Looting

Latest

  • Archaeologists want you to spot ancient sites from your PC

    by 
    Steve Dent
    Steve Dent
    02.02.2017

    Checking Twitter can get pretty traumatic these days, so why not use your time making a groundbreaking discovery instead? That's now possible using GlobalXplorer, a "citizen science" platform that lets you check high-res satellite images for signs of ancient civilizations. The site was conceived by National Geographic Fellow and "Space Archaeologist" Dr. Sarah Parcak, and won the $1 million TED Prize last year.

  • Pathfinder details corpse looting and more

    by 
    Jef Reahard
    Jef Reahard
    01.22.2015

    GoblinWorks CEO Ryan Dancey has published a new blog post touching on today's Pathfinder early enrollment release. Version two of the fantasy sandbox adds player husks, which is another way of saying lootable corpses. "The extent of your losses will be related to how quickly you are able to return to the site of your husk and if you are able to recover the inventory that remains on the husk before others are able to take all of its contents or its timer expires," Dancey writes. There's a bit more to the update, but you'll need to click through to the GoblinWorks website to read it!

  • Camelot Unchained Q&A talks PvP looting, physical growth, and crafting

    by 
    Justin Olivetti
    Justin Olivetti
    02.16.2014

    There's a new community Q&A up on the Camelot Unchained site dealing with a wide range of topics concerning this up-and-coming RvR MMO. The topics in it range from hooded cloaks (yes, they're in) to just what players will be able to loot from enemy corpses and structures. Perhaps one of the most interesting pieces of information is that the team is putting in a physical growth system similar to the one that was promised but never delivered to Warhammer Online. Mark Jacobs confirmed the feature: "I'm happy to say that yes, certain races (I won't commit to all of them yet) will have meaningful changes happen to them, both cosmetic and gameplay. For example, our Dvergr might have more stone covering their body and their beards will grow. Other examples could be with our HelBound's faces, Hamadryad's tails, etc." The Q&A also addressed the role and importance of crafters, emphasizing that those players will be able to generate basic materials from their land and that they'll "contribute majorly" to battles.

  • EVE Evolved: Designing EVE Onland, part 1

    by 
    Brendan Drain
    Brendan Drain
    12.29.2013

    When I'm not playing or writing about EVE Online, I can usually be found huddled over my computer typing lines of code into a compiler and chipping away at bugs that make varying degrees of sense. Designing my own hardcore space game is a really fun challenge and very fulfilling work, but I have a dirty little game dev secret: I've actually always wanted to make a fantasy game. While the budget and personnel required to take on a project the scale of an MMO remain quite far outside my grasp for the moment, it's still fun to think about how I might design such a game if the opportunity arose. The MMO genre seems to be heading for a sandbox revolution this year, and there's no bigger sandbox than EVE Online, but could all of EVE's gameplay translate to a fantasy game? EVE is probably the most atypical MMO out there, maintaining a subscription-based single-shard PvP sandbox in a genre that's typically headed in the exact opposite direction. There are several new sci-fi sandboxes on the way that may or may not qualify as massively multiplayer titles, but the vast majority of MMO gamers still prefer to keep their feet on the ground in fantasy lands. I often find myself wondering how much of EVE Online's core gameplay is possible only because of its setting -- and how much could actually be applied to a fantasy MMO. Not only should it be possible to adapt most of what makes EVE great to a modern land-based game, but many of the mechanics sandbox gamers now attribute almost solely to EVE actually started life in classic fantasy MMOs like Ultima Online. In this week's unusual EVE Evolved, I'd like to start a game design thought experiment as I delve into the hypothetical world of EVE Onland.

