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Why does loot from killed mobs have to splatter all over the place

virtualcrackvirtualcrack Member Posts: 23 Arc User
edited July 2013 in PvE Discussion
why cant they just make the loot drop in a 2 tile radius?
its insane in a 20 tile radius all the loot splatters, onto doors,lamps,candles,rocks

just fix it make loot just drop in general 2-5 tile area the mob was killed in....
Post edited by virtualcrack on

Comments

  • virtualcrackvirtualcrack Member Posts: 23 Arc User
    edited July 2013
    why must the loot splatter all over the place??
    20-30 tiles?
    I mean on rocks,lamps,candles,doors,windows
    why not drop the loot in a 2-5 tile radius the mob was killed in????
  • cinj216cinj216 Banned Users Posts: 0 Arc User
    edited July 2013
    I know, right? Sucks when you spend more time chasing the drops down than you spent killing the mobs. Even worse, when your loot goes flying right off a cliff.

    There are so many ways they could improve the loot system overall, but a quick and simple edit of whatever values affect the spread of loot would be a welcomed change.
  • giggliatogiggliato Member Posts: 446 Arc User
    edited July 2013
    Why not just give us the option to place the loot into a loot limbo so that we can browse through our possible loot at our leisure. And decide whether r not to transfer the loot to our bags or sell it. What is bag space? NWO seems to think it is a cashgrab, but the idea of space does not need to apply here. At endgame most loot is Meaningless and its dropping merely takes up CPU cycles. All endgame loot should be gear currency, kill mobs earn seals.
  • timmbeertimmbeer Member Posts: 268 Bounty Hunter
    edited July 2013
    The game wants to make you see your purple drop from the endboss fly down the cliff, so you will spend Zen to exchange to AD to buy purple gear.
    "Lucky" is the new FOTM.
  • axer128axer128 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited July 2013
    This is getting addressed next patch, read the ntoes.

    Bosses will not longer fling there loot, will drop right on them so no chance it gets lost in a pit/wall.

    Trash mobs will continue to. Tho imo thats a good thing, because A: Its funny seeing loot fly about and B: Not a single trash monster in the gaem can drop anything of any real value thats important enough to worry about not getting.
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  • notmuchleftnotmuchleft Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2013
    I pi55ed myself laughing the first time i saw it, picturing this happening for real when you kill an orc or some such. Imagine the surprise when your killing blow results in a whole bunch of spring loaded loot flying out to the four corners of the earth!!

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  • garkwingarkwin Member Posts: 20 Arc User
    edited July 2013
    i totally agree. the splatter of loot all over the place sucks.
  • abombination247abombination247 Member Posts: 1,279 Bounty Hunter
    edited July 2013
    why must the loot splatter all over the place??
    20-30 tiles?
    I mean on rocks,lamps,candles,doors,windows
    why not drop the loot in a 2-5 tile radius the mob was killed in????

    Cause its exciting.... Giggady!!!
  • raath13raath13 Member Posts: 230 Arc User
    edited July 2013
    I was running a foundry quest yesterday, one that is set in the sky, often times on skinny boards.

    I was laughing because every time I killed something, all the loot would go flying off the planks into oblivion.
  • raath13raath13 Member Posts: 230 Arc User
    edited July 2013
    axer128 wrote: »
    This is getting addressed next patch, read the ntoes.

    Bosses will not longer fling there loot, will drop right on them so no chance it gets lost in a pit/wall.

    Trash mobs will continue to. Tho imo thats a good thing, because A: Its funny seeing loot fly about and B: Not a single trash monster in the gaem can drop anything of any real value thats important enough to worry about not getting.

    Well, I hope they make the bodies fade fast then. As it stands now, sometimes it's a pain to find whatever dropped (seals for example) underneath a dead dragon carcass (another example).
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited July 2013
    Loot-Splatter creates a time-sink (collecting the loot).

    Time-Sinks create an opportunity to make money - players will pay to avoid a time-sink.

    My first ever MMO was a "Korean Grinder" - Silkroad Online.

    They found a way to monetise "loot gathering", a pet - Monkey or Squirrel that collected all your loot for you. You could set it to collect just cash, or cash and loot. After a while any "uncollected loot" became free-for-all and the Pets would go wild running around looting everything.

    Used to cost about
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  • osiabunnyosiabunny Member Posts: 0 Arc User
    edited July 2013
    That is probably my main reason for not liking Free to play games anymore. What was once somewhat free feature is turned into cash cow. Over priced items leaves you feeling ripped off, Surprised this game hasn't locked content to the cash shop yet. At least this one still gives you a way to earn items on that cash shop when you are broke irl.
  • alaerickalaerick Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 166 Bounty Hunter
    edited July 2013
    cinj216 wrote: »
    I know, right? Sucks when you spend more time chasing the drops down than you spent killing the mobs. Even worse, when your loot goes flying right off a cliff.

