said:
    Maquiame said:
    Camelot Unchained would be more up your alley perhaps, its basically DaoC 2
    It's definitely one I'm keeping an eye on.

    There's no denying the added realism of full-loot but I'm not sure the MMO masses can handle it without turning it into a cesspool. From everything I've seen in every online game I play, if it can be used to annoy others, it will be.


    Agreed.

    In 15 years of online gaming, it has happened in every game I played. It is a rule of the MMO universe: "If it can be exploited to annoy others, it will be".
    Reminds of stuff like "blue blockers" in Darkfall lol. For those who don't know what I mean:

    There were guard towers which would kill anyone who got flagged as a criminal / hostile within the limits of most cities. You would get flagged as a criminal for attacking or killing a blue (non-criminal) player, however if your clan was at war with another clan they were flagged as red to you ad you could attack them without being flagged as a criminal.

    So let's say you go into town and see a few members of an enemy clan hanging around. Too many for you to take on by yourself. Solution? Have a friend who is not in your clan, or someone on an alt that is not in the clan, come meet you. Run in and start attacking the enemy players, then when they try to fight back have your friend jump in the middle of it so that their attacks hit him. Instant criminal flagging and getting fried by guard towers. Free loot for you that you can just toss in the bank a few feet away before they can respawn and gear back up.
    Luring some gankteam in fancy af gear to your gankteam
    so we can gank the gankers whilst not getting ganked ourselves

    HOLY SHIT MAYDAY 
    THERES A CLAN
    SAVE YOURSELVES

    Sway all day, butterfly flaps all the way!

  • kenpokillerkenpokiller Member UncommonPosts: 321
    Dagon13 said:

    kaiser3282 said:

    One thing to keep in mind, which people who aren't used to these types of games fail to grasp so often, with player looting games is that gear is expendable. You aren't going to "spend days making great items" in most cases. You may invest quite a bit of time getting your crafting skills high enough to make those great items, but for the most part once you reach that point making them takes pretty minimal effort. After a couple months the game tends to become saturated with at least "good" if not "great" gear to the point where your average player has dozens, sometimes hundreds of backup sets. 

    This wins the thread....

    DaoC is a great game however, you could be killed and be back on the battlegrounds in seconds. Now some of you don't mind "Agent Smith" encounters but please try to understand the logic behind partial looting, even if you don't agree with it.


    What's interesting here is the elimination of the "crafting game".  I believe the people often referred to as "carebears" are made up of subsets of players including those who play predominately to gather and/or craft.

    Instead of justifying full loot PVP by explaining how the risk is minimized through low value goods, kaiser3282's statement actually highlights a second reason these players may not want to participate.  One being risk of loss through non-consensual PVP and two being unrewarding crafting systems.  Unless the actual act of crafting itself is somehow rewarding enough, there doesn't seem to be much reason for these types of players to play in such a game.
    I focus on gathering/crafting
    I will just straight up murder you and your friends if you think you can come near my gathering spot:3


    Wow I hate MMO's where people can shittalk on you all day whilst keeping everything to themselves and not a thing that can be done about it.
    Face me already

    oh and gems, precious gems
    i will find you
    I will take them from you

    Sway all day, butterfly flaps all the way!

  • CalexCalex Member UncommonPosts: 99
    edited December 2015
    I preferred breakage. Performs the same function (keeps equipment rotating) but doesn't reward asshatery.
    Breakage rewards throwing yourself continuously at others with no down side. I don't like a COD type game where you die respawn run to fight, die respawn run to fight etc... Gets boring really fast. If you have to spend some time acquiring some mats to make new armor you will be less likely to LEROY JENKINS and be more into playing tactical.
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