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Message ID: 14661
Date: Wed Feb 9 00:43:57 GMT 2000
Author: Reece, Tom - 25IDL G4
Subject: Luck based looting system (was A rant)


I would guess that the system you proposed would make a lot of people happy,
both those with lots of time to play as well as the casual gamers. Doubt
we'll ever see it implemented though. Abashi already posted that the people
who play more should be the ones who get the best items. What is the cost
of getting those items though? I joined a group in the assasin room last
night. Three of the group members had been in the assasin room over 10
hours in hopes of looting a thick banded belt from the supplier for their
character. The group leader took vacation from work for the next three days
so he could camp the supplier until he got a TBB. He had been in the room
for over 16 hours straight. He said the supplier had spawned 15 times since
he had been there and not once did it drop a TBB. The idea of having fun
was even in the equation anymore. Not that my wife would ever let me play
that many hours straight, but I can't see myself ever camping that long for
an item.

Galtin of E'ci

> I don't think I've posted it in a while. Basically, it's a
> way to end camping. Every named mob is always spawned, but
> you can only kill/loot it once in your character's lifetime.
> Item rarity is then determined by the frequency of the item
> appearing on that mob. As it is now, item rarity is
> determined by the the number of players willing to camp the
> mob for umpteen hours to get the item. That would get the
> special items more evenly distributed among the playerbase,
> rather than having them concentrated in the hands of those
> with prodigious amounts of otherwise fruitless camping time.
> It'd also stop farming and eBay selling cold.
>
> There are some other changes minor needed to make it work
> properly.
>
> --
> John H. Kim
> kim@...
>
>
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