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]

  • Loot in Ashes of Creation encounters is finite and must be distributed between party or raid members who complete the encounter. There is no individual loot system that grants loot to all participants. This essentially acts to balance the lowered risk in large numbers against lower chances of gaining rewards.[6]
  • 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.[7]
  • There won't be auto-looting pets.[8]
  • It will be possible to kick a player from a party prior to them acquiring loot.[9]
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.[9]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.[10][1][5]
  • This is a traditional need before greed system based on dice rolls.[5]
  • Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[11]
  • Currently, the winners of need or greed rolls must directly interact with the loot container to claim the items. If the loot isn't claimed within a period of time, it will become public. This design may change based on further testing.[10]
Q: Why did need and greed change from going into your bag to now doing it where you have to go and pick up the item?
A: The intended design is twofold: One, on an engineering side there was some concern about preserving the rights currently based off of net relevancy and distance, so we tried to cut down the time that you could roll need or greed; and then we also introduced a pause to the public loot rights timer on the loot container. But more so on the design side of it, part of I think the PvX engagement of an environment is not just, let's say, killing the mini boss, or killing the boss, or killing the creatures, but it is controlling the space after that to the point where you can ensure when that rolling is complete that you have access to the loot container to claim your reward as well; and that other players could potentially kill you during that process and wait until the loot container goes to a public permission setting. And we were having situations where players could sit in a node, or sit in a town in a raid or in a party and be granted the reward being nowhere near the loot container. So as an interim solution we incorporated this needing to interact with the loot container after successfully passing the rolls. And we're going to test with that and see how that goes with certain PvX situations.[10]Steven Sharif
info-orange.pngSome of the following information has likely been superceded by newer information. It is included here for archival reasons.
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.[12][13][4]

  • The first raid/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.[13][4]
    • These numbers will be balanced based on testing.[13]
We have a combination of a tag system that grants some bonus percentage to the first tag and then we cumulatively value the damage done on a raid/party basis; and then whichever party exceeds the 50% as a result of that has the loot rights for a period of time; and then after that period of time expires it becomes public.[12]Steven Sharif
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights for a period of time.[12][13][4] If the looting rights are not exercised in the timeframe, the loot becomes public.[12]
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[13]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.[14]Steven Sharif

Loot tables

Alpha-2 Looting UI.[1]

It's anywhere from 2 to 4% chance on an individual mob kill that it might drop a completed item. But, the majority of those cases are going to be basic white low quality items that get dropped essentially and you don't have control over some of the stats that relate to that item.[15]Steven Sharif

Q: Are Alpha-2 bosses dropping full items instead of recipes and mats placeholder?
A: The reward tables are very much in a functional state right now. So, I wouldn't look at these reward tables and say oh this is long-term intended. This is for A2 purposes. However, it is going to be a combination of both. You're going to have full loot drops that are going to occur with world bosses. That is an expectation that should be kept. But, in addition, you will have recipes, you will have unique material components that are used to create those items as well; and you'll also have the ability to deconstruct those items to recoup some of those more unique materials to potentially create more.[26]Steven Sharif
  • The greater level disparity between the player and the mob being looted, the lower the drop percentages will be from that mob.[36][15]
Currently, if your level in comparison to the monster is greater than 3 levels apart there will be a slight fall off in drop efficiency. In a party, this uses the greatest disparity as the whole parties comparison. If you or a member of the party is greater than 9 levels apart from the monster, then drop chance and exp is not possible.[36]Steven Sharif
Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[40]Steven Sharif

Glint

Glint in a player's inventory in Alpha-2.[42]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[42]Chris Justo

Glint rarities in Alpha-2.[42]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[43][44][19][45][16][17]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[46]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[19][47][16][48][17] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[50][19]

Resource quality

Resources will have differing tiers of quality for the same resource type.[54] This is somewhat similar to Star Wars Galaxies.[55]

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.[57]Steven Sharif

Mount and pet drops

Mounts and pets are dropped by world bosses on a very rare basis.[58]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[59]

Caravan looting

Caravan destruction in Alpha-2.[60]

This caravan was loaded with a combination of, it looks like commodity crates and material crates.[60]John Collins

If a caravan is destroyed or it despawns it becomes a wreckage that contains a portion of the cargo it was transporting.[61][60][62][63][64][65][66] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[62][67]

When a caravan gets destroyed it creates a wreckage. That wreckage will have a number of the supplies that the caravan was carrying; and when stolen by attackers those supplies become essentially stolen glint, or corrupted glint, and stolen resources that the caravan was hauling. If they are commodities they can maintain their commodity type, and players will have to summon a caravan from a nearby node that would be empty in order to haul those crates back. You can also break into the crates or the cargo itself instead of hauling the cargo as a completed shipment. Doing so reduces the number of total resources that you can gather from the crate. So a portion of it is sunk to the system; and then a portion of it gets sunk further if you choose to break open the crates versus attempting to haul them back.[62]Steven Sharif
  • Anyone may loot a caravan's wreckage.[67]
  • Caravan components are destroyed if the caravan is destroyed.[70][63] Previously it was stated that components may drop when a caravan is destroyed.[71]
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.[72]Steven Sharif
  • In an earlier design iteration, prior to the introduction of cargo crates, it was proposed that destroyed caravans dropped certificates for heavy goods that were redeemable at the origin node for a portion of the goods.[73][66]
  • There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[74]

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.[75]

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[78][20][21][22][16]

We have the concept of introducing flagging as a part of looting a body that is not a member of your raid, party, or guild; and if you do loot that body successfully after the required time you will be flagged and then can become a valid target in PvP.[80]
  • The developers intend to have a visual callout and a minimap indicator to identify a player's own loot pile.[81]
It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[85]Steven Sharif
  • There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[86]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[86][87]
  • Death by falling is possible.[90]
    • 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.[90]

Full loot

There will not be a full loot (full drop) system in Ashes of Creation.[94]

There will not be a full drop and the reason for that is because our intention when it comes to progression within the world is we want it to be meaningful and 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.[94]Steven Sharif

Item rendering

Items that are dragged out of a player's inventory are destroyed.[95]

  • Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[95][96]

Visuals

See also

References

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