Loot System Revamp Discussion
Posted: Mon Mar 25, 2013 5:05 pm
Just so we have 1 place to discuss this, here's a new thread linking our old topics related to revamping out Loot system.
Past and Present Loot System
Currently, loot is nothing more than assigning an Item ID to a list that is attached to a spawn, with probability and various ranges (of coin). You either get it, or you don't. There's nothing Smart about it, nor customizable.
Long ago, a team member named Nalandial first laid out some loot system designs based on Live at the current time.
Link: http://eq2emulator.net/phpBB3/viewtopic ... 9006#p9006
Later, or Project Manager at the time ZexisStryfe offered some insights into how EQ2 Live was evolving.
Link: http://eq2emulator.net/phpBB3/viewtopic ... 686#p18686
Including my example of how current loot works in Emu:
Link: http://eq2emulator.net/phpBB3/viewtopic ... 687#p18687
Link: http://eq2emulator.net/phpBB3/viewtopic ... 811#p10811
And here's an old (maybe outdated) Loot Issues thread.
Link: http://eq2emulator.net/phpBB3/viewtopic ... 9858#p9858 obviously didn't get much love
And of course, no revamp is complete without LethalEncounter's original design thread
Link: http://eq2emulator.net/phpBB3/viewtopic ... 4777#p4777
And Alfa's original DB idea
Link: http://eq2emulator.net/phpBB3/viewtopic ... 1321#p1321
The Future
I am not an active, avid EQ2 player as most of the rest of you are, so we will need YOUR input into how the current EQ2 Live loot system works, as well as passed behaviors we may wish to adopt (and control via server rules).
I believe the post above from ZexisStryfe may be the most current and accurate definition of Loot, aside from tier specifics which is really data. Using Zexis' write up, I believe with our current table schema we can achieve the variable configurations he laid out (multiple lootdrop tables linked to a loottable, then assigned to a given spawn).
The things we're missing are the Smart Loot algorithms that determine if a player is of a specific race/class, or does not already possess a specific item (solo or anyone in a group), or ____ what else?
Also considered in the loot system should be how Groups/Raids interact with Loot. The NBG, lotto, FFA, /random, etc, and of course the tier considerations for those settings.
Oh yes, and chests
"Shinies" are currently handled in the ProcessHarvest() function I revamped years ago. The one thing still not done there is to display a loot-like box for Collection items vs just tossing it into a players inventory with a popup message. I have hesitated finishing that implementation due to my uncertainty with this Loot System work.
Floor's open. Discuss.
Past and Present Loot System
Currently, loot is nothing more than assigning an Item ID to a list that is attached to a spawn, with probability and various ranges (of coin). You either get it, or you don't. There's nothing Smart about it, nor customizable.
Long ago, a team member named Nalandial first laid out some loot system designs based on Live at the current time.
Link: http://eq2emulator.net/phpBB3/viewtopic ... 9006#p9006
Later, or Project Manager at the time ZexisStryfe offered some insights into how EQ2 Live was evolving.
Link: http://eq2emulator.net/phpBB3/viewtopic ... 686#p18686
Including my example of how current loot works in Emu:
Link: http://eq2emulator.net/phpBB3/viewtopic ... 687#p18687
Link: http://eq2emulator.net/phpBB3/viewtopic ... 811#p10811
And here's an old (maybe outdated) Loot Issues thread.
Link: http://eq2emulator.net/phpBB3/viewtopic ... 9858#p9858 obviously didn't get much love
And of course, no revamp is complete without LethalEncounter's original design thread
Link: http://eq2emulator.net/phpBB3/viewtopic ... 4777#p4777
And Alfa's original DB idea
Link: http://eq2emulator.net/phpBB3/viewtopic ... 1321#p1321
The Future
I am not an active, avid EQ2 player as most of the rest of you are, so we will need YOUR input into how the current EQ2 Live loot system works, as well as passed behaviors we may wish to adopt (and control via server rules).
I believe the post above from ZexisStryfe may be the most current and accurate definition of Loot, aside from tier specifics which is really data. Using Zexis' write up, I believe with our current table schema we can achieve the variable configurations he laid out (multiple lootdrop tables linked to a loottable, then assigned to a given spawn).
The things we're missing are the Smart Loot algorithms that determine if a player is of a specific race/class, or does not already possess a specific item (solo or anyone in a group), or ____ what else?
And also, that trigger that SOE has at the end of an expansion's lifecycle where more good stuff drops simply to prepare players for the next phase of content (is this real, or just something I read?)Bion wrote:This was interesting from SOE forums: http://eq2emulator.net/phpBB3/viewtopic ... 686#p12686
I am still convinced that I, as a noob player, get drops off mobs that I cannot use - thus rendering the race/class/need smartness unrealistic. Otherwise, how would I fill my market board with all these goodies to sell I cannot use?Nalandial wrote:TSO is not "smart loot" enabled. Generally they turn on smart loot near when its coming time to release the next expansion, so it's easier for everyone to gear up, so this is something we'll have to monitor in the patch notes.
Assuming after re-reading Nalandial's post, this is only for T7+ level loots, which may be why my noobs still get "whatever" drops?Nalandial wrote: For example, if every Paladin in the group/raid already had their class-specific chest piece, it has a 0% chance of dropping again.
Also considered in the loot system should be how Groups/Raids interact with Loot. The NBG, lotto, FFA, /random, etc, and of course the tier considerations for those settings.
Oh yes, and chests
"Shinies" are currently handled in the ProcessHarvest() function I revamped years ago. The one thing still not done there is to display a loot-like box for Collection items vs just tossing it into a players inventory with a popup message. I have hesitated finishing that implementation due to my uncertainty with this Loot System work.
Floor's open. Discuss.