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Raid Targets, Items, and Rewards

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 Post subject: Re: Raid Targets, Items, and Rewards
PostPosted: Mon Jun 21, 2010 1:36 am 
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A roll feature shouldn't be too difficult. It would be easy to check if a player was ever picking up an item with flag X (which could be any kind of binding item). If they are, check if there are others in the group that are also in the same room. If so, give them each a chance to roll for the item. (May be better to roll within the area, incase someone fled out, but if they died and aren't there anymore.. oh well, tough luck :P).

On the other hand, I've always thought of Mordor to be a more communal place than this. Perhaps it would be best to just create a "roll" command. If a player types "roll 2 6" it would then roll 2 dice that each have 6 sides, showing individual #s and a total amount. A "rollgroup" command could also be added, but only a group leader could use it. It would work the exact same way, but every player in the group would do it, and it would display to the rest of the group. This way, although not enforced by code to ensure each item is divided equally, groups could manage themselves and certain people could "win the roll" but say they don't need the item, or choose who to let have it, etc. Perhaps someone would win 2 rolls, but decide they only deserve 1 item and let another person take the 2nd item. Or, the group could decide they don't need to use rolls to divvy up the loot.

All in all, the 2nd way is far easier to implement (matter of 10 minutes instead of days, testing included). The 2nd way also leaves the power amongst the players involved, not forcing them to use a hard coded system. (That said, it may be best to have autoloot NOT work on these items, which would also by default invalidate autosac on the corpse.) This way players can recognize "Oh, a raid item... perhaps we should roll.". And dare I say it, should you be in a group where you can't trust the group members, perhaps it isn't the best group to be in. :P

Opinions?

(All in all, excellent idea. Love this one. Definitely needed already in a few situations, and will be more necessary in the future. A roll feature will be going in, because of this thread, but we're just discussing details now. 8-) )



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 Post subject: Re: Raid Targets, Items, and Rewards
PostPosted: Mon Jun 21, 2010 5:14 am 

Joined: Sun Jun 20, 2010 7:18 pm
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Location: Fargo, North Dakota
Hardcoded, no i dont think at this point that it would be necessary, we have trust worthy players, it was just the concerns of who get award the item on a lottery system, i remember nazguls.. Nero and i did them 6 times for our gear then another bijillion times for other peoples gear, but the initial who gets what was a tough decision, someone always got the short end of the stick.



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 Post subject: Re: Raid Targets, Items, and Rewards
PostPosted: Fri Feb 01, 2013 3:01 am 
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Just a wrap up before closing the topic. Even years later, we are currently only at 3 raid items in the game. There's currently two for melee characters and one for casters. This will be more even the future as more come out.

Addressing the issue of certain raid mobs being harder than others has been achieved without altering how many "build points" an item is worth. We went with the 33% approach, but Sauron (being the hardest mob in the game) was given an arguably better item than the other melee item. To accomplish this, we used the concept (also brought up in this thread) that relates to the crown of pure evil and the Arkenstone - negative stats to allow other stats to boost higher. Further, it has been given an anti-good flag, that allows it a 20% boost above it's normal amount.

This suggests that the next raid item from a good area will likely be an anti-evil caster item. ;)



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