How do you want loot drops to be given in raids?

Post by Mojave on 2023-01-23 18:29:56

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Post by Azherae on 2023-01-23 19:09:51

Go, dice roll!

Post by Songcaller on 2023-01-23 21:08:49

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Post by Mojave on 2023-01-23 21:10:39

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Post by Azherae on 2023-01-23 21:14:01

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Speed of gearing and acquisition, social aspects and 'the social contract' is stronger, capacity for extended interaction based around teamwork and a way to help people notice who is with them as a friend/ally vs 'I'm here for mine'.

Basically you have to make the drops worth much less if everyone gets them, lessening the 'dopamine hit' and certain feelings of reward, while in SOME cases lessening the grouping and feeling of teamwork.

It's one of those 'artificial hardships' put into an RPG for people to overcome together and have that experience.

Post by George_Black on 2023-01-23 21:17:21

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Post by Ludullu on 2023-01-23 22:22:25

I'm used to guilds that already know how they'll distribute the loot even before they kill the boss, no matter what drops from the boss. So I just prefer small drop chances and fully randomized loot (within a preset number of potential options).

As for the choices on the side of players as to how they want to get the loot - make it all optional and make the party/raid vote on the choice.

Post by novercalis on 2023-01-24 00:34:29

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Post by George_Black on 2023-01-24 00:38:37

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Post by Mojave on 2023-01-24 02:53:29

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Post by Ludullu on 2023-01-24 02:56:55

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Yes, if somehow a single person can outdamage a party of people - they'll get the loot.

I am curious how Intrepid would design the possibility of several randos attacking the boss w/o party, but then partying up right before the kill. Will it just add together their dps and consider the party to be the rightful owners of loot or will it be smth else. I'd imagine it's the former.

Post by Jhoren on 2023-01-24 11:34:19

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Post by Kilion on 2023-01-24 12:59:20

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Post by Dolyem on 2023-01-24 20:45:08

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Post by Mojave on 2023-01-24 21:09:00

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Post by Azherae on 2023-01-24 21:11:26

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The usual answer to this is 'don't join/stay in guilds with leaders like that'.

Unfortunately for most players, a designer usually has to design towards the macroscopic view of the game, so any given person individually being screwed over by a bad actor, is solved by 'having that person just try to bounce back from it'.

This is simply because people who DON'T plan to use tools like Master Looter in a bad way, need the option.

tl;dr that's a social problem that the player must solve themselves because it is someone using 'a feature that is meant as a QoL buff to the social contract, being abused by someone who disrespects such 'social contract'.

Post by Vaknar on 2023-01-24 21:21:06

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