View Full Version : Items dropping like loot?
Lonehunter
2011-10-24, 03:44 PM
I remembered Smed mentioned this and just spent some time digging through searches so I could quote it. It's in the Chinese Interview with Smedley Thread, page 11
Source (http://www.planetside-universe.com/forums/showthread.php?t=37265&highlight=Drop&page=11)
1) Gun X has 100 damage with a 1 second reload time with a range of 200 yards. It is sold for 1000 Station Cash. This is currently in the store only
2) At the same time Gun Y has 80 damage with a .75 second second reload time and a range of 225 yards. This is currently in the game only and is a rare drop (yes you read that part right). It is NOT available in the store.
3) 2 weeks later we switch them up. We are constantly rotating. a month after release we make sure everything ends up in the drop rotation
What I wanted to discuss was the fact that things could drop in PS2. Since "Rare" was added it makes me think there will be common drops as well, like loot in an RPG maybe? I don't think it's just referring to your current gear laying on the ground after death, since Smed was talking about it having certain stats and them even changing the loot tables.
But they've also said they're ditching the inventory system.
Since we know this isn't a RPG, could it be a hybrid like Borderlands?
To me this seems like a big detail, Smed even accentuated it with "Yes you read that part right" but it has certainly been overlooked.
Even if it is as simple as small necessary things being dropped behind a dead player like ammo, nades, equipment, what do y'all think about that?
I assumed they meant "Drop" in the TF2 sense of item drop.
ThGlump
2011-10-24, 04:36 PM
I expect common drop to be ammo, medkits etc, since there is no inventory so you cant loot corpse. Maybe even resources.
Rare drop weapons are only excuse to put strong weapons into cash shop, so they can say they dont sell power, since you can get equivalent in drop.
Talek Krell
2011-10-24, 04:43 PM
What I wanted to discuss was the fact that things can drop in PS2.Then you should start by finding confirmation of it, because what you've linked was a hypothetical for how a cash shop might work.
He was building off of this:Not sure I agree with you. If we have Black guns (this is an example please don't take it literally.. just making a point) and have the exact same gun but it's Gray.... I don't think that's bad at all. There are a lot of ways to make this work fairly.
I suspect we will rotate things in and out of different categories over time too.
Lonehunter
2011-10-24, 04:54 PM
Then you should start by finding confirmation of it, because what you've linked was a hypothetical for how a cash shop might work.
If you want to get technical I think my statement is still correct lol
"What I wanted to discuss was the fact that things can drop in PS2."
The fact I'm stating isn't that things will drop, it's that it's a possibility via the word "can". But I guess I could be more clear and replace it with "could", sorry
The example of the cash shop is in the gun statistics. The drop part seems like a mechanic (or a possibility of one)
Redshift
2011-10-24, 05:57 PM
I assumed they meant "Drop" in the TF2 sense of item drop.
Thats what i figured
Talek Krell
2011-10-24, 06:44 PM
The example of the cash shop is in the gun statistics. The drop part seems like a mechanic (or a possibility of one)It would be a mechanic integral to his example though. I think it should be read as "drops are on the table as a way to keep the cash shop balanced" rather than "We have drops. We can use that to keep the cash shop balanced".
I'd add to the discussion proper, but I can't think of anything especially insightful. I suspect it wouldn't be much like borderlands though, with the random stats and such. You'd end up with straight upgrades and they're supposedly avoiding that.
Like Bags, I'm thinking that some items will "drop" like in TF2.
Also I'm thinking that, just for example, you might be able to obtain an MCG with a 10% larger clip or faster RoF by killing 20,000 people with a standard MCG, or you can just buy it in the shop. Is this selling power? I think that largely depends on who you ask but I don't really have a problem with it.
Brusi
2011-10-24, 07:40 PM
I kinda hope that they handle it with a fragment of realism if there are "dropped" items.
Items dropping on the ground isn't good, due to the potential spam of crap with players in their 1000's and is open to frustration from ninja-looting, but I feel that the giant fanfare and rotating item in the centre of your screen method breaks imersion.
Keep it subtle :)
sylphaen
2011-10-24, 10:12 PM
What about "drops" when you use an equipment term :
"Would you like this [Improved gun] with your kit instead ?"
This wouldn't sound too disruptive.
The real drop is when you get shot and they run to loot the luger on your still warm body.
:P
Raka Maru
2011-10-24, 10:12 PM
This poses another question. If there are drops, will it be bound to the slayer? Is it tradable? Etc...
I really didn't like the random weapon, buff, ammo from other FPS's
It's gonna be interesting how they pull this off.
Hamma
2011-10-25, 10:41 AM
Yea I am not sure what the whole drop thing means myself, it's a little worrisome to be honest but we will see how it turns out.
Captain B
2011-10-25, 01:40 PM
Maybe it'll drop a random weapon they were carrying for temporary use like in many current FPSes? Only thing is, it sounds like this will allow you permanent access to it? Unless you then have to bring it back to a terminal that deconstructs and saves it or something to be able to use it again.
Sirisian
2011-10-25, 01:51 PM
This poses another question. If there are drops, will it be bound to the slayer? Is it tradable? Etc...
I always found it hilarious in like Crysis 2 and some other FPS games where you kill someone from far away and it drops a dog tag and you must run over and grab it. This forces snipers for instance to make a kill then run over and collect it. If the same is true for items drops it'll be interesting during a battle watching people run for their items.
Crator
2011-10-25, 01:53 PM
Ya, would be nice if they gave a remote item-looting device to fix that! :P
Xyntech
2011-10-25, 03:40 PM
I hope it doesn't need to be fixed in the first place. TF2 style item drops would be acceptable, but there are so many situations where it would be impractical to run over and loot someone. Snipers, tank drivers along with their gunners, pilots, etc.
I feel like a TF2 style drop system wouldn't really affect day to day gameplay much, so even if not everybody liked it, it wouldn't be a big deal or hurt the game. Conversely, running around trying to pick up items would definitely affect gameplay significantly and I personally don't want to see people landing their aircraft just to loot that guy they just killed.
Picking up an enemy jackhammer for immediate use or for your locker collection is one thing, but trying to grab every single drop just in case it's some PHAT LOOT is retarded. I don't want to see that shit in PS2.
Captain1nsaneo
2011-10-25, 07:27 PM
I want to loot them like they're a corpse.
EASyEightyEight
2011-10-25, 09:20 PM
I don't expect rare loot. I figure that's something they'll take out for our client, since the forum essentially went ablaze when they mentioned "20% power difference between new players and veterans." It would also seem cheap if I'm packing the standard issue cycler, I die, and the guy picks up my cycler, only now it's got all sorts of fun gizmos attached AND it shoots homing rockets. "WTF!?"
Looting enemy equipment should be because you need to. I'm personally hoping SOE makes ammo specific to the empire's weapon. If you come over and want my magazines, you'll have to take my gun too. My tiny little clips aren't going to fit too well in your over-compensator (you rebel scum call it a Gauss rifle.)
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