  • MMO Mechanics: Three fair ways to distribute loot

    by 
    Tina Lauro
    Tina Lauro
    12.25.2013

    I mentioned last week that players throw their precious characters into the MMO meat grinder in the pursuit of higher levels, new achievements, or shinier gear. We gladly jump on the seemingly endless PvE treadmill, cranking up the speed with each new patch in an attempt to catch the dangling carrot of character perfection. Of course, we don't just punish ourselves like this to say we overcame some previously impossible challenge; there's shiny new loot to be had! The best booty usually comes from completing group activities like dungeons and raids, but not everyone can agree on how to share the spoils of joint pursuits. Several different loot distribution methods have been devised over the years to solve the problem of fairly distributing the swag, with most methods starting life as player-made agreements that weren't officially supported by hard-coded game mechanics. Players have long since rolled for gear or took turns to claim items round-robin style, leading developers to implement the most popular methods as actual game mechanics to avoid ninja-looting and then the inevitable public pity parties associated with player-led arbitration. In this edition of MMO Mechanics, I'll break down three of the most equitable loot distribution systems used in MMOs today and look at why this age-old problem doesn't have a one-size-fits-all solution.

  • The Elder Scrolls Online wants you to explore everywhere

    by 
    Justin Olivetti
    Justin Olivetti
    05.16.2013

    Any RPG player worth his or her salt knows that there are two primary maxims to making it big: explore everywhere and take everything not nailed down. Fortunately, ZeniMax subscribes to this philosophy as well, which is why the team has placed an emphasis on exploration and loot-gobbling in The Elder Scrolls Online. In a new video, Creative Director Paul Sage shows how players can loot all manner of goods in the world and then use those items for crafting. He also points out how the world will be populated with readable books, fishable areas, hidden chests, and ability-boosting stones. So if you were wondering if it's OK to rob a church in TESO, the following video should assure you that it's more than fine -- it's encouraged.

  • Massively Exclusive: Hailan Rising's devs on PvP, death, and player loot tables

    by 
    Shawn Schuster
    Shawn Schuster
    11.06.2012

    Hailan Rising is more than halfway through its Kickstarter campaign with quite a long trek still to go for funding, but we took a good look at the game's description and really liked what we saw. It's a game that is labeling itself as "DAoC meets CoD" and being developed by some important industry vets. But as with any Kickstarter project, there are always questions. We see what's being promised with the game, but we want to know more. So we gathered together a few of our biggest concerns for the Reloaded Productions team to see what this thing is all about. As Kickstarter projects are still a dime a dozen these days, we want to know what sets the team's game apart from the rest. Follow along after the cut for our interview with Adam Smith and Jess Mulligan from Reloaded Productions.

  • The Daily Grind: Is looting important in MMOs?

    by 
    Bree Royce
    Bree Royce
    07.14.2012

    As I play City of Heroes, rolling through the Summer Blockbuster content, I'm reminded that CoH's looting system is really weird. As in, there kind of isn't one. Recipes, enhancement, salvage, and influence just sort of magically appear in their respective trays. There are no sparkly bits to tell you that hey, you should totally come click this monster because its still-warm corpse has shinies for you. You never have to worry that you missed a piece of choice loot back in the last room. And players never, ever fight over loot because at the end of an important mission, everyone gets a drop. At the same time, CoH is missing some of the thrill that comes when you best the random number generator and finally get your purple shiny sword of doom. The near-intangibility of the game's drops means fewer crushing defeats when that freaking Hunter rolls on your tanking sword, but it also means fewer victory laps. You give up the rush from clicking on a monster just to see what he has; that step is completely stripped out. What do you think -- is a physical "looting" process critical to MMOs? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: Does quest reward realism matter?

