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Change the loot lockout time for items on the ground, its far too long


LoreChief

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The ground is constantly littered with items not being picked up by whoever owns them.  Some players can be seen anxiously bending over nonstop trying to pick these items up, because clearly they value them more...

 

Can you change the loot lockout to like 30 seconds or something?  It's like 5 minutes right now or whatever, pretty ridiculous.

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Part of the problem is that in these dense loot situations, you can't even grab your own loot because of all the surrounding loot.  You either mash your looting button and get stuck trying to pick up nearby items that aren't yours, or you have to surgically pinpoint your own loot on the ground with the mouse to try and claim it.  It wouldn't be a problem if we could just pick up the other loot around it that the original owners clearly don't care about.

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If they have the ability to make a distinct self-only loot skill, then by all means.  It seems like that would require a more complex approach than just having autoloot though.  There are definitely a lot of solutions for this - in the immediate future though the best bandaid would be reducing the loot lockout time.

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I think auto looting should be a thing. Picking up loot is a pain, and way too many items all over the place that have to be networked to so many people, because apparently nobody picks anything up. It's also irritating that picking things up doesn't prioritize items that you can actually pickup, rather it just goes for the nearest item.

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23 minutes ago, lazypenguin said:

We agree the lockout is too long, we are going to look into it. Also it seems first hit is too powerful, even if you do most of the damage first tag locks the drop.

A lot of players tag the mobs then leave it for others to kill as well

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46 minutes ago, lazypenguin said:

We agree the lockout is too long, we are going to look into it. Also it seems first hit is too powerful, even if you do most of the damage first tag locks the drop.

I don't disagree, but I will say that emphasizing damage done instead is just going too disproportionately impact less-meta-DPS classes.  "You got first hit and did a decent amount of damage, but you are just a cleric so we reward the loot to the Bourg instead!"

If the end goal is to make the system as fair as possible, it needs to be a completely different system.

Perhaps...

  1. For Boss mobs (Kings, Queens, etc) - everyone gets loot so long as they or their party have contributed X% of damage done to it.  For example, if 50 solo players go after an Aqua King, only those that did at least 10% of its HP get their own respective loot.  This requirement maintains if you are in a party as well, to emphasize partying more.
  2. The loot drops are for each player/party that met the criteria.  So if your group had 5 people in it, and you had enough contribution, each of the 5 gets their own singular random loot roll from the boss.  It is automatically deposited into inventory instead of dropped on the ground.
  3. For non-boss mobs, it remains with first-tag system, but the loot drops on the ground.  After 45s if you don't pick it up, it becomes free-for-all.  It's not loot theft if you simply didnt choose to pick it up before it became available.
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2 hours ago, lazypenguin said:

We agree the lockout is too long, we are going to look into it. Also it seems first hit is too powerful, even if you do most of the damage first tag locks the drop.

The first tag on quest mobs is also a thing right. It might be an idea to change that as well. That everyone who have hit the quest mob gets credit for the kill and quest item, but not necessarily the dropped items. Otherwise you will always get a group of players who are standing in a queue to slaughter the quest mob. Which is not a very fun game mechanic, if you ask me.

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