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View Full Version : When will loot rules be brought out of the stone age?


gsims77
05-15-2007, 09:32 AM
I recently returned to EQ2 after a break, and was shocked that the game still uses the archaic group looting system that it does. Every group I am with, there is comments about how annoying it is not to have simple options that can be clicked for randomed items, instead of having to ask on every item that drops. Is there any future plans to add the buttons for 'Need/Greed/Pass' ? It would save so much time and hassle =p

Killroy [DK]
05-15-2007, 11:19 AM
<p>Cant aggre more, it wuld be way nice, i culd just come whit the option if the item is nt</p><p> im using a mod there alowe to just press enter insted of press ok every singel time, helps a lot <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p>Killroy....<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></p>

thebunny
05-15-2007, 11:38 AM
<cite>gsims77 wrote:</cite><blockquote>Is there any future plans to add the buttons for 'Need/Greed/Pass' ? It would save so much time and hassle =p </blockquote><p>You know, that's a really great idea.  In our guild groups, if a no trade item drops, we do one set of rolls for need, and then if no one rolls we do a FFA roll.  The problem (aside from people not understanding the rules) is that if no one needs it, we have to wait the 60 seconds before the greed rolls.  Combining it into one step would be really nice.</p>

KBern
05-15-2007, 12:13 PM
What would stop people from pressing NEED simply because it is usable by them, when they really don't NEED it?

Kocia
05-15-2007, 12:22 PM
Saurakk@Guk wrote: <blockquote>What would stop people from pressing NEED simply because it is usable by them, when they really don't NEED it?</blockquote> Threat of federal prosecution maybe, other than that nothing.

KBern
05-15-2007, 12:27 PM
<cite>Kocia wrote:</cite><blockquote>Saurakk@Guk wrote: <blockquote>What would stop people from pressing NEED simply because it is usable by them, when they really don't NEED it?</blockquote> Threat of federal prosecution maybe, other than that nothing.</blockquote><p> Exactly.  Mine was pretty much a rhetorical question just to show any system won't be perfect.</p><p>At least the present system allows everyone a chance at an item, where the OP's system would give certain classes the ability to gain loot with no competition they really didnt need, and turn the need function to an easier greed function.</p>

gsims77
05-15-2007, 12:40 PM
Saurakk@Guk wrote: <blockquote>What would stop people from pressing NEED simply because it is usable by them, when they really don't NEED it?</blockquote>People who did this would soon get a bad name on the server, or as I have seen in other games, booted out of the group

thebunny
05-15-2007, 01:43 PM
Saurakk@Guk wrote: <blockquote> <p>At least the present system allows everyone a chance at an item, where the OP's system would give certain classes the ability to gain loot with no competition they really didnt need, and turn the need function to an easier greed function.</p></blockquote><p>How is that any different from the current system?</p><p>Current System: Item drops.  Leader asks if anyone needs.  Person who needs and person who could use but doesn't need both say yes.  Everyone else declines.  Item gets distributed to one of the two people who rolled.</p><p>New System: Person who needs and person who could use but doesn't need both click Need.  Everyone else clicks Greed (or Pass).  Item gets distributed to one of the two people who rolled for Need.</p><p>Sure it's not perfect, but I don't see how it's any worse than the current system.  No one is forcing you to choose one over the other - you choose Need or Greed based on your own decision.  Greedy people will always be just that - greedy.  It's up to the group leader to decide how to handle them, whether it be by kicking them from the group (my preference) or whatever.</p><p>At least with this system there is the upside that it would speed things up by avoiding the whole "anyone need" discussion.</p>

Darkfir3
05-22-2007, 12:28 PM
Dont have to wait 60 seconds in between rolls, they invented the magical /ran command, does the same exact thing..