    by 
    Bree Royce
    Bree Royce
    12.24.2011

    While playing Star Wars: The Old Republic this week, my quest partner and I ran into something odd: A group of anti-Jedi Twi'lek pilgrims handed over an elite Jedi robe to his Consular. What were these pilgrims doing with expensive gear from their enemies, and if the quest-givers had looted the garb from Jedi corpses, why would they consider such wearables worthy gifts for us? In a game as story-driven as SWTOR, you'd think the quest rewards would match the lore, right? Of course, BioWare's new epic isn't alone in these weird quirks. Think about how many fantasy games have monsters that drop abnormal numbers of body parts, or worse, money, when you know that ghost couldn't carry a sack of gold and you're pretty darn sure that bat had two eyes, not just one. But does it bother you? Are your immersions disrupted by such inanities, or do you chalk them up to game mechanics and go about your MMO business, happily accepting illogical quest rewards and looting ridiculous items (like furniture!) from any old white-con mob that wanders into your crosshairs? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Lost Pages of Taborea: Runes of Magic's potential for EVE combat

    by 
    Jeremy Stratton
    Jeremy Stratton
    08.22.2011

    I've been thinking a lot lately on other ways that Runes of Magic reminds me of EVE Online. Not that any systems are exactly the same, but they have certain similarities. Wurm Online and Minecraft are arguably different in how they function, but they both scratch the same creative itch. RoM's gear-modification system lends itself to EVE-esque combat. Keep in mind we're not talking about how the mechanics or guts of the games are similar or different; we're talking about how the same itch is being scratched. In the case of RoM's PvP being like EVE, it's more like tickling the itch with a feather, which makes you want to scratch it even more. I want to scratch that itch with a Brillo pad by exploring how RoM's open-world PvP could function more like EVE's, thanks to the arcane transmutor. Let's start with how I think battlefields differ from open-world PvP.

  • Prime: Battle for Dominus releases new game info, dev chat coming tomorrow

    by 
    Jef Reahard
    Jef Reahard
    07.14.2011

    Yay, sci-fi MMO news! If that doesn't twirl your beanie, how about this: Three-faction sci-fi MMO news! Yes, Pitchblack Games has sent out a new press release, and we're here to tell you that it features some pretty spiffy stuff. First up is a bunch of website updates for Prime: Battle for Dominus, including backstory and info on the game's 11 explorable worlds. Pitchblack has also put together a combat update, and juicy details include info on the game's death penalty, looting, targeting, and more. Last but not least is the first official Prime dev chat, and the shindig is scheduled for this Friday, July 15th, at 3:00 p.m. EST. The chat will be available via live stream and will feature co-designers Warren Weems and John Kennison. Head to the official Prime website for more.

  • Wings Over Atreia: This is only a test...

    by 
    MJ Guthrie
    MJ Guthrie
    05.23.2011

    BEEEEP! The message you are about to hear is from your local public test server. This is only a test. Had this been an actual server, your XP would have been sliced, your loot drops diced, and your AP slashed. In the event of an actual server, the message you would receive would assure you that your characters would be safe from wipes and safer from bugs and glitches. This is the Aion PTS. Remember, this is only a test... server. BEEEEP! Public test servers. Just three small words. What thoughts and feelings do these words invoke in MMO gamers? Much like the words "open beta," PTS seems to represent more of a sneak-peek playground for upcoming gaming goodness instead of a place to test and tweak said upcoming features before they go live. Come on, let's admit it: In an age when the philosophy of instant gratification seduces new acolytes by the hour, who can truly deny that desire to see all that is new and shiny? Who doesn't want to take a stroll through new instances, test out new weapons, and try on new gear? New equals exciting. And we test-drive cars, so why not games? And if we test-drive games, then why not game patches? With this in mind, I think it would not be far-fetched to believe that Daevas flocked to New Atreia (as I have dubbed it, seeing as this world certainly could not be confused with the Atreia I already know) when NCsoft opened Aion's test server to the public on May 12th. After all, many players are eagerly anticipating the features offered in the 2.5 patch. So in order to bring you a taste of what's to come, yours truly ventured forth onto the realm of the PTS. What I found was exciting, fun... and a bit surprising. Vicariously live the crazy whirlwind life of a PTSian after the break.

