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Kudark
 
PostPosted: Thu, Apr 08 2010, 22:09 PM 

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I have made a search check of the forums with no luck.
Does Search (skill) affect the quality and/or quantity of loot that has been dropped by a foe?

If no: What does?

If yes: Does my modifier come into play before loot is dropped, or, as I check the stash?

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Yurell
 
PostPosted: Thu, Apr 08 2010, 22:20 PM 

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Nope, I'm quite sure Search helps you find traps, though.

Probability is 5% + 1% per party member IIRC

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Last edited by Yurell on Thu, Apr 08 2010, 22:23 PM, edited 1 time in total.

 
      
Maias227
 
PostPosted: Thu, Apr 08 2010, 22:21 PM 

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Not to my knowledge, its determined by the random loot roll and the loot bin its taken from.

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Kudark
 
PostPosted: Thu, Apr 08 2010, 22:29 PM 

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Thank you.

All that gold I spent on those fine items...

How about this: Is 20% the maximum discount with merchants?

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Dwagin
 
PostPosted: Thu, Apr 08 2010, 23:57 PM 

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20% positive is maximal, yes.

Though you can get 25%, taking into account overcoming a -5% penalty.

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Kudark
 
PostPosted: Sat, Apr 10 2010, 3:14 AM 

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Right on, what's a good way to do that?

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Yurell
 
PostPosted: Sat, Apr 10 2010, 4:14 AM 

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Kudark wrote:
Right on, what's a good way to do that?


Pile Apprise.

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Sokar Rostau
 
PostPosted: Sat, Apr 10 2010, 9:20 AM 

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Years ago I used to play on a server where your Search skill did modify dropped loot and it was a pretty good idea. I don't remember exactly how it worked, but it was something along the lines of every 5 levels of Search added a 5% chance of finding Bonus Loot on a corpse which could be anything from gold to an item from a lower loot bin. This made Search a skill-dump every bit as popular as Tumble and Rogues the second most sought-after party members after Clerics. Might be something to consider?

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TormakSaber
 
PostPosted: Sat, Apr 10 2010, 16:56 PM 

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You get a lot of loot on Amia already, and I'm not sure I'd want to add another dump skill to the server that increases the goldflow.

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Kudark
 
PostPosted: Sat, Apr 10 2010, 17:49 PM 

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*eyes go blank and drools, Homer-like, at the mention of gold and loot*

My appraise is 50, I get 20% at most merchants...for now.
And thank you for that loot, much more than BoB offers, to be sure.

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Jyro X
 
PostPosted: Sun, Apr 11 2010, 12:07 PM 

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IMO, Search is already important enough from an RP standpoint to warrant not adding another cash-cow feature to Amia. It stands to reason that any good adventurer is going to know how to loot a corpse, just like any other professional murderer.

The only things that Search skill would pick up that a regular looter wouldn't might be a Gnoll's Lucky Tooth (Value: 0gp, CHA-5), or perhaps a Leftover Morsel (Heals 5HP, Value: 0gp). Stuff like that wouldn't be a bad touch I don't think.

But adding anything with a gold value on it would be obnoxious. Marking all "Bonus Loot" like that as "Stolen" would be the best bet if it was implemented.

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IronAngel
 
PostPosted: Sun, Apr 11 2010, 18:09 PM 

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Making all loot "stolen" would be best.

Too much loot already. Cap merchants, reduce their buy rates, and drain gold from existing PCs, IMO.

You're not thinking straight, though. Giving Search his function doesn't have to increase the overall loot drop rate. In fact, it might do the opposite: you would obviously decrease the general chance to get loot while you made it so that good Search would get you the same chance that is now the default. Or maybe slightly higher. Either way, nobody's saying you must keep the current loot drop rate the same if you do this.

To me, though, it seems more like a gimmick and a lot of trouble for little gain.

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StandingBehindYou
 
PostPosted: Sun, Apr 11 2010, 19:22 PM 

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Jyro X wrote:
The only things that Search skill would pick up that a regular looter wouldn't might be a Gnoll's Lucky Tooth (Value: 0gp, CHA-5), or perhaps a Leftover Morsel (Heals 5HP, Value: 0gp). Stuff like that wouldn't be a bad touch I don't think.