Cathars
05-22-2007, 01:35 PM
<p>/g cool, upgrade for me.</p><p>Theres your 'need' roll.  Speaking with your groupmates!</p>

Sir_Halbarad
05-22-2007, 09:11 PM
I think this is a really good idea. Having 3 buttons (need/greed/pass) would eliminate the constant checking whether somebody needs the item with all other grp members waiting whether they can roll on no-trade stuff or not. If 5 people hit greed and 1 hits need, the need player wins by default. Shouldn't be that hard to implement and would be a nice and time-saving feature. Thumbs up!

Besual
05-23-2007, 04:46 AM
Halbarad@Blackburrow wrote: <blockquote>I think this is a really good idea. Having 3 buttons (need/greed/pass) would eliminate the constant checking whether somebody needs the item with all other grp members waiting whether they can roll on no-trade stuff or not. If 5 people hit greed and 1 hits need, the need player wins by default. Shouldn't be that hard to implement and would be a nice and time-saving feature. Thumbs up! </blockquote> Sound good...on the paper. VG has this feature and you would be surprised how many player click "need" on every item (including wizard for plate armor or fighter on items with spell damage focus as the only stat).

Bi
05-23-2007, 07:10 AM
an interactive ''need'' box that would flag interest would be great - you check a box and it appears on everyones loot box, but a loot/need addition would be great as well imo A loot box would be nice though, as well as a need - to stop ''anyone need? yes/no? this is a xx class item, do you want it? - instead - click loot box, if someone needs it - it's handled intrinsically by the system. Any loot system is going to be flawed eventually.. and it wont stop this sort of thing happening: In nizara the other day the +5parry earring dropped from Khazid; I said I needed it (zerker) as did one of the other group mates. A mystic ended up walking away with it because it has 20wis on it (lore, so probably going to broker)

Kaedi
05-23-2007, 11:41 AM
<cite>Besual wrote:</cite><blockquote>Halbarad@Blackburrow wrote: <blockquote>I think this is a really good idea. Having 3 buttons (need/greed/pass) would eliminate the constant checking whether somebody needs the item with all other grp members waiting whether they can roll on no-trade stuff or not. If 5 people hit greed and 1 hits need, the need player wins by default. Shouldn't be that hard to implement and would be a nice and time-saving feature. Thumbs up! </blockquote> Sound good...on the paper. VG has this feature and you would be surprised how many player click "need" on every item (<b>including wizard for plate armor</b> or fighter on items with spell damage focus as the only stat). </blockquote><p>Hogwash.  In VG the "need" button only appears if the player can actually use said drop.  That being said, my bard lost a Need roll on a chain bp to a shaman ... the bp had str, dex and hp ... the shaman "liked the ac" ... so no system is perfect as the combination of greedy players and outright idiots will work to prove that point. </p>

KBern
05-23-2007, 12:24 PM
<cite>Bibe wrote:</cite><blockquote>an interactive ''need'' box that would flag interest would be great - you check a box and it appears on everyones loot box, but a loot/need addition would be great as well imo A loot box would be nice though, as well as a need - to stop ''anyone need? yes/no? this is a xx class item, do you want it? - instead - click loot box, if someone needs it - it's handled intrinsically by the system. Any loot system is going to be flawed eventually.. and it wont stop this sort of thing happening: In nizara the other day the +5parry earring dropped from Khazid; I said I needed it (zerker) as did one of the other group mates. A mystic ended up walking away with it because it has 20wis on it (lore, so probably going to broker) </blockquote><p> Maybe the mystic is wearing it because of the wisdom and the stats?  I am sure it had other stats and + to power and health.</p><p>If it was an upgrade for the mystic, the simple addition of a +5 parry does not mandate it to be a tank/melee item.</p><p>Many people acquire loot for one or two stats where the rest basically go to waste.</p>

