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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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  4. Default

    Quote Originally Posted by Bane of Soldiers View Post
    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.


    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.
    yeah i forgot to emphasize a key point which i thought i made earlier: loot can only be earned by the loosing team...
    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...

  5. Default

    My thoughts about how loot should go out before i posted are as follows. since there can be a max of 20 per team we do the top player as the "boss". So you kill the boss/top player and they drop there loot. I like the idea of the top 3 out of 20. And you can take it further from there. Say it starts when the winning team gets 7 people on it. But only the top person drops loot then. so 1 out of 7. Then it only jumps up when its 2 out of 14. Then to 3 out of 20. If that makes sence.
    That way there isn't a large amount of items being thrown around. I think loot should be to everyone who damages the person. So people who are on the other side of the map cant get "loot" from them. And only 1 item can be picked up if wanted. So people can't all of a sudden be "geared out".
    I agree with only the loosing team getting items. Seeing as when there are people stacking one side, its easy to get to 16k money and full items in no time. So the value of money on the game is down then and people on the other team need to choose between a gun or item before they die, again. I'm not posting it here to balnce the game. This in no way will balance the game fully imo. I feel that is the admins and if you choose to implement just auto assign. But i this thread isn't about how to balance the teams. Its about how to make WCS more WCS.

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    Quote Originally Posted by Crazyyoshi View Post
    My thoughts about how loot should go out before i posted are as follows. since there can be a max of 20 per team we do the top player as the "boss". So you kill the boss/top player and they drop there loot. I like the idea of the top 3 out of 20. And you can take it further from there. Say it starts when the winning team gets 7 people on it. But only the top person drops loot then. so 1 out of 7. Then it only jumps up when its 2 out of 14. Then to 3 out of 20. If that makes sense.
    I'm sorry since when could we have 20 people on one team -_-

  7. Default

    Quote Originally Posted by Masskid View Post
    I'm sorry since when could we have 20 people on one team -_-
    yeah. I meant a specific percentage of the winning team. Top 1/2+ players, 2/5+, 3/7+ max players of winning team will give out loot to members of the losing team... Oh god, hunting me as vaga on winning team is gonna be the highlight of the games -.- ... As if i wasnt already getting tired of Tom and Britney hunting me down when no one else consistently can-.-
    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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