I'd wear -Search items just to avoid having my inventory cluttered with crap like like.


 
      
MoshingChris
 
PostPosted: Mon, Apr 12 2010, 10:57 AM 

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IronAngel wrote:
Making all

You're not thinking straight, though. Giving Search his function doesn't have to increase the overall loot drop rate. In fact, it might do the opposite: you would obviously decrease the general chance to get loot while you made it so that good Search would get you the same chance that is now the default. Or maybe slightly higher. Either way, nobody's saying you must keep the current loot drop rate the same if you do this.



Thus punishing the high expenditure classes that don't have the Skillpoints to invest in Search. Not the answer (or even what i would call a good one).

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Pony
 
PostPosted: Mon, Apr 12 2010, 11:16 AM 



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Well, I do not think it is a punishment, to be honest. It would just give more meaning to those who actually put ranks in it. So if you go hunting, having someone with the skill will help you. Could be 3% chance + 1% for each party member (capped at 5) + 1% for every 10 ranks (capped at +4). Or something along those lines.


 
      
Selvec Darkon
 
PostPosted: Mon, Apr 12 2010, 11:21 AM 

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What about a chance to find an item already indentified? That way it's not worth really skill dumping, but does provide a little benefit and convience, much the same as Lore.

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Pony
 
PostPosted: Mon, Apr 12 2010, 11:26 AM 



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Well, it has no big use as it saves 100gp, mabey 2000gp if you would find 20 pieces of loot. I would prefer to give a lot more skills more meaning on the server, and I think giving search a useful little bonus would be wonderful.


 
      
MoshingChris
 
PostPosted: Mon, Apr 12 2010, 11:34 AM 

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It is a punishment because the only characters that can afford to waste skillpoints are wizards. Rogues can't. So what your effectively saying by your suggestion Gabe is that the class that already solos the most gold on the server will now solo for loot at 7 percent versus 3 percent for everyone else. Like i said, punishment given the effective soloing cost of a wizard = 0 right now versus the cost of just levelling anyone else in a party.

You invest in it, you already get the benefit of finding traps.

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IronAngel
 
PostPosted: Mon, Apr 12 2010, 13:59 PM 

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Mosh: your criticism is misplaced. Yes, that would be the consequence. However, it is the consequence of the suggestion in any shape or form: if Search gives more loot in comparison to the default, those without it are "punished." It's in no way particular to what I said.

I didn't support the change in my post. I merely pointed out the fallacious argument against the change: that there would be even more gold in the economy. False. The absolute numbers are unspecified; you can have less or more loot depending on the numbers, and that's independent of whether Search gets you more loot in relation to the default number, whatever it is.

If you're against it, come up with an argument that isn't a fallacy. You did: there would be inbalance between wizards and others. That's good enough, and I'm inclined to think it's just too much trouble for little gain. But if the only reason some people are against it is that there would be more gold in the economy, they need to rethink it.

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TormakSaber
 
PostPosted: Mon, Apr 12 2010, 20:23 PM 

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No, Mosh is right. Seriously, why do people continue to argue with him on this stuff?

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ainjyll
 
PostPosted: Tue, Apr 13 2010, 0:56 AM 

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TormakSaber wrote:
No, Mosh is right. Seriously, why do people continue to argue with him on this stuff?


Everyone is entitled to their opinion, even people who don't agree with you.

In my mind, the proposed change means that rogues, who need pts in search anyways for traps, would do a bit better in the loot department. It also means that people would probably start making suits with bonuses to search to hunt in, in the hopes of maxing out the skill for the party.

Of course wizards would be able to put pts into search easier than other classes, but it's like that with every skill, no? So, what I'm getting from the cons so far is that effectively no skill is worth changing because a wizard will just dump into it and that's not fair and that's just a ridiculous defense to use for anything.

I would like to clarify that I'm on the fence about this and actually could probably care less either way. I just don't think that the reasons stated so far are very strong.

