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Thread: WCS item pickup

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    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?

  2. #2

    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.

  3. 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.

  4. 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.

  5. Default

    This could work well especially in lieu of coding the other races. Leading players would think twice about haphazardly buying items that may fall into other team's hands and it would give the losing team an extra push. It would also allow inexperienced players the opportunity to become familiar with items they may otherwise not know to buy.

    Then again, it has the potential to make the losing team's attempts all the more futile in supplying the winning team's lower tier players and make the winning team stronger at the expense of the losing team.

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    Questions: how would the items, after death, be distributed? Must they be retrieved from the corpse, like guns? Would a well equipped teammate be allowed to kill a similarly equipped enemy and have their teammates scavenge and collect? Would you restrict collection to the killer? And would we be able to collect necklaces from voids and helms from athenas, much like we can scavenge dualies/shotguns from magicians and ak-47s/scouts from jacks?


    Certainly could give a fun little spin to being an underdog

    Anime-Planet.com - anime | manga | reviews

  7. Default

    How is the item decided?

    if you have ring + claw and they have helm orb and mask what do you pick up?

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    Quote Originally Posted by Erdenay View Post
    Bad idea, IMHO. Would be way too easy to become OP and collect enough items. No good reason for this.
    way 2 abandon your opinion cause zero disagreed lol...


    Quote Originally Posted by StarsMine View Post
    Well first off, this is warcraft, not WoW. I dont recal loot in warcraft
    lol? you serious? fail...





    I have no issues with this idea, provided it's properly set up... if the same items are basically just getting moved around from player 2 player via a person dying... the concept of money and it's value in the server will be diluted. something needs 2 be set up where items are only transferable X amount of times after X amount of rounds and have a % chance on if it will even work trying 2 pick up the items.

    Maynard - The WCS Guy

  9. Default

    Quote Originally Posted by maynard View Post
    way 2 abandon your opinion.
    Lol keepin it real with maynard!

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

  10. Default

    Quote Originally Posted by ZERO
    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.
    Well, first, this seems to require more luck than skill. It requires getting the last hit, on a player with useful items, at a time when they can drop the items. As it seems the assumption is it also gives them right away it also requires that you can survive to put these items to use, given firefights, revives, and other shenanigans. Also, if you include luck based drops, well, there you go.

    I also don't feel it is as efficient at balancing the game as the cost reduction, because it requires a lot of things. That the winning team is using items, or useful items. Items such as claws are great on human and jack, meh on many races. That people who can use the items get the kills, be it because of kill stealing, the enemy getting away, awp on a stick, or just racial restrictions. Yes, this point could be largely solved by teamwork, but let's face it, if we had teamwork, we wouldn't NEED more balance. On the other hand, cost reduction just requires your team getting stomped, and helps the entire team, which is something else this fails to do.

    I'm wondering what you were thinking about with X. Because, in three rounds of winning, I can afford an ankh and two random other items. Many races only need one or two items, or spawn with guns, so can afford to die every 2 rounds. If X is too large, it can encourage shock troops to dump items after they can replace them. If it's 1 round, the losing team will be supplying the winning team with items. This also can encourage more farming by an main objective sided, dominating team, "don't kill him, next round he drops his items".

    However, I do like the idea, I just don't like it as THE "balancing" mechanism. Maybe add in a bounty system for players with kill streaks too, so you get something that will last if you kill the "pro" players. Or give the player the money equivalent, or a percentage, of the items the dead person was holding, or split it between the team/alive part of the team. This idea would solve a number of problems. Janky or class based builds (sock + claws on a spiderman), helping the full item'd players who kill the dominating players, not losing items just as you get them.

    However, from the programming standpoint, go for whatever will work :P

    (joke)If items are really the problem, just restrict the number of items each player on the winning team can hold or let the losers keep items on death (/joke)

    Quote Originally Posted by maynard
    I have no issues with this idea, provided it's properly set up... if the same items are basically just getting moved around from player 2 player via a person dying... the concept of money and it's value in the server will be diluted. something needs 2 be set up where items are only transferable X amount of times after X amount of rounds and have a % chance on if it will even work trying 2 pick up the items.
    Based upon what Zero said, either this shouldn't happen except in a very close game, because you'll need to survive a bit with the item for it to transfer, which normally doesn't happen for the losing team or, like you said, it'll be percentage based. Players don't normally survive round in a row (with a few exceptions such as mr. I don't actually have to do the objective) unless they are on the winning team, so as long as the number of rounds are long enough, unless there is a very odd perfect sequence, item trading won't happen very often.

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