  • Blizzard and how they deal with ninjas

    by 
    Mike Schramm
    Mike Schramm
    12.08.2009

    Wojtek sent us this thread in which he posted a long series of emails between him and Blizzard about the ninja of an Onyxia Drake. There's a lot of back and forth, but eventually, the bottom line is that Blizzard was not able to help him, whether that's because he didn't have the information right, they couldn't find what they needed in the chat logs, or they just didn't want to. Later on, the thread is locked, and Wojtek is given the usual feedback address for the GM actions. So what does all this mean? We've heard in the past that Blizzard will occasionally help with ninjas, and we've even heard unofficially that if you get the main looter in a PuG raid to state the looting conditions ahead of time, Blizzard can go back, look that up, and then reward loot based on who really deserves it. But of course, all of that is unofficial, and there are so many variations and issues in situations like these that there can't really be a hard and fast rule -- sometimes Blizzard can help, sometimes they can't.

  • Listen to the WoW Insider Show today at 3:30pm Eastern

    by 
    Mike Schramm
    Mike Schramm
    11.28.2009

    Our podcast (which is nominated for a Podcast Award, by the way -- this is the last time we'll ask you to vote for us over there, since voting ends on November 30th) is headed back to the virtual airwaves as usual, and this week we're bringing two new voices into the mix. We'll welcome not only C. Christian Moore, informally known as Colby, to the show (he's the new author of our PvP Blood Sport column), but also Kelly Aarons, informally known as Cadistra, both of WoW Eh and our brand new comic here on WoW.com. Should be a lot of fun -- they'll chat with Turpster and I about the biggest stories of the past week, including Pilgrim's Bounty and some superfast cooking leveling, the game's 5th anniversary and what things were like back when it all began, and this GDKP system everyone's using, as well as other player-created looting systems. Sounds like a full show (and that doesn't even include answering your emails and our other silliness). It all kicks off at 3:30pm Eastern/8:30pm GMT this afternoon over on our Ustream page (or on your iPhone or iPod touch, or just after the break if you want to do it that way) and if you are listening live, don't forget to show up a little early for the pre-show, and stay a little later for the aftershow. Hope to see you this afternoon!

  • WoW Insider Show Episode 114: Live on location

    by 
    Mike Schramm
    Mike Schramm
    11.02.2009

    I think this might be one of my favorite things we've ever done (though all credit must go to Turpster, as usual). Last week on the show, he asked listeners for pictures of where they're listening to the show, and we got a nice gallery below of all of you in different places (many of you at work, which makes us worry a little bit), all listening to the WoW Insider Show all over the world. If you take a picture this week, feel free to send it along to theshow@wow.com, and we'll add it into the gallery below. In the meantime, here's a new episode, featuring said Turpster and myself, along with Eddie "Brigwyn" Carrington, talking about what's coming up in patch 3.3, including the new looting system, paladin changes aplenty, and hints at the next expansion. And as usual, we answer your emails and just generally have a fun time. Enjoy -- and be sure to send us a pic while you listen! %Gallery-77044% Get the podcast: [iTunes] Subscribe to the WoW Insider Show directly in iTunes. [RSS] Add the WoW Insider Show to your RSS aggregator. [MP3] Download the MP3 directly. Listen here on the page:

  • WoW Insider Show live today at 3:30pm

    by 
    Mike Schramm
    Mike Schramm
    10.31.2009

    Our podcast brings the usual tricks and treats this afternoon -- before you head out in a costume to go get some real candy, be sure to stop by our Ustream page around 3:30pm Eastern and get some ear candy first. Turpster and I will welcome Eddie "Brigwyn" Carrington and another WoW.com writer to chat about the most popular posts on the site this week. On the docket, we'll have the new patch 3.3 notes, hints at things to come, why pallies are up in arms (and why they don't have too much to worry about), and the new looting system and what disenchanters think of it. And as usual we'll be reading your emails and chatting live with folks in the chat channel, as well as the usual preshow and aftershow (I've heard a lot of feedback about those lately -- people seem to like them). You can join us live on the Ustream page, in the embedded feed below the break, or even in the Ustream iPhone app, if you don't happen to be at home near a full computer. It all begins at 3:30pm Eastern this Halloween afternoon -- see you then!