KBern
05-23-2007, 12:27 PM
Durendal@Blackburrow wrote: <blockquote><cite>Besual wrote:</cite><blockquote>Halbarad@Blackburrow wrote: <blockquote>I think this is a really good idea. Having 3 buttons (need/greed/pass) would eliminate the constant checking whether somebody needs the item with all other grp members waiting whether they can roll on no-trade stuff or not. If 5 people hit greed and 1 hits need, the need player wins by default. Shouldn't be that hard to implement and would be a nice and time-saving feature. Thumbs up! </blockquote> Sound good...on the paper. VG has this feature and you would be surprised how many player click "need" on every item (<b>including wizard for plate armor</b> or fighter on items with spell damage focus as the only stat). </blockquote><p>Hogwash.  In VG the "need" button only appears if the player can actually use said drop.  That being said, my bard lost a Need roll on a chain bp to a shaman ... the bp had str, dex and hp ... the shaman "liked the ac" ... so no system is perfect as the combination of greedy players and outright idiots will work to prove that point. </p></blockquote><p>And that is one of my problems with the "need" button.  Many times, especially in EQ2, Plate wearers can wear plate, chain, leather, or cloth items.  Mages can only wear cloth.</p><p>So in the case of greedy people, a plate wearer can technically hit NEED on almost every type of armor, where as the cloth wearers cannot.</p><p>There are problems with both loot situations, but at least in the present one, people cannot be totally discounted from getting VT loot that no one "really" needs based on the NEED/GREED function. </p>

AegisCrown
05-23-2007, 12:37 PM
yeah as a scout i dont care for cloth but leather is definately fair game for me even on high end in the scope of raiding.  some of the items just make my class do better than and chain counterpart would

Skua
05-23-2007, 04:26 PM
actual system X item drops no trade G1,g2,g3,g4,g5 all press loot , yes /p G3 says upgrade please i need it. /p g2 ouch >.< /p G1 my bad pressed loot fast sorry :/ G5 gains X item /p G3 /cry /p g5 sorry /p g3 was typing! <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> posible system: X item drop no trade g1 greed  g2 greed g3 need g4 greed g5 greed g3 win it... g3 is happy.... need = its a upgrade? can use it? is for your ACTUAL character? (aka no alts) greed= to sell in broker or merchant, for an alt if no1 need it pass = dont want trash in my bags!!!

KBern
05-23-2007, 04:34 PM
<cite>SkuaII wrote:</cite><blockquote>actual system X item drops no trade G1,g2,g3,g4,g5 all press loot , yes /p G3 says upgrade please i need it. /p g2 ouch >.< /p G1 my bad pressed loot fast sorry :/ G5 gains X item /p G3 /cry /p g5 sorry /p g3 was typing! <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> posible system: X item drop no trade g1 greed  g2 greed g3 need g4 greed g5 greed g3 win it... g3 is happy.... need = its a upgrade? can use it? is for your ACTUAL character? (aka no alts) greed= to sell in broker or merchant, for an alt if no1 need it pass = dont want trash in my bags!!! </blockquote><p> That may be true in one imaginary scenario you like to envision, but the reality of it is you can make sure everyone knows to get a confirmation box for no drop items, and your entire scenario becomes exactly what it is....envisioned, exaggerated, and not accurate.</p><p>You can also add to your need/greed scenario the following"</p><p>G1 doesnt really need, can sell it to vendor for some gold, and class can use it, so hits NEED</p><p>G2 has no chance at it because cannot use it, so hits GREED</p><p>G3 wants it, might use it, hits NEED</p><p>G4 in same situation as G2 so hits GREED</p><p>G5 wont use it as an upgrade, but class can use it...hits NEED</p><p>G6 actually can use it.</p><p>G5 wins!</p><p>We can make up endless made up scenarios all day.</p>

Cathars
05-23-2007, 05:20 PM
<cite>SkuaII wrote:</cite><blockquote>actual system X item drops no trade G1,g2,g3,g4,g5 all press loot , yes /p G3 says upgrade please i need it. /p g2 ouch >.< /p G1 my bad pressed loot fast sorry :/ G5 gains X item /p G3 /cry /p g5 sorry /p g3 was typing! <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> posible system: X item drop no trade g1 greed  g2 greed g3 need g4 greed g5 greed g3 win it... g3 is happy.... need = its a upgrade? can use it? is for your ACTUAL character? (aka no alts) greed= to sell in broker or merchant, for an alt if no1 need it pass = dont want trash in my bags!!! </blockquote> Whats stoping your first scenario from playing out the exact same way by pressing "greed" accidently?  Sorry, theres no mechanic that will every be better than clear communication and paying attention.  Theres so much automated in this game already its made people dumb and lazy.