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MoshingChris
 
PostPosted: Tue, Apr 13 2010, 2:34 AM 

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Actually no. The reasons I give are amongst the strongest to not do anything similiar to this.

Its not only Wizards.

Clerics don't need their huge fort saves in PvM so they can gear set the 20+ spare mythal slots + gain the bonus from their wisdom modifier. Again you see the easy soloing class with getting the better end of the deal.

Paladins are included in this. What a Cleric can do a Paladin can do because of the amount of items available.

Non-Max buffing classes on the other hand PvMly need to invest in heavily in resistance and reduction to solo effectively. Even in parties with the above buffers they need at least a few epic tiered items to match the Cleric.

The only way to balance this change to the economy is then to charge a gold cost for -every- spell based on character level and that will never make it through the Balance team (I know this because i've already tried).

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TormakSaber
 
PostPosted: Tue, Apr 13 2010, 3:43 AM 

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No one needs to do better in the loot department because loot and GP are criminally easy to get on Amia.

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IronAngel
 
PostPosted: Tue, Apr 13 2010, 11:10 AM 

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TormakSaber wrote:
No, Mosh is right. Seriously, why do people continue to argue with him on this stuff?


Did you read my posts? They are 100% correct, and I dare you to show otherwise. You can say you disagree, but the mere sentiment isn't worth anything if you don't show where you disagree and why. We're discussing, not voting, after all.

I did not even contest Mosh's conclusion, I only pointed out that his criticism of my post was misdirected as it equally applies to the suggestion in general.

And you continue to make the same point I've already proven to be a fallacious argument against a change like this:

TormakSaber wrote:
No one needs to do better in the loot department because loot and GP are criminally easy to get on Amia.


My above two posts show why this argument is invalid.

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TormakSaber
 
PostPosted: Tue, Apr 13 2010, 22:35 PM 

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No they don't. The economy is broken. It does not need to be broken more.

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Bravo21
 
PostPosted: Wed, Apr 14 2010, 0:00 AM 

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TormakSaber wrote:
No they don't. The economy is broken. It does not need to be broken more.


And this shows why that is how? Mosh did a credible job of explaining some of this. Some amount of detial would be helpful... Unless this is just spam that I can ignore, I just can't tell anymore.

Using the Search skill for extra loot, while appealing, would only add to the problem of over looting in Amia already. Unfortunately, most additions, penalties, and changes in general will be unfair to one group or another. For myself, I like the current trend of adding new and sometimes unusual things to the loot bins, it makes it more interesting to find something both unique and useful.

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blackvswhite
 
PostPosted: Wed, Apr 14 2010, 0:57 AM 

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some people like to balance in terms of lvl 30 pure powerbuilt wizards. many epic level characters are LOADED, and that is what tormie is referring to. Below epic levels, the economy is perfectly average and might even need a bit of a boost, but the epics ruin that opportunity because they have millions stockpiled and no one wants to give them more.


 
      
TormakSaber
 
PostPosted: Wed, Apr 14 2010, 1:01 AM 

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Correct. To fix the economy it must be fixed from the top down. And adding search to give more loot bloats the problem on all levels but especially so for the skill dumped level 30s who are now looting more than ever before, but spending nothing.

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Yurell
 
PostPosted: Wed, Apr 14 2010, 1:40 AM 

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I till think it would be good to see a graph or chart of the distribution of wealth.

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MoshingChris
 
PostPosted: Wed, Apr 14 2010, 1:42 AM 

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That isn't exactly true tormak.

My last three wizards, two clerics and one Paladin after the initial levelling process ended up with three million + GP each.

My last Weapon Master ended up with 300k

My Barb ended up with 47k when he hit 30.

My Wizards all had well over a million gold before 20. My Sorc purchased a Flawless mythal for 3 million coins at level 21.

The Economy needs to be fixed in relation to spell casting classes. Spells should incur a gold penalty adjusted to Caster Level ( i highly doubt anyone will support that).

Loot and gold drops which I've suggested multiple times should be cut off if you are killing spawns three -five levels lower than your current CR.

