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Thread: WCS item pickup

  1. Default WCS item pickup

    I'm not sure if its possible, but there should be loot since its Warcraft. I think if someone say has the necklace and you kill them. Running over the remains while having a open slot for a item will give it to you. The only ones i can think of that should not be picked up are Health and Ankhs. Everything else is like a piece of armor. I want to know what you guys think. I would change WCS up a bit as well.

  2. #2

    Default

    Bad idea, IMHO. Would be way too easy to become OP and collect enough items. No good reason for this.
    The Complete WCS Guide
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    "They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard."
    Our subject isn't cool, but he thinks it anyway - he may not have a clue, and he may not have style, but everything he lacks, well, he makes up in denial!
    Someone ever tries to kill you, you try to kill 'em right back.

  3. Default

    Actually this would help for balance in a way b/c when a losing team kills someone on the winning team that has a bunch of items it allows transfer to that player. I think it should only work as a chance and or only after a player has had items for x rounds and then if they die they drop items, this makes it so that items do not drop from noobs but from pros sort of like beating a boss.

    What do others think about this b/c I actually like this more than the pricing solution as it is very easy to implement and it still requires skill for players to get an advantage. Also there is a number of ways to balance this out and I like how it feels rewarding to the players who happen to kill that pro with all the items and to the pro they are moved into more like a boss in a typical rpg.



  4. #4

    Default

    Quote Originally Posted by ZERO View Post
    Actually this would help for balance in a way b/c when a losing team kills someone on the winning team that has a bunch of items it allows transfer to that player. I think it should only work as a chance and or only after a player has had items for x rounds and then if they die they drop items, this makes it so that items do not drop from noobs but from pros sort of like beating a boss.

    What do others think about this b/c I actually like this more than the pricing solution as it is very easy to implement and it still requires skill for players to get an advantage. Also there is a number of ways to balance this out and I like how it feels rewarding to the players who happen to kill that pro with all the items and to the pro they are moved into more like a boss in a typical rpg.
    This would make it a bit more interesting. What exact numeric values were you thinking, Zero?

    The few things to contemplate about:
    I) Do items stack?
    II) What if a player that has not died for a while and has 3 items kills another one like him?
    The Complete WCS Guide
    (Click on it)


    "They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard."
    Our subject isn't cool, but he thinks it anyway - he may not have a clue, and he may not have style, but everything he lacks, well, he makes up in denial!
    Someone ever tries to kill you, you try to kill 'em right back.

  5. Default

    Would likely only reward players that have avaliable slots open. remember the point of adding something like this would be a rewards system that also balances the game. By rewarding non itemed players who kill players who have items and are good. It creates a new game machanic and helps to resolve existing balance issues.



  6. #6

    Default

    Well, IMO, it's worth a shot and consideration. Implement it and see if it works out. Theoretically, it should balance and work out.
    The Complete WCS Guide
    (Click on it)


    "They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard."
    Our subject isn't cool, but he thinks it anyway - he may not have a clue, and he may not have style, but everything he lacks, well, he makes up in denial!
    Someone ever tries to kill you, you try to kill 'em right back.

  7. Default

    Well first off, this is warcraft, not WoW. I dont recal loot in warcraft

    However I do somewhat like the idea, things like ankh, scrolls, would not transfer, but socks, health, helms could.
    It would not hurt the good players, just reward them, But it gives newbies or lesser skilled people a jump in power after they kill someone who has 3 items.
    Would make more of a reward killing that 200hp human when there is a chance you get 50 hp for killing him. that could be used to have a "fairer" chance against him next round.


    Quote Originally Posted by Zero
    So... what your trying to tell me is that you saw a spherical square?

  8. #8

    Thumbs up

    It looks like we are going to mod a mod, its modception .
    But yah this would help out with the balance.
    Now for the serious part, we first need to think about how many slots you should have.
    Next we need to add a dropping mechanic.
    Last but not least, a selling mechanic.
    We should also add more items to make the game more fun.

  9. Default

    Quote Originally Posted by StarsMine View Post
    I dont recal loot in warcraft
    You don't remember killing the dragon to get the orb of fire in War3?

    Human campaign, early missions. It was when they introduced the dwarven sniper in the build menu. I seem to remember a lot of stupid shit that serves no purpose.

    Tastes like your moms kisses.

  10. Default

    I think this idea could work. Like youre saying.. Only players with empty slots should be eligile. Lets try it

    If you were a beautiful sound in the echos all around, I'd be your harmony.

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