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Loot Rules, Okay?

Posted by Stropp on January 14, 2008

One of the decisions the designers of Mythos made for their game was that when loot dropped from a kill, each character in the group received a loot drop specific to that character. When you make a kill in Mythos, wether solo or in a group, whatever you see on the screen after that kill is for you alone.

There are no rolls for need or for greed. There’s no need for a long drawn out discussion on who needs what. No need for complicated point keeping systems. And importantly, there’s no such thing as a Ninja Looter in Mythos.

This got me to thinking about the comparable loot systems in most other mainstream MMORPG’s, like World of Warcraft.

Anyone who has spent any time in WoW knows that the best gear drops in instances off of the boss mobs. From the lowest level instance to the highest level raid encounter, that’s where players get geared up.

The gear that is dropped is usually randomly generated from a loot table for the particular boss you are fighting. The loot table generally contains gear for all of the classes, and is often given a certain chance of dropping. Some items are far more likely to appear than others.

Just to illustrate, go and have a look at a web site that provides an item database like Thottbot. You’ll notice on some of the item stats that there is a percentage drop. For instance, the Rod of the Sun King has a 7.2 or 29.4 percent (depending on how the data was collected) chance to drop when you knock off Kael’thas Sunstrider.

Even if that rare item finally drops, it may be highly sought after. Rogues and Hunters for instance often compete for agility items, while Druids, Shamans, Priests and Paladins could be after +healing gear. Depending on the guild, the loot system they use, or just the roll of the dice, the player might find themselves disappointed time and time again.

I’ve read forum posts where players have attempted certain instances dozens of times hoping that a certain elusive part of their  Tier n set would drop. When it finally happened, they were out rolled, out bid, or ninja’d out of the item. It would be a bitterly disappointing experience.

This is where the Mythos loot system beats the old style free for all loot systems. When a player sees that final set piece lying on the ground, or hears that tinkle of a powerful gem, they know it’s theirs. There’s no worrying about someone else winning the roll, or simply just running off with it. They can simply pick it up, equip it, and happily go on to the next thing.

Reducing frustration, happier players, foiling ninjas. This can only benefit players.

Just hypothetically, how could this be implemented in World of Warcraft?

Simple. In fact the mechanics are already in there. When a group of players defeat a boss that is supposed to return a quest item like a head, all of the players can click on the corpse and loot the quest item. There’s no reason this mechanic couldn’t be used to randomly provide a loot table item to the player as well.

For a game like World of Warcraft there could be some negative consequences to this sort of system. The reward for running the WoW endgame is high level gear. To be able to get into a high level instance a player must have equipped his character from a lower level instance.

The faster players can equip their characters, the faster they will run through the instances until they exhaust all the content available, get bored and quit.

Competition for gear between raiders ensures that it takes longer to gear up, and slows down the progress through the game. There are exceptions to this. Some guilds will make sure their core players get the best gear first, and there’s some logic to this. However, it still slows down the non-core raiders.

Personally, I’d like to see the Mythos loot system implemented in more games. I hope there are developers out there that take some notice.

I’d like to hear your thoughts on this. What do you think about the Mythos loot system?

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  1. pvthudson Said,

    The loot would have to be tailored to that players class, there is no way in hell that would work in World of Warcraft for blues off bosses and such. You have to allow specific class only items to be given out to someone that could use it or you will multiply the time spent farming gear by millions and millions of hours

  2. Stropp Said,

    Hi Pvthudson, good to hear from you.

    There’s a couple of ways you could do that. You could have separate loot rules for each class, so that paladins always get paladin gear, rogues always get rogue gear and so on. Or you could use a multiplier on the loot table to dramatically increase the odds of getting gear for the class.

    I like the second method better since it doesn’t completely eliminate the drops of gear that can’t be used, but still gives a much better chance for the player to get what they want. Players may still need to go to a dungeon a few times, but far less than they need to now. And the ‘worthless’ gear can be sold, auctioned if non BoP, or disenchanted.

  3. Super Ally Said,

    Hmm very interesting take on the loot system but not too sure it would be welcome in WoW, i think with the high level raiding cap for number of players involved being lowered it helps – as less people will be rolling for it, also they want you to keep grinding the instances so doubt they want to be that helpful.

    WoW needs to make more class specific gear as you say – which can only be worn by one class, this would stop druids and hunters stealing my rogue gear ;)

    On a different note i dropped leatherworking last night as it just wasnt viable in making money, took up enchanting and have grinded up to 126 in one night. Still a few trips to the deadmines and the ilk but its alot easier than i expected…… being lvl 70 helps of course.

  4. mmofan Said,

    It could very easily be implemented in wow. The Tier 4 tokens drop and can be traded in for up to 3 different armor sets depending on the class. If they just increased the tier token drops, everyone in the raid would get at least 1 item from certain bosses.

    And it is not hard to adjust loot for the classes that are present. It is pretty ridiculous to run a full instance and only ever see paladin items drop when there is no paladin to equip them. Blizzard already does something similar with high level patterns. Only engineers see high level engineer plans. They could quadruple the number of items that drop from all bosses and only those classes that can use them would actually see and get to roll on the drops.

  5. Stropp Said,

    Hi mmofan, thanks for your comment.

    That’s the sort of system I would like to see too. There does need to be a way to make sure that the loot dropped is suitable to at least one of the players in the group. It wouldn’t be hard to draw the loot table from the available classes. Increasing the number of drops would be nice too.

  6. Mike Said,

    Yes, I too, think everyone should get their own personal reward drawn from the monster’s loot pool. I could get pants I could or could not wear. Meanwhile, my friend receives a type of weapon as her personal reward from the same kill. If she can’t equip it, then it would have to be sold to NPC vendor.

    It would totally eliminate rolling and arguments on who needs what and people acting up and leaving in the middle of an instance leaving the rest of us needing help to advance further.

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