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Thread: WCS item pickup

  1. #21

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    The only downside to this is that... well, I don't like playing with items personally. Especially on Vagalion at least. The reason behind it is so when I tele around and cross paths with another vaga that may have a necklace of immunity, they keep going and I just chill. Other reasons behind my no items play, but that's just one of the few.

    So, perhaps a way we could also destroy the items or be given the option to take the item if we want it?

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    people need 2 realize this idea just hit the table... asking specifics on how it will work is pointless as it's an idea that literally just came into play.

    I have no problem with the idea and am fine with it, but it most deff wont fix team stacking.

    Maynard - The WCS Guy

  3. #23

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    Any variant of this idea would be nice to come home too. +1

    OP add a poll.
    Personal reform

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    Quote Originally Posted by Spasm View Post
    My opinion is it's a bad idea because then everyone would be rolling items almost constantly. Now the money sink of items is cut big time and when the winning team does happen to lose a few people, the next round they will get a kill or two and max items. The sword works both ways. This idea will devalue items since everyone will have them almost all the time. I personally don't think helm and lace being more common then they already are is even close to a good idea. I like the choice of either a lace or a rifle at the round beginning, it adds skill to the game.

    ZERO many things have been discussed to fix this issue of team stacking and something like this would not resolve the issue, it may even make it worse and imo would lower the skill ceiling of the wcs server.

    The /scramble idea someone posted would work great.
    Forced auto assign would work great.
    Remove level cap would help.
    The idea in admin section would work great.

    The heart of the team balance issue is everyone knows everyone in the WCS server. Some people do not enjoy losing and always join up with people they consider great players. 9 times out of 10 if I join a team first all the good players and/or regulars will stack my team. The new people of the wcs server either auto or get sent to the other team because usually people will wait it out.

    I would rather it be forced auto assign then an idea like this even hitting the server.
    i mentioned my concerns about the looting idea above. To be honest, as much as this idea would benefit me since I am always the one switching to the losing team, I still think it's very clunky IN RESPECT to other ideas mentionned.

    So far, and I mentioned this before in a thread I made called "Played WCS on Another Server", I said that the best option i've seen in wcs servers is a !scramble option.

    2 ways to trigger it:
    1- 55% of players in game type !scramble. This would mean that an entire losing team AND a couple from the winning team agree that the game is not fun at the moment because it's stacked. Believe me, even people leading the winning team like Tom and I and Spasm etc will cast our vote for that since we really don't care where we play...

    2- Seeing that (1) depends on common courtesy, which is lacking in our servers, this is a failsafe trigger. When a team has won 4 times IN A ROW it would generally mean that the losing team tried all options and are still losing. A !scramble will trigger then, and the counter is reset.

    A forced !scramble that takes into account restricted races (by either skipping people on restricted races or better yet, by swapping people with same restricted race on both teams), that would be the best solution that doesn't ruin the MECHANICS of wcs, or severely alter them.
    Started from bottom. Now we here. <IBIS>


    Quote Originally Posted by ZERO View Post
    Trying to hack in IBIS is like trying to kill someone in a police station, not the best idea...

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    This is what I am thinking of doing.

    Restrictions would carry. Items would go directly to player who got the kill. Dropped items will be undroppable by the player that got them. A command to destroy all items you picked up will be created. A player will be able to drop items they still hold the round after they got them. If more items drop than the player has available item slots for them, what they get will be randomly selected from the available group. Races that have item like abilities do not count as items, only items actually purchased via the shopmenu do.

    Also I could make it so that the chance to drop anything is random. As has been stated it can not be said what this will do to balance until actually implemented. However, it is likely that it will not make balance any worse.



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    Quote Originally Posted by ZERO View Post

    Also I could make it so that the chance to drop anything is random. As has been stated it can not be said what this will do to balance until actually implemented. However, it is likely that it will not make balance any worse.
    But it will make the wcs server worse in that money in the game is now extremely devalued and items as well. Think about what you are implementing before you do it...