Karlen
05-24-2007, 08:12 PM
I wouldn't mind terribly if they added "don't need" button to the "no trade" window that pops up.  Tradeable stuff you can swap around later -- but no-trade stuff means mistakes are irrevocable. "Yes"  "If noone needs" "No" would be the options.

mellowknees72
05-24-2007, 08:31 PM
Unfortunately, there really isn't a be-all, end-all solution to having the game calculate "need" - and I won't rehash it since others have already explained why it wouldn't be perfect. I'd like to see some additional options on how loot can be handled, though, and if a N/G/P option were added to the game, it would likely be a good thing, even if it were flawed. Enough folks have been asking for it - and, honestly, just about any other system would be favorable (in my opinion) to the extremely non-random "lotto" system we currently have. What I'd REALLY like to see, is a fast-loot option for NO TRADE items when I'm not grouped. Why I have to click a second box, when there is NO ONE ELSE TO LOOT THE LOOT is beyond me!!

Mareth
05-27-2007, 11:30 AM
I think it's fine as it is, I really don't the game mechanics to hold my hand. Most of the issues mentioned here are with other players, not with the game. In my groups I simply state, if you need something, shout NEED at once. There will be people who loot stuff they can't use that someone else could use, but 5 seconds later they've handed it over to the person who could use. And on no-trade items we naturally pause a bit. With a need and greed, how many do you think would press need on vendor trash?

Devilsbane
05-27-2007, 04:01 PM
<cite>gsims77 wrote:</cite><blockquote>Saurakk@Guk wrote: <blockquote>What would stop people from pressing NEED simply because it is usable by them, when they really don't NEED it?</blockquote>People who did this would soon get a bad name on the server, or as I have seen in other games, booted out of the group </blockquote><p>Since when do we NEED a group for EQ2? (Except for raids or yellow con and higher mobs) Although if you NEED a group, you can make your own Hydra. Plus remember if a character is a transmuter their NEED for the item is as great as anyone in the group. This is when etiquette comes into play. When I did group, I would roll until I won a legendary, rare, or fabled. Then I would decline that drop type until everyone else of the group won their own. I would state this policy upfront in groups of up to three players (sometimes four if friends). The rest of the group was encouraged to do the same (or go without a healer).</p><p>If you are soloing an option to loot everything without a box would make since. Otherwise the looting options as they are work well.</p><p>note: If something dropped that I needed, yet I already won another of the type. Most players were more likely to trade the like items (fabled for fabled), then to hand over their only fabled item of the night. </p>

retro_guy
05-29-2007, 01:25 AM
I'd quite like a revamp of the looting systems, they havn't had much attention for quite a while. The Need, Greed, Pass would work ok, it would streamline the current "shout if you want it" system, and would be just a secure/insecure. You'd obviously need a check box next to each item in the loot box.

Finora
05-29-2007, 05:40 AM
<cite>Bibe wrote:</cite><blockquote>an interactive ''need'' box that would flag interest would be great - you check a box and it appears on everyones loot box, but a loot/need addition would be great as well imo A loot box would be nice though, as well as a need - to stop ''anyone need? yes/no? this is a xx class item, do you want it? - instead - click loot box, if someone needs it - it's handled intrinsically by the system. Any loot system is going to be flawed eventually.. and it wont stop this sort of thing happening: In nizara the other day the +5parry earring dropped from Khazid; I said I needed it (zerker) as did one of the other group mates. A mystic ended up walking away with it because it has 20wis on it (lore, so probably going to broker) </blockquote><p> Going to ignore most of the rest of the thread, as I don't really care one way or the other about the loot box. I don't see how need/greed/pass would speed things up much more than they are now in a group of people who aren't being spacey.</p><p>However, mystics get parry =p (with aa). I see nothing wrong with a mystic rolling on an earring with 20 wis and some parry, probably had some str on it as well. That covers some pretty important things for a melee mystic. An upgrade is an upgrade. By the same token what does a berserker want with 20 wisdom? (I know why one would but that argument is as valid as yours against the mystic).</p>

