Feedback talk:User/Bold Baby Undies/Loot

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An interesting loot system, it reminds me of several other games, such as monster hunter. It would add realism to the game, for certain. Humanoid or civilized enemies would be bearing more useful items like weapons, armor, and trinkets, while beats would have more simplistic things, such as hides or bone. Beasts could also have other things, such as things they might get from snacking on adventurers. Salvaging things from them is interesting, however I think the amount of things salvageable should be restricted down a bit more. During combat, its my thoughts that items the enemy has gets broken or damaged beyond use, thus we don't consider taking it off of the corpse and it is not an offered loot item. That leads on that every possible loot item wont be available for salvaging from the creature. Look at it this way perhaps; there is a total loot pool that the creature can have available for salvage, however only a handful are actually allotted out into the corpse for looting due to combat damage upon the body. Taking items from the corpse would damage other items, like damaging the hide if you take the bone, or vise-versa. This would make farming less of a for-sure thing, and more realistic. Not every corpse is going to have items available that break when you take your spoils. Also having a % chance for additional items break could be taken further, perhaps on the menu (I'm assuming that's what will be used) for the loot, a % number could be beside the item, displaying the chance you have to take that particular item. When attempted, be it successful or no, the % could go down for other items (more or less depending upon each item). Like so:

Earth Drake
Coins 100%
Scale
Quest Items
Drake Hide 70%
Monstrous Tooth 60%
Monstrous Claw 60%
Bone 80%
<-other item-> 40%

Taking an item would reduce the % of all other items other than the 100%s. Was this close to what you had in mind? Either way, I think it would work well if implemented.--Neithan DiniemUser Talk:Neithan Diniem 19:21, 25 July 2010 (UTC)

Yes, that was exactly what I was saying. For example, you could have a percentage chance that an item breaks in combat. then you have a salvage percent chance in the salvage menu. I'm putting a table in the page.--Bold Baby Undies 20:14, 25 July 2010 (UTC)

You should also link your item salvage idea to this one, as it is somewhat related by using the same mechanic for salvage.--Neithan DiniemUser Talk:Neithan Diniem 20:53, 25 July 2010 (UTC)
I did!--Bold Baby Undies 21:15, 25 July 2010 (UTC)