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    Quote Originally Posted by Spasm View Post
    But it will make the wcs server worse in that money in the game is now extremely devalued and items as well. Think about what you are implementing before you do it...
    pretty much this here.

    i really don't think this would add anything to the game.
    Quote Originally Posted by OMGBEARS
    I feel it is important for me to let you know how feeble your efforts to strike such feelings inside of me really are. I have the internal fortitude of a large animal, an elephant, for instance. Likewise, I'm the result of coitus between the devil and a pack mule made out of chainsaws, so I am extremely strong, and carry little care for others in this world. Trees also stand aside due to my chainsaw blood.
    Quote Originally Posted by ๖ReS View Post
    How am I supposed to tell you to fuck off without replying ?

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    I dont think it would devalue money to much if its say 25% chance of changing hands and can only be changed hands twice or thrice.


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

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    Quote Originally Posted by StarsMine View Post
    I dont think it would devalue money to much if its say 25% chance of changing hands and can only be changed hands twice or thrice.
    but I am failing to get a ruling on this:
    Does loot drop for ANYONE? or simply the losing team?
    Because if the winning team, who is already RAMPAGING the other team, can also collect loot from those poor bastards who barely afforded a lace?...
    Yeah, talk about making them even more stacked...

    And how about this? Instead of dropping an entire loot ITEM, how about we trade them off for "powerups" for items we ALREADY HAVE. For example, if I killed an enemy, it checks if they have a common item i ALREADY had, and add a % to my item's strength.

    For example, If i had a health, and i killed a human with health pack, my health packs would stack and give me 75 health increase instead of 50 health, with a cap limit of 2 stack-ables of course (max +cap%).
    Same for other items like lace (increased range), helm (increased %), antiwards (increased duration), claw (increased dmg or proc), mask (increased proc or leech), ...etc...

    This way, in order to actually GET ANYTHING (1 random item) from the loot, you'd have to have bought it in the first place. this will make the shopmenu indispensable for ultimately buying and earning "items", as opposed to the current suggested idea that REALLY hampers the money/shop market...

    Thoughts?
    Started from bottom. Now we here. <IBIS>


    Quote Originally Posted by ZERO View Post
    Trying to hack in IBIS is like trying to kill someone in a police station, not the best idea...

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    To add on to the first post regarding health and ankh, if loots were enabled, I think cloak, helm, and scroll would be expended on death and should not be eligible for looting and be considered "destroyed" or "worn." I'd prefer if only offense or mobility increasing items were made available at the very most; anything that buffs your target shouldn't be loot-able. Oh, except for lace. I'm getting the feeling that the laces were the original plan for aiding the losing team.


    And I have to agree with the others. It still is an interesting idea, but it depends on how often these items will be traded from hand to hand. With the devaluing of shopmenu items, in game purchases (for non maxed players) will deviate away from the traditional choice between "gun, tome, item." On the extreme side where looting is not tweaked, I wouldn't need to ever buy anything; I can get a gun from a corpse, and xp and items from kills. Since I don't want to give the other team items, I might not buy them at all and just buy a lot of tomes. People already do this, but tome demand will probably rocket upwards for players who are far enough along their races, those between levels 100 and 800. If I don't need to level, I might just buy weapons and very carefully consider if I should be carrying items, and then what. Some high level players might not ever have to worry about dying or giving up an item, but it would have a profound effect on general server attitude towards shopmenu items, an impact that I don't think is healthy. Demand for items would probably take a beating. The increase in accessibility of shopmenu items should warrant some sort price increase of items. That would throw off how a game starts. Now I know that such a looting system would not open the valves as widely as suggested, but with the poor translation from forum to game, these are along the lines of the effects I expect if item looting was enabled.

    Quote Originally Posted by CYBER View Post
    This way, in order to actually GET ANYTHING (1 random item) from the loot, you'd have to have bought it in the first place. this will make the shopmenu indispensable for ultimately buying and earning "items", as opposed to the current suggested idea that REALLY hampers the money/shop market...

    Thoughts?
    I haven't really thought your suggestion through, but I'm kinda hung up on the fact that those poor players on the losing team would be frightened to death of buying items that will likely go straight to their predators. Since the only people who will be eligible to loot (have items) will be the winning rich team.



    I am probably really off with my prediction as I don't have as much WCS game time as others (on top of oversimplifying things), and thus not have enough player sample space to make any sort of adequate analysis. Also, I am very sleepy and will likely gawk at what I typed here in the morning.

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