Vifarc
05-29-2007, 09:51 AM
Some No-Trade item: Player 1: "Pass" Player 2: "Pass" (clic on 'dont want' ) Player 3: "Pass" Player 4: "Pass" some seconds.. Player 5: "Pass" some more seconds Player 3: "Hey Player6 do you need it?" Player 6: "Ooops, pass" Player 1: "FFA then?" Player 3: "Yep FFA" Player 2: "Hey I passed! I will be out of lotoing!" Player 6: "Bad for you <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />" I think it's much time and worrying, and lacking of justice, for an item everybody don't really want.., else the transmutters who want all the loots they can... (I hate this furry 'stealing' me these Kithicor boots, as I am Ranger) I say yes: We need options for lotoing. Those who dont want them have just not to use them.

Guy De Alsace
05-30-2007, 08:32 AM
<p>My Troub lost out on no-trade legendary arms that drop in Acadechism. I was the only chain wearer in the group but one of the Wizzies clicked to roll because he forgot I was a chain wearer. Of course, the usual rule applies to this sort of thing - If two people roll, one of which cannot use the item and clicked to roll it by mistake, the one who made the mistake has a 100% chance of winning the loot.</p><p>I suggest that the decisions people make prior to all the rolls or passes being made in the group be changeable within the time it takes for everyone to choose their options or the chest timer runs out. So if 4 ppl pass, one makes a booby and the one needing the item says "Need for an upgrade" the one who made a booby can rectify their mistake before the last needy person chooses to roll for it.</p>

Noaani
05-30-2007, 12:02 PM
Guy De Alsace wrote: <blockquote>My Troub lost out on no-trade legendary arms that drop in Acadechism. I was the only chain wearer in the group but one of the Wizzies clicked to roll because he forgot I was a chain wearer. Of course, the usual rule applies to this sort of thing - If two people roll, one of which cannot use the item and clicked to roll it by mistake, the one who made the mistake has a 100% chance of winning the loot. <p>I suggest that the decisions people make prior to all the rolls or passes being made in the group be changeable within the time it takes for everyone to choose their options or the chest timer runs out. So if 4 ppl pass, one makes a booby and the one needing the item says "Need for an upgrade" the one who made a booby can rectify their mistake before the last needy person chooses to roll for it</p></blockquote><p>Of any concievable changes to looting rules in this game, something like his is the only thing I have heard of that would actually be an improvment.</p><p>When a looting window pops up, you have your 2 selections, as there is now. As a group member makes their choice, it is displayed next to that item for everyone in the group to see. Up until the last person makes their choice, everyone has the option to change their choice. When the last person in the group has made their choice on any given item in the loot window, the rolls then take place, with the winner recieving the item.</p><p>This would have the added benifit over the greed/greed*2/pass method of maintaining communication in group about who wants a given drop. This is, after all, a game where interaction with other actual people is expected to be a common occurance, so communication is a good thing.</p>

Karlen
05-30-2007, 12:06 PM
>>>I suggest that the decisions people make prior to all the rolls or passes being made in the group be changeable within the time it takes for everyone to choose their options or the chest timer runs out.<<< Good idea.

