Looting

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Alpha-2 looting UI preview.[1]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[1]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[2]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[3][4][5]

  • Group loot rules are defined on a per-rarity basis.[1]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[2]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[6]
  • There won't be auto-looting pets.[7]
  • It will be possible to kick a player from a party prior to them acquiring loot.[8]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[8]Steven Sharif
Free-for-all.[5]
  • Whoever is first to loot gets the loot.[3]
Lootmaster.[1][5]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[5]
Round-robin.[1][5]
Need or greed.[1][5]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
Bidding system.[5]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[5]
    • The highest bidder wins the item.[5]
    • The gold then goes into a pool that is split among the rest of the party members.[5]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[10][4]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[10][4]
    • These numbers will be balanced based on testing.[10]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[10][4]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[10]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[11]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[12]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[12]Steven Sharif

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[13][14] Monsters drop hunting certificates, Items and crafting materials rather than gold.[15][16]

Hunting certificates

Hunting certificates is a term that covers items, such as Pelts that house the value of a mob's death. These certificates are specific to an economic region.[27] These are intended as an alternative mechanic to acquire gold.[28][15][16]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[16]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[29][30][31][15]

Resource quality

Flanggler (Flower angler or Mimic flower).[32][33]

Resources will have differing tiers of quality for the same resource type.[34] This is somewhat similar to Star Wars Galaxies.[35]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[37]Steven Sharif

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.

In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:

Mount and pet drops

Mounts and pets are dropped by world bosses on a very rare basis.[38]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[39]

Caravan looting

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[40][41][42] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[43]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[42]Steven Sharif
  • Anyone may loot the caravan's wreckage.[43]
  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[44]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[45][42]
Q: What is the reason for requiring the destruction of a caravan by the attackers as opposed to the attackers gaining possession of the caravan?
A: With caravans we really want to emphasize this idea of not necessarily stealing the vehicle, but being forced to achieve victory through destruction; and when you do you then have the logistical issue of how you're going to transport those goods on your own rather than servicing the transport of that by just hijacking.[46]Steven Sharif

AoE looting

AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[47]

Player death

Player death in an open world dungeon in Alpha-1.[48]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[49]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[50][29][30][31][15] These ash piles are immediately lootable by any player.[29] Player flagging is not triggered by looting.[51]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[31]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[53]Steven Sharif
    • Dropping a percentage of carried gatherables and materials that are used in the generation of something else.[55][30][31]
      • Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[55]
      • A percentage of the certificates a player is carrying are also dropped.[15]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[56]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[56][57]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[31]
  • A corrupt (red player) suffers penalties at four times the rate of a non-combatant, and has a chance to drop any equipped items based on their current corruption score.[58][59] This includes:[59][31]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[61]Steven Sharif
    • These dropped items may be looted by other players.[62]
    • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[63]
      • Non-corrupt players always respawn at the closest active respawn point (to their death).[64]
    • Corruption penalties occur as the corruption is gained (not just at death).[65]
  • Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[66]
  • Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[67][68][69][70]
    There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[70]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[71]

Death by falling is possible.[72]

  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[72]

Death by drowning is possible.[73][74]

  • Players that drown will respawn on shore.[73]

If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[56]

Players do not lose gold upon death, no matter their corruption level.[75]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[75]Cody Peterson

Full loot

There will not be a full loot (full drop) system in Ashes of Creation.[76]

There will not be a full drop and the reason for that is because you know our intention when it comes to progression within the world is we want it to be meaningful and you know take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.[76]Steven Sharif

Item rendering

Items that are dragged out of a player's inventory are destroyed.[77]

  • Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[77][78]

See also

References

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  39. Mounts.jpg
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