    There are so many ways they could improve the loot system overall, but a quick and simple edit of whatever values affect the spread of loot would be a welcomed change.
    ^^ This and for that matter.. why must I press a button to pick up some stuff but not coins? Just make it all auto pick up please and thank you!
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  • zombieelviszombieelvis Member, Neverwinter Beta Users Posts: 9 Arc User
    edited July 2013
    why must the loot splatter all over the place??
    20-30 tiles?
    I mean on rocks,lamps,candles,doors,windows
    why not drop the loot in a 2-5 tile radius the mob was killed in????

    And if you notice the lockboxes don't have the "loot splatter" effect. They don't want those money makers flying over a ledge.
  • raath13raath13 Member Posts: 230 Arc User
    edited July 2013
    And if you notice the lockboxes don't have the "loot splatter" effect. They don't want those money makers flying over a ledge.

    Neither do the Seals.
  • zombieelviszombieelvis Member, Neverwinter Beta Users Posts: 9 Arc User
    edited July 2013
    raath13 wrote: »
    Neither do the Seals.

    I think if seals landed where players couldn't access them they would riot :eek:
  • tang56tang56 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2013
    alaerick wrote: »
    ^^ This and for that matter.. why must I press a button to pick up some stuff but not coins? Just make it all auto pick up please and thank you!

    No thanks. I don't need millions of Need/Greed boxes cluttering up my screen in combat.
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  • thejadeemperorthejadeemperor Member Posts: 0 Arc User
    edited July 2013
    Loot-Splatter creates a time-sink (collecting the loot).

    Time-Sinks create an opportunity to make money - players will pay to avoid a time-sink.

    My first ever MMO was a "Korean Grinder" - Silkroad Online.

    They found a way to monetise "loot gathering", a pet - Monkey or Squirrel that collected all your loot for you. You could set it to collect just cash, or cash and loot. After a while any "uncollected loot" became free-for-all and the Pets would go wild running around looting everything.

    Used to cost about

    SRO actually copied that idea from MapleStory. You don't need to like it but little monetization ideas like that can turn a low budget online game into a huge cash cow. MapleStory then got produced into big time TV program and nexon became a multi-billion dollar company.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited July 2013
    Patch notes from the test shard have something coming for boss loot splatter:
    • Teammates now have to roll for shards dropped by dungeon bosses, Bosses will no longer scatter their loot everywhere on death to reduce the chance of it falling off a cliff.


    . . . . . Personally, I feel they need to implement corpse looting or have them drop a corpse container while also still having a small loot splatter, for this would then feel more like D&D.

    Example:
    . . . . . Game generates loot, each piece of gear dropped should have a 50% chance to splatter and money should have a 25% chance to splatter. The allowed splatter radius should be reduced so that all loot drops within a 10 foot area of the place of death.


    . . . . . Loot splatter is not new to D&D Games in fact, it exists even in PnP D&D. I've played D&D for 20 years now, there have been very few times when all the loot is resting nicely inside a corpse - no matter what group I played with. Likewise, as a DM, I never place all loot from an encounter into the corpses. Players search the whole area of battle for fallen loot. It's not like loot magically clings to their owner, unless it's a magical item that specifically does that.
  • technoskaldtechnoskald Member Posts: 19 Arc User
    edited July 2013
    They took the "loot pinata" term a bit too literally.
  • seleen2seleen2 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2013
    Amen ... one of my top pet peeves for this game ... no idea what the rational for this is other than trying to irritate the heck out of players :)
  • xero30xero30 Member, Neverwinter Beta Users Posts: 7 Arc User
    edited July 2013
    They do it to slow down leveling this way you can enjoy the game IMO
  • mikabella2mikabella2 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited July 2013
    The preview shard patchnotes stated a coming fix for that, thank god :)
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  • armenuaarmenua Member Posts: 108 Bounty Hunter
    edited July 2013
    I think they should have an option for "loot all" -- and I don't think the bosses' loot is the problem. It's all the trash mobs. And maybe the trash mobs should drop some decent stuff, then maybe all the cheats to skip content wouldn't be bypassed in all the major dungeons...
  • jintortlejintortle Member Posts: 655 Arc User
    edited July 2013
    I love it. What would you suggest - run over or "F" is fine with me.
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  • silveralucardsilveralucard Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 410 Bounty Hunter
    edited July 2013
    well the reason is simple this game is almost for all public, you can think of it maybe as PG-13 due to violence, then in a real world kiind of thinking if you kill something with swords or the kind of power that we see in the game then a lot of blood and body parts will be flying around, so in this particular case you can think of it as an animation of killing, also i usually use an encounter for last hit XD makes the loot fly even more, so with a lot of loot around after a battle it really looks like total madness just happen and like an Eppic battle took place there (well if you imagine blood stains and body part around instead of loot) XD at first i was anoyed by the system but i started to like it once i imagine all like that.
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