It’s all about loot, again.
I. Ruleset from campaign: [x% chance] to drop equipment + [y% chance] inventory loot + [z%] item decay.
[x% chance]: someone lose a little, someone gain a little;
I don’t know if that means more work for crafters, if that item will be on sale; [y% chance] inventory loot: not a big chance to take from roamers or zergs. [z%] item decay – more work for crafters and/or gold sink; no coins, no farming, no exploit to kill your friend.
II. Type of loot distribution (from other games):
first-come, first served;
best damage; everyone; hybrid, random, etc.;
III. Problems (from other games):
type and time of looting process;
zergs vs roamers; fluid combat, zerg after zerg, no time to loot; dps vs support; [reserved for more]
IV. My crazy idea about loot system:
every item has LP (loot points), gear, material, etc;a) let’s say 300 LP for rare set of gear and 200 LP materials from inventory;
2. two types of looting: F key = fast, G key = slow;
3. 50% from [x% and y% chance] for fast and 100% for slow;
4. instant for F, time burning for G;
5. random for F, take what you need for G;
6. loot distributed to everyone who tagged;
a ) let’s say from ruleset x=30% and y=100%, that means 90 LP for gear and 200 LP inventory;
b ) 3 = 90/3 = 30 LP gear and 200/3 = 66 LP inventory for each in case of G;
c ) 3 = 90/3*50% = 15 LP gear and 200/3*50% = 33 LP inventory for each in case of F;
V. Random facts about IV:
zergs gains nothing killing roamers (in form of loot);
roamers gains nothing if zerg passing by; melee is first to loot in case of slow loot; support must do some damage; zerg vs zerg .