Those two ideas above are the two major factors in Amia' broken economy. The other is the gold cap on death being so stupidly low and the lack of a gold cap on stores. (Which i think should be set at 20k or two thirds of one average priced ten stack of healpots)

I also think that loot drops across the board should be reduced to three percent solo, increasing to 6 percent in a two man party and adding one percent per extra party member beyond that. I include the epic bins in this to follow this formulae aswell.

Way offtopic here though, and needless to say I don't really like repeating myself.

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maglorine
 
PostPosted: Wed, Apr 14 2010, 2:50 AM 

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MoshingChris wrote:

The Economy needs to be fixed in relation to spell casting classes. Spells should incur a gold penalty adjusted to Caster Level ( i highly doubt anyone will support that).


I could support some form of this, depending on the specifics.

MoshingChris wrote:
Loot and gold drops which I've suggested multiple times should be cut off if you are killing spawns three -five levels lower than your current CR.


I could support some form of this. There was a proposal floated about 3 CR below which I thought was a bit too tight but a 4-5 below cutoff is quite palatable IMO.

MoshingChris wrote:
I also think that loot drops across the board should be reduced to three percent solo, increasing to 6 percent in a two man party and adding one percent per extra party member beyond that. I include the epic bins in this to follow this formulae as well.


Ages ago, in a thread lost to forum pruning, I suggested a steeper scaling of both gold and xp per party member. It was never adopted. Basically a big penalty for soloing and a modest bonus from current levels for larger parties. This idea brings loot drops into the same type of scaling.

I like it.

You could also go
1 party member - 2%
2 party members - 4 %
3 party members - 6 %
4 party members - 8 %
5 party members - 9 %
6 party members - 10 %
Not different from your idea for large parties but a bit more penalty from the current flat 5% for solos and pairs.

The "wealth" differential you experienced matches mine, it's not uniform at all. The spell casting classes, wizard and cleric in my experience ended up rich, while my barbarian and monk did not have much gold at all deep into high epic levels and were forever scraping by.

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BrainSplitter
 
PostPosted: Wed, Apr 14 2010, 5:03 AM 

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1 PC = 1% Loot Rate = 1% Per Kill Per Character
2 PC = 2% Loot Rate = 1% Per Kill Per Character
3 PC = 4% Loot Rate = 1.5% Per Kill Per Character
4 PC = 6% Loot Rate = 1.5% Per Kill Per Character
5 PC = 10% Loot Rate = 2% Per Kill Per Character
6 PC = 12% Loot Rate = 2% Per Kill Per Character

Wooo? >.>;

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TormakSaber
 
PostPosted: Wed, Apr 14 2010, 5:15 AM 

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If a non spellcaster is barely scraping along at 5%, then 1% will kill them. They already are on the lowest of low tier as far as being able to kill stuff vs the soloability of spellcasters.

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BrainSplitter
 
PostPosted: Wed, Apr 14 2010, 5:20 AM 

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1% is only if solo'ing.

Current math = 5% + 1%/Character.

1 PC = 6% Loot Rate = 6% Per Kill Per Character
2 PC = 7% Loot Rate = 3.5% Per Kill Per Character
3 PC = 8% Loot Rate = 2.666% Per Kill Per Character
4 PC = 9% Loot Rate = 2.25% Per Kill Per Character
5 PC = 10% Loot Rate = 2% Per Kill Per Character
6 PC = 11% Loot Rate = 1.833% Per Kill Per Character

Solo'ers (mages, usually, and clerics) get 1% a piece. I rarely see Mundaners / Non Spellcasters solo'ing -solidly-, and honestly; solo'ing shouldn't be so common.

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ainjyll
 
PostPosted: Wed, Apr 14 2010, 14:11 PM 

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BrainSplitter wrote:
1% is only if solo'ing.

Current math = 5% + 1%/Character.

