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View Full Version : Loot for keeps should be player-based!


Pinith
11-19-2008, 04:33 PM
Everyone wants the open RvR lakes to be more of a battle ground, and loot is the easiest way to get that done. The devs tried to promote lake RvR by boosting the keep loot, but this just promotes "musical keeps"--not defending your own keeps and sneaking in to take them back later gives you the most gold bags.

Make keep loot player-based. This means killing players in a keep siege directly correlates to getting loot. Killing 100 players while sacking a keep is much more deserving of reward than sneaking into an undefended keep. To do this, there need to be a couple minor changes:

First, add auto-looting for the RvR lakes. This is a no-brainer for implementation. Looting players is much more difficult than looting monsters; especially in large-scale PvP that the devs want to promote. The moment a player is downed, the party with credit should automatically get to roll for his loot.

Second, boost player loot tables in keep zones. Remove two of the gold bags from keep lords; and put them on players! Killing a player at a keep might give, say, a 10% chance of a gold bag. This directly promotes killing players at keeps. Here there are probably details that the devs know about better than I; but this boost to the loot table could take into account: victim's renown rank; diminishing returns for recently killed players (like exp/renown); whether the victim was an attacker or defender.

The basic idea is to correlate keep loot with keep fighting. Thoughts?

Payle
11-19-2008, 04:40 PM
First, add auto-looting for the RvR lakes. This is a no-brainer for implementation. Looting players is much more difficult than looting monsters; especially in large-scale PvP that the devs want to promote. The moment a player is downed, the party with credit should automatically get to roll for his loot.

Or just make lootable bodies more obvious to see, like a bright glow around them.


Second, boost player loot tables in keep zones. Remove two of the gold bags from keep lords; and put them on players! Killing a player at a keep might give, say, a 10% chance of a gold bag. This directly promotes killing players at keeps. Here there are probably details that the devs know about better than I; but this boost to the loot table could take into account: victim's renown rank; diminishing returns for recently killed players (like exp/renown); whether the victim was an attacker or defender.

The problem with this idea is that people won't even try to take keeps. They will just aggro the guards to put the alert icon on enemy maps, then wait for enemy players to show up and gank them for gold bags.