Killerbee3000
06-01-2007, 11:57 AM
Guy De Alsace wrote: <blockquote><p>My Troub lost out on no-trade legendary arms that drop in Acadechism. I was the only chain wearer in the group but one of the Wizzies clicked to roll because he forgot I was a chain wearer. Of course, the usual rule applies to this sort of thing - If two people roll, one of which cannot use the item and clicked to roll it by mistake, the one who made the mistake has a 100% chance of winning the loot.</p><p>I suggest that the decisions people make prior to all the rolls or passes being made in the group be changeable within the time it takes for everyone to choose their options or the chest timer runs out. So if 4 ppl pass, one makes a booby and the one needing the item says "Need for an upgrade" the one who made a booby can rectify their mistake before the last needy person chooses to roll for it.</p></blockquote>srry... but that wizzy definitly didnt do it by accident.... if an item is no trade... there is even a confirm box.... so he was just a greedy [Removed for Content]...

EpokSilvermo
06-01-2007, 12:15 PM
Couldn't agree more to the idea of introducing some sort of need/greed buttons. It won't stop the idiots from being idiots but the rest who value NBG would have far less hazzle. It would speed up the loot distribution process a lot and would even reduce the number of misunderstandings and mistakes. Additionally it would emphasize more on NBG morals. I was amazed how well it works in WoW when I was messing around there on trial. The offenders (clicking need when not supposed to) were booted from group or educated (by their choice) in no time.

Noaani
06-01-2007, 01:30 PM
Epok@Splitpaw wrote: <blockquote>Couldn't agree more to the idea of introducing some sort of need/greed buttons. It won't stop the idiots from being idiots but the rest who value NBG would have far less hazzle. It would speed up the loot distribution process a lot and would even reduce the number of misunderstandings and mistakes. Additionally it would emphasize more on NBG morals. I was amazed how well it works in WoW when I was messing around there on trial. The offenders (clicking need when not supposed to) were booted from group or educated (by their choice) in no time. </blockquote><p> While I do not doubt that this was a good idea for WoW, the player base in WoW is somewhat different to the playerbase of this game.</p><p>There are a LOT more players in WoW that think they have as much right to any drop their group gets as anyone else, reguardless of whether they can use it or not, whether it is BoP or not, even whether it is an upgrade or not than there are in EQ2.</p><p>There are a lot of players in WoW that would roll on any item that dropped, as soon as the window came up. In EQ2, although there are a few players like this, the vast majority are aware enough to realise that if someone in the group 'can' use an item, they should ask if it is an upgrde before rolling on it.</p><p>Just because Blizzard had to implement tools to their game because they have a less mature playerbase than EQ2, does not mean EQ2 has to implement those same tools, nor does it mean it would be a good idea to.</p>

Dasein
06-01-2007, 03:23 PM
Getting rid of the no-trade flag would fix virtually all these problems.

g0thiC_iCe_cReaM
06-01-2007, 06:42 PM
<p>not sure if any of u have actually used the "Leader only" loot option, basically, group leader opens the box, upon opening it it will list the contents in the chat window as "So-and-so has discovered:"...everyone who needs does a /random 100, then whoever wins the leader of the group can assign who gets which items from the loot...also helps keep people from looting no-trade accidentally</p><p>works pretty well...does the nbg thing and keeps people from making mistakes</p>

Ijiamee
06-01-2007, 07:40 PM
<p>I got the impression that the op's suggestion had nothing to do with a way to solve need/greed issues (nits), but to speed up the loot process. The convo got side tracked to "it won't stop greedy people..." </p><p>The loot system he is suggesting isn't a new idea, it's actually implemented in a number of other games; LOTRO, VG, WoW, and works well in each. </p><p>Gets my vote.</p>

Noaani
06-02-2007, 03:14 PM
<cite>Dasein wrote:</cite><blockquote>Getting rid of the no-trade flag would fix virtually all these problems. </blockquote><p>... but would create a plethroa of problems in itself.</p><p>Although, making everything tradeable, changing loot drops so that there is never anything drop that is not an upgrade for someone in the group, and making loot tables large enough so that there is always something that is an upgrade for someone in th group would counter most of the issues that removing the no-trade flag would create... most of them (and that is obviously not going to happen). </p>