1 PC = 6% Loot Rate = 6% Per Kill Per Character
2 PC = 7% Loot Rate = 3.5% Per Kill Per Character
3 PC = 8% Loot Rate = 2.666% Per Kill Per Character
4 PC = 9% Loot Rate = 2.25% Per Kill Per Character
5 PC = 10% Loot Rate = 2% Per Kill Per Character
6 PC = 11% Loot Rate = 1.833% Per Kill Per Character

Solo'ers (mages, usually, and clerics) get 1% a piece. I rarely see Mundaners / Non Spellcasters solo'ing -solidly-, and honestly; solo'ing shouldn't be so common.


For some reason that I can't put my finger on when I've just woken up, that math doesn't seem right. With 6 players there's a constant 11% chance of a drop. It's just not always your characters turn for that drop. So, your chances are 0% until it's your turn, then they go to 11%. Maybe someone else who's been up a bit longer than I can explain it better.

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BrainSplitter
 
PostPosted: Wed, Apr 14 2010, 14:26 PM 

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If you assume an event share per person, that's the math. Hence the 'Per Kill Per Character', as opposed to a simple either-or.

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Yurell
 
PostPosted: Wed, Apr 14 2010, 14:27 PM 

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ainjyll wrote:
For some reason that I can't put my finger on when I've just woken up, that math doesn't seem right. With 6 players there's a constant 11% chance of a drop. It's just not always your characters turn for that drop. So, your chances are 0% until it's your turn, then they go to 11%. Maybe someone else who's been up a bit longer than I can explain it better.

The maths is right. 5/6th of the time you have 0% chance, and 1/6th of the time you have 11%, so the long term average is 11/6 % afaik.
That is, of course, not taking into consideration that you're killing three times as fast, though.

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BrainSplitter
 
PostPosted: Wed, Apr 14 2010, 14:29 PM 

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Of course. It doesn't take time into account. Mostly because from what I've seen DMside; people whom solo have the time to spend to do just as many kills as a group that goes out for a quick hunt.

Sadly the Solo'ers (on an individual basis) end up much better off. They get the 100% Share of the Gold/Kill, and more loot drops each than the party members do.

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Craig deathwalker
 
PostPosted: Wed, Apr 14 2010, 15:04 PM 

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In my oppinion the economy is long past controlling, there have been consequences in game, and little has deterred those who continue to farm. Instead how about rewarding those who stopped the inflation of items, so that others may take notice.

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maglorine
 
PostPosted: Wed, Apr 14 2010, 16:44 PM 

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I like brainsplitters concept actually.

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MoshingChris
 
PostPosted: Wed, Apr 14 2010, 16:53 PM 

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If it applies to Epic Summons I don't see a problem with it.

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BrainSplitter
 
PostPosted: Wed, Apr 14 2010, 17:28 PM 

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I'd say exclude Summons from the calculation. 5 Party Members and 1 Summon = 5 PCs for determining loot.

I'd also, possibly, increase the exponential of it all. It means the loot percentage is raised -slightly- at the high end over what it used to be, but I can deal with a bit more money going into the economy of it gets people to party up and (hopefully) RP.

By that I mean;

1 PC = 1% Loot Rate = 1% Per Kill Per Character
2 PC = 2% Loot Rate = 1% Per Kill Per Character
3 PC = 6% Loot Rate = 2% Per Kill Per Character
4 PC = 8% Loot Rate = 2% Per Kill Per Character
5 PC = 15% Loot Rate = 3% Per Kill Per Character
6 PC = 18% Loot Rate = 3% Per Kill Per Character

Solo'ers suck it.

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Mobile_Svensk
 
PostPosted: Wed, Apr 14 2010, 17:44 PM 

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BrainSplitter wrote:
I'd say exclude Summons from the calculation. 5 Party Members and 1 Summon = 5 PCs for determining loot.

I'd also, possibly, increase the exponential of it all. It means the loot percentage is raised -slightly- at the high end over what it used to be, but I can deal with a bit more money going into the economy of it gets people to party up and (hopefully) RP.

