

Feb 16 2011 10:56 AM UTC (over 1 year)
Feb 17 2011 10:03 AM UTC (over 1 year)
Yap! It's annoying...but...then...it's a gang/crime game...so - if someone steal "yours" crate, go and steal somebody's else...
Feb 17 2011 11:09 AM UTC (over 1 year)
I've thought about the issue of 'container ownership' long before now. Undeniably, stealing containers and its related feuds are all part and parcel of the criminal underworld...
Yet here is a semi-solution/compromise loot-drop mechanic: why not implement a 5-sec timer 'Killer ownership' rule?
In short: Whoever kills the enemy which drops a container, that loot is only able to be picked up and collected by that individual for the first 5-secs. After that, it becomes fair-game. In this way, ownership rules are indisputable to begin with, but if the killer gets delayed or killed attempting to retrieve their rightful prize, then it quickly becomes available to all others...
Any Pros or Cons to this mechanic?
Lux Perpetua Luceat Ego Et Requiem Aeternam Dona Eis...

...May Perpetual Light Shine Upon Me & Eternal Rest Grant Unto Them
Feb 18 2011 03:14 AM UTC (over 1 year)
i hope they make something like assassin when we play in PVE we can attack any player too in pve coz u sayed its gang & crime if no one respect ppl so we will not respect him and we can kill him in PVE i hope the game doing something to fix this [filtered] ![]()
Feb 18 2011 11:12 AM UTC (over 1 year)
While I understand the frustration with it, I think there would be to many other issues with having a drop hold.
1. In many battles and regardless of being in a group, players will "assist" those attacking the boss by holding back the troves of bad guys coming in behind them. Are those players any less "worthy" of that prize?
2. This has happened many times to me...You take down a boss, you have only a few hit points left as you run torward the container, you get a bullet in the back of the head and someone else gets the drop. 5 seconds wouldn't give you enough time to get back to pick it up.
I wouldn't be opposed to creating an end of game loot salvage based on the amount of damage one does to a boss. But again, it doesn't help the supporting players either. A couple of ways I would handle it:
1. Mark those NPCs closest the boss as assistance. So players who kill the most assistance NPCs would get a lower tier container drop in their loot salvage.
2. Instead of having the tier 3 container drop right then, have it appear in the loot salvage to the player who does the most damage to the boss.
3. Have a "weighted" drop calculation based on player level and star rating. The will prevent high level players from always getting the drops.
Those are just my suggestions and feedback...take it for what is it
Infidel defilers. They shall all drown in lakes of blood.
Now they will know why they are afraid of the dark. Now they learn why they fear the night.
Feb 18 2011 05:16 PM UTC (over 1 year)
Good Points, Wartoc. Of course, I doubt there is a perfect solution.
In respect to the drop hold comments;
Points 1 & 2 aren't things I've often encountered. The way Stockpile and Defence Instances are generated, it's rare that any/few enemies are a visible threat when a Boss/Mini-Boss is around. Other than in HeadHunt, you would be unlucky to die when collecting the container drop. And of course in Headhunt, those who choose to assist vs. the oncoming horde rather than the Boss directly are still rewarded with various container drops. Which all in all, keeps it fair (One lvl 3 container vs. Several lvl 1-2 containers)
So all in all, I still reckon the 5 sec drop is a decent rule. It's meant to a compromise scenario rather than an equal reward system that you seem to advocate. Any longer (i.e. to account for death) would eliminate the competitive element completely. In fact, you may as well do away with the 'drops' in these instances as hinted at and just award players appropriately come the end of the instance. But I reckon this takes away some of the fun of scavenging.
Furthermore, I think accounting for 'assistance' and 'enemy locality' are rather complicated. How many generic enemies are equivalent to one boss? What about long-distance enemies such as Clearshots or GL/RL users? Etc.
Yet here is a potential extended compromise which encompasses your points somewhat...
-> Keep the 5-sec Loot Hold rule. Yet also, for every player who is in the instance at the time - regardless of their actions - gets a lower lvl container too. Thus the focus isn't on one individual but rather the group. So long as one person collects the container, everyone will benefit to a degree (i.e. 4 players were in the instance when a boss appeared: One person collects the lvl 3 container drop, the other 3 will each get a lvl 1-2 container at the end of the instance).
This is theory would still make the Boss container drop important, but also reward the group as a whole for a collective-effort. ![]()
Lux Perpetua Luceat Ego Et Requiem Aeternam Dona Eis...

...May Perpetual Light Shine Upon Me & Eternal Rest Grant Unto Them
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i was play in group the HHT we was 4 player and after we killing the boss to get the contanir 3 we found the noobs join the battle and run to the contanir 3 when they saw the boss is 1-3% and they get the drop and that is drive me crazy coz we play so hard and we leave the PVP some time to play PVE HHT to get some drops and some one enter the battle and go take drop easy and we [filtered] off coz we died to killed the 4 sup boss & the last boss the game must fix that like who kill the boss only him he can see the contanir or when we creat battle we type pw to any one join it... that coz some ppl not respect us