ShadowMunkie
06-03-2007, 04:33 PM
<span style="font-size: xx-small">I have to agree with the OP about how this would speed things up. I understand that some of you might think tis isn't a great idea, but those of you that are saying this aren't even trying to think of a way to implement it without the hassle of everyone pressing need. Below I will explain a simple way to implement this so that it will work correctly, and give people who actually need it a chance to loot it.</span> <span style="font-size: small"><u><b>This is for Armour!</b></u></span> <span style="font-size: xx-small">Whenever an item drops, the dialog box pops up on everyones screen (Need, Greed, Pass). If your a Plate Wearer, then everything below that you don't need, and there for the need button isn't lit up. If your a Chain Wearer, then everything below and above that you don't need and there for the need button isn't lit up. If your a Leather Wearer, then everything below and above that you don't need and there for the need button isn't lit up. Cloth Wearer's only clothe show that you need it.</span> <u><b><span style="font-size: large"><span style="font-size: small">This is for Jewelery and Charms!</span> </span></b></u><span style="font-size: large"><span style="font-size: xx-small">If a piece of jewelery drops, then the need button will lit up for everyone. The reason for this is because there isn't stages of jewelery like there is armor. So there shouldn't be any reason for it not to lit up. <u><b><span style="font-size: small">This is for everything else!</span></b></u><span style="font-size: small"><span style="font-size: xx-small"> The need button won't show up, it will just be greed. Sure L&L Items you might need, however you can always ask the person that won it for it afterwards. <b><u><span style="font-size: small">Calculations! </span></u></b><span style="font-size: small"><span style="font-size: xx-small">You have 6 people in a group. X amount of players rolled need, X amount of players rolled greed, and X amount of players rolled pass. If any players rolled need then it will roll between them first, by rolling a number between 1 and 100000. Yes 100000 not 100, because the higher you go up the more random it will be. This will give everyone an equal chance to win it. If no players rolled need, and all rolled greed then it will be rolled between the greedy people, by rolling a number between 1 and 100000. If everyone passes, then well the mob will disappear. Chests will stay for the remainder of the time, however they will be open to anyone if the group passes. This will get the lonely chests no one wants out of the way. </span></span></span></span> <u><b><span style="font-size: small">Rest of my discussion.</span></b></u> Ok, so your saying well a plate wearer can wearer everything below also, so who cares. If a plate wearer is not wearing plate then chances are they aren't going to be grouped for that long. So the old statement is true "You can please some of the people all the time, or all the people some of the time, but you can't please all the people all the time." This is one of those times, this would be more beneficial to the people that are wanting it, however its not going to harm those who don't want it, because they can still roll for it. So everyone hates the way the pass options works, oh well you didn't want it the first time, why should everyone else have to wait 10 minutes for the chest to become unrestricted to loot from it. Remember that this only happens if everyone passes. So if your group dies, then the chest is still the groups. </span></span>

Josgar
06-03-2007, 05:49 PM
Heres a wonderful idea... AHEM Use the current lotto system that is in place... and dont roll on it if you cant use it! Then if someone needs it they will win it! If no one wins it then reroll for it. Finally if someone accidentally gets a tradeable item they cant use then give it to someone else that can use it. Communication skills people... If we need a program regulating what character "needs" somthing... then we should not have loot at all. (If the system was "Archaic" then it would be using no lotto and it would be free for all... and everyone would have to manually take turns.)

EpokSilvermo
06-03-2007, 07:54 PM
<cite>Josgar wrote:</cite><blockquote>If no one wins it then reroll for it.</blockquote>That's what the speed up argument is about. You don't want to stand around, discuss loot, wait for the timer to countdown then reroll etc. If the loot system would have built in NBG functions you would save all that time and hazzle needed to distribute the loot from one single chest and would be slaying more mobs and loot more chests instead <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