By that I mean;

1 PC = 1% Loot Rate = 1% Per Kill Per Character
2 PC = 2% Loot Rate = 1% Per Kill Per Character
3 PC = 6% Loot Rate = 2% Per Kill Per Character
4 PC = 8% Loot Rate = 2% Per Kill Per Character
5 PC = 15% Loot Rate = 3% Per Kill Per Character
6 PC = 18% Loot Rate = 3% Per Kill Per Character

Solo'ers suck it.


Great. Then myself, playing from 8-16 mostly durin GMT +1, Won't have anybody to party with; or money to spend on anything.

Since there's about 15-20 people online at those hours; And even fewer who i can join up with due to level differences; religious differences, etctc.

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BrainSplitter
 
PostPosted: Wed, Apr 14 2010, 17:48 PM 

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Joined: 06 Apr 2005
Location: Victoria, Australia

And? I've got a lowbie to level up too, and I deal with Aus times just the same. You can still Solo if levelling up, getting XP and Phat Loots is so extremely integral to your Roleplaying Experience, it's simply less rewarding.

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IronAngel
 
PostPosted: Wed, Apr 14 2010, 18:06 PM 

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Joined: 29 Sep 2005
Location: Helsinki, Finland

As if you even needed money on anything in Amia. Unless you want to rent a house solely for yourself, you shouldn't ever run out of gold for long.

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Mobile_Svensk
 
PostPosted: Wed, Apr 14 2010, 18:09 PM 

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Joined: 21 Jul 2005
Location: Awarded most Confused Git of 2014!

Just. No...The current system works fine.
Adjusting it would be tiresome, hard work and it would just add to the overwhelming list of things "to do".
And naturally, once it's been implemented there will be a cry out for change again.

let's not change sole for the sake of change.

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ainjyll
 
PostPosted: Wed, Apr 14 2010, 18:28 PM 

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Joined: 14 Jun 2006
Location: wilmington, nc

I think that while the economy on Amia is definitely inflated, the answer doesn't lie in decreasing the loot drops. From the characters I've played on Amia, my clerics and mages always end up with ridiculous amounts of gold sitting in their purses and the rest of my characters are pretty broke in comparison until they get into the epic levels.

I'd think that some type of gold sink for epic levels may have a better effect. Perhaps use the abilities involved in the new HAK and make some DM-given quests for rare spells that the research of which costs in the +1 mil range. For clerics, they could tithe some of their gold to their god and after they reach a certain level of donation, they begin to receive a new spell.

Changing the drop % of loot will do absolutely nothing but hurt new characters. It does absolutely nothing to take a bit of gold out of the pockets of those with millions of gold already. That gross lump of millions that floats around the playerbase will continue to just pass from character to character with no real affect from the lowered loot levels. If anything, I can see it exaggerating the cost of loot even more, making the rich characters richer and the poor will remain just that.

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BrainSplitter
 
PostPosted: Wed, Apr 14 2010, 18:31 PM 

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Joined: 06 Apr 2005
Location: Victoria, Australia

Very tricky to do. There are only a few outcomes;

Non Negotiable Goldsinks - No one will like this. By this I mean; Taxes, Auto Gold Removal, Etc.

Ultra Expensive Items that are Useful - Best gear is reserved for farmers. Instead encourages looting to get these goodies, as opposed to getting gold out of the system in the long term.

Ultra Expensive Items that Aren't Useful - Will never be bought.


Using the 'Gold Sink' method, sadly, doesn't work with the current economy.

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ainjyll
 
PostPosted: Wed, Apr 14 2010, 18:48 PM 

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Joined: 14 Jun 2006
Location: wilmington, nc

If given through a DM quest, though, wouldn't the DM be able to modify the cost on a case-by-case basis? Making it too expensive for people who just want to farm and affordable for those that have a desire for RP, but have gathered a butt-load of gold from the normal process of leveling. I suppose that could be basis for calls of favoritism, but I'm just brainstorming and trying to come up with ideas.

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BrainSplitter
 
PostPosted: Wed, Apr 14 2010, 18:56 PM 

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Joined: 06 Apr 2005
Location: Victoria, Australia

Favouritism to the extreme, yeah. Sadly the Server's culture is very much... Not... Permitting of such.

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