  • Why loot drama happens (and how to prevent it)

    by 
    Mike Schramm
    Mike Schramm
    07.30.2009

    I like this post over at I am a Paladin -- it's a pretty insightful look at why drama is so easy to come by in bigger guilds. Blizzard has done almost everything they can to divide loot fairly (and they're still working on it, with the addition of more token systems), and there are certainly plenty of systems out there to try and keep things as fair as possible. Still, as long as there are only a few rewards to split among 25 people in a raid, there will always be loot drama -- as IaaP says, when people aren't rewarded for their hard work (or at least they perceive that), then frustrations start to set in. And gone unchecked, that can lead to jealousy or resentment, which leads to anger, and that all leads to the kind of spectacular guild breakups you can read about in Guildwatch.So how can you avoid all that? If the main reason people start causing drama is that they don't feel rewarded, then you've got to find a way to reward them. That might mean going with a more fair loot system (I've been in a few guilds that have switched to DKP at the first hint of drama), it might mean changing up the way you run things (by switching groups around or switching roles in a raid), or it might mean stepping back down into an easier raid to better gear up some of your members. As long as Blizzard requires more members than loot in a raid, there will always be imbalances, but hopefully most drama issues can be avoided if everyone realizes that though any given piece of loot might get passed out unfairly, there'll always be enough to go around.

  • Earthrise devs on risk vs. reward with mechas in organized ganks and looting

    by 
    James Egan
    James Egan
    06.22.2009

    The post-apocalyptic MMO Earthrise will have PvP game mechanics tightly integrated into the sandbox game. Given the statements made by Earthrise developer Masthead Studios in the past, it's confirmed that full player looting will be both a driver and reward for PvP in this game. It's interesting to note that the inclusion of mechas in Earthrise will likely play a pivotal role in organized ganks or piracy of a sort. The Earthrise devs explained more about this today in "Mechas, Transit, and Loot" on the game's official forums. The game's community manager Moll writes: "Goliaths of steel used for combat and transit, mechas are definitely not invulnerable to damage and destruction. It takes a bit of effort, but even carefully planned and armed attacks can disrupt a planned resource transportation route and destroy a mecha."

  • The ins and outs of the Shroud Loot System

    by 
    Mike Schramm
    Mike Schramm
    06.11.2009

    Both Blessing of Kings and Unbearably HoT have posts up talking about the Shroud Loot System, a looting system designed to serve as an alternative to the standard DKP setups. The main point of SLS is that unlike DKP, it rewards points not just for downing content, but for just attending content, so that the focus is more on attendance and participation rather than progress (which, you'd assume, would eventually come if people are constantly showing up). Instead of kills, points are awarded at the beginning and the end of raids (no matter how much progress is made), and then when an item drops, players can bid points either by "Shrouding," spending half of their DKP (whoever spends the most gets the item), or by bidding a low fixed cost (and then they roll off for the item, with whoever wins paying the low fixed cost). BoK has a great example of how it works: either you spend half your points (if you have the most overall DKP, you're guaranteed to win) or you take your chances against a dice roll.

  • Guildwatch: Min-E3 edition

    by 
    Mike Schramm
    Mike Schramm
    06.03.2009

    Apologies for this week -- I'm at E3 working like crazy, and Guildwatch has ended up on the low priority list. But I'm not going to leave you with nothing: though it's a little shorter than normal, we've still got your downed, recruiting, and dramatic news of the week. Click below to read on, and we'll be back to full strength next week.Got more tips for us? Just send them along to guildwatch@wow.com, and you might see them right here soon.