xandez
06-04-2007, 04:12 AM
Saurakk@Guk wrote: <blockquote>What would stop people from pressing NEED simply because it is usable by them, when they really don't NEED it?</blockquote> Of course the ppl who could not use the item, could not push the NEED button. This was already used in VSoH btw, so please, introduce this to eq2 also. *edit* And for those who didnt experience VSoH, a quick explanation how it worked there: Grp leader sets the options: eg. share money / pass out cash loot (all vendor trash is automatically divided amongst players) / roll for magical items (there were also options for different rarity items, ie. common/uncommon/rare/etc...) There were no chest drops in VSoH, so the loot was always in the corpses. When someone in the party tried to loot the corpse, a window appeared where was the 3 options NEED/GREED/PASS Also, if you could NOT use the item, only 2 options were available GREED/PASS If all passed, the loot was open to everyone There was a 30s (iirc) time in which you had to press your button.  If you didnt press the button, im not sure if your roll went as PASS (90% sure it was like this) or GREED. Whoever won the roll, got the item automatically in his/her inventory. There was also other loot options, such as round robin, but... wont be going into that here... ++Xan

Noaani
06-04-2007, 09:34 AM
<cite>xandez wrote:</cite><blockquote>pass out cash loot </blockquote><p>This is an option that would work well in EQ2.</p><p>Give group leaders the option to have all trash drops divided equally amongst the players in the group. Also give the group leader the option to select what level that group decideds is trash (ie, my guild groups will have everything below legandary set as trash drops, thus divided equally, pickup groups may want to set it as vendor trash only drops).</p><p>This would mean the only time you need to even see a loot window is when there is a legandary or fabled item. Since there are very few treasured no-trade items, the loot window, as it is now, would be present every time it could be required, but would not be popping up every time someone loots a corpse.</p><p>This would remove a lot of time spent with the loot window, but any time there is a meaningful upgrade for someone in the group, or the potential for an upgrade, there is a window there to make sure it goes to the right player, assuming the group has basic communication skills. If an item has the potential to be an upgrade for someone, and is no-trade, then the group *should* take the time to make sure it goes to the right person (or so that the right people roll on it, in the event of it being an upgrade for multiple people). Also, should the group set there loot to be all treasured and below to be divided, and for some reason a treasured upgrade drops for someone, that person can then ask whomever gets it if they can have it, as it would be tradeable.</p><p>This would save even more time than the rather pathetic greed/greed*2/pass system.</p>

mjashmore
06-04-2007, 10:14 AM
<p>This is something that I'd quite like to have added.</p><p>I 100% agree that it isn't something that is needed... it's just something that's nice to have. It's so much easier to just press a 'need ' or 'greed' button rather than having to type a message to the right channel to say you need something and then select to loot something. And then having to trade an item with someone who didn't notice your tell intime so rolled before he read your request.</p><p>A problem I sometimes have is that I have to sometimes stop and work out whether a drop is an upgrade for me or not by inspecting my inventory and then I have to type a message saying I need something. In the meantime, everyone else has clicked to loot because I've been a little slow (yes.. I can be a little thick at times... I admit to not always being the sharpest tool int he box!) and the tank has run off and pulled the next group of MOBs.... a need / greed button would just make this a little slicker and help stop me missing something I could really use due to my own slowness.</p><p>I guess an analogy is the controls on a Television set. In 'the old days', TV sets always used to have a bunch of buttons and dials on the set itself. So if you wanted to change channel, you had to get up out of your chair, walk to the TV and press the button on the TV. Now all TVs have a remote control... you don't have to get up to change channel... you just pick up the remote (which is probably sat on your lap or close to hand) and change the channel. Did TVs have to change in this way? Was having the channel buttons on the TV set broken or wrong in some way? No. But the introduction of a remote control just made life a little bit easier! I see the introduction of a need/greed button as being the same.</p>

Guy De Alsace
06-05-2007, 06:21 AM
<p>Dont remove no-trade! Its the only real way of saying "I earned this item".</p><p>@Killerbee - he wasnt greedy. He apologised profusely after saying he was half asleep and offered to give me the value in gold for it. Mistakes happen, its just the current system doesnt allow anyone to rectify a mistake once made. This is too harsh. At least give us the loot we actually earned and dont make the system so cynical!</p>