we need either /autoloot or "loot-lock"
Posted: 24 Oct 2007, 12:55
Over the last couple days, the problem with looting has gotten much worse. It seems to have become common knowledge that all drops are immediately "free for all".
I have lower leveled players standing over monsters I'm killing, hoping to grab what drops before I can. This problem is made worse by the fact that my weapon of choice is the bow, and so I'm usually 5 spaces away.
I recommend either an /autoloot function, where loot goes right into your inventory if you score the kill, or a "loot-lock" feature, where the loot from your kills is only visible / pickable by you for a few seconds before it becomes "free for all".
Failing that, we need non-beginner training zones (mines, dungeons, snakes, flowers / evil mushrooms) to be pk, so we can defend ourselves against looters.
Today, I trapped one looter on a narrow path as he ran ahead to loot my kills; it was satisfying, but pking or loot-locking would have been much better.
I have lower leveled players standing over monsters I'm killing, hoping to grab what drops before I can. This problem is made worse by the fact that my weapon of choice is the bow, and so I'm usually 5 spaces away.
I recommend either an /autoloot function, where loot goes right into your inventory if you score the kill, or a "loot-lock" feature, where the loot from your kills is only visible / pickable by you for a few seconds before it becomes "free for all".
Failing that, we need non-beginner training zones (mines, dungeons, snakes, flowers / evil mushrooms) to be pