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Loot Pets and Crafting Bags as possible item mall considerations


Takeru
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Looting becomes a chore, especially when time vs zulie is a consideration. At the same time, a lot of the loot that does drop are also important to dealer/artisans as they are essential to crafting gear or material for later uses. With the amount of slots that we currently have, just farming only one mob, and only one type of mob will not allow you to collect every possible drop from that one mob.

For most players that aren't dealers transitioning to artisan, that means dropping something that is low cost in zulie for something that is worthwhile to pick up, a thick iron piece will be left on the floor as opposed to seeing a little angel feather or an ether that is on the floor based on zulie potential for the non-crafting build.

Other time considerations is that for those that want to keep these materials, but don't have room, it means going to a town with storage capabilities, which is few and far between.

At the same time, builds that require the uses of ammo have had to contend with material spots to begin with, making keeping materials that can be used for crafting harder to come by. Possible solutions for a fix to the quality of life in game, that isn't play-to-win, and can possibly be added to the item-mall for monetization:

1: Loot picking pets: they will help with picking up all the drops during an AoE grind session so that players can continue grinding instead of worrying about loot, common in a lot of mmos to make grabbing items less of a hassle. We already have pets or items to used as battle pets, so I don't think it is too far off to create one for loot collecting.

2: Crafting bag that can be used with all dropped materials and ammo. Barring the limited weight that can be held, this crafting bag is unlimited in scope only in-so-far that the weight limit isn't reached. If you have the crafting bag, but your weight limit is only 2500, you can collect as much as you want, but once you hit 2500, your weight limit will be affected.

3; A possible second tab for materials so that all classes can keep a bit more materials. This will increase the quality of life for the portion of classes that use ammo, but it will benefit all classes as it will allow them to collect all possible loot for one type of mob rather than picking and choosing what loot to keep and what loot to drop. This, in turn, can mean that they can put it into storage until a vendor wants to collect the material for crafting.

Edited by Takeru
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9 hours ago, Zeror said:

I keep saying this: Loot Pets are not the solution. Area-loot or multi-loot to multiple items at once is a solution.

Actually that's a good suggestion. The Area loot might become a Clan skill that can be added to the clan skill option.

Level 1 = 3 loots per pick up
Level 2 = 5 loots per pick up
Level 3 = 7 loots per pick up
Level 4 = 10 loots per pick up
Level 5 = 15 loots per pick up.

What do you think? ๐Ÿ˜„

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1 hour ago, Askeladd said:

Actually that's a good suggestion. The Area loot might become a Clan skill that can be added to the clan skill option.

Level 1 = 3 loots per pick up
Level 2 = 5 loots per pick up
Level 3 = 7 loots per pick up
Level 4 = 10 loots per pick up
Level 5 = 15 loots per pick up.

What do you think? ๐Ÿ˜„

No. should not be a clan skill. Or would not even need levels. You just loot everything that you can loot within a certain radius. That's all.

Looting the way it is now is not a fun mechanic. And something like area loot is a quality of life improvement to the game. This way you can focus on what the nicer parts are of the game.

Edited by Zeror
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Iโ€™ll be willing to volunteer to pick up loot. At a fair price or cut of the loot ๐Ÿ˜Ž๐Ÿ‘

The backpack idea would be nice for ammunition. Dealers with an ammo bag and scouts with arrow quiver. Besides that I think loot is fine. Keep what you think has value leave the rest. Canโ€™t have it all.ย 
Either slow level and farm mats or fast level and no/less mats.ย 

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