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????
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.
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.
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.
0
axer128Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc 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.
notmuchleftMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc 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!!
<meme removed per RoC>
Only two things in this life are infinite. The universe and human stupidity, and I'm not so sure about the former. ~ Albert Einstein
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????
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).
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.
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.
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!
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.
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.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community 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.
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...
I love it. What would you suggest - run over or "F" is fine with me.
Genus Draco Fad and the Muster@Jintortle
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
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.
Everything works out in the end . If it hasn't worked out yet, it isn't the end...
Comments
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????
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.
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.
-Epic Dread Vault Crushed.
Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)
<meme removed per RoC>
Cause its exciting.... Giggady!!!
I was laughing because every time I killed something, all the loot would go flying off the planks into oblivion.
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).
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
Looking For Reviews For Your Foundry Quest?
Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
[SIGPIC][/SIGPIC]
Campaign: The Battle of Neverwinter - NWS-DOQXFA4ZD
Prologue: A not so simple plan - NW-DCJG75B9D
And if you notice the lockboxes don't have the "loot splatter" effect. They don't want those money makers flying over a ledge.
@headlesshorseman
Neither do the Seals.
I think if seals landed where players couldn't access them they would riot :eek:
@headlesshorseman
No thanks. I don't need millions of Need/Greed boxes cluttering up my screen in combat.
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.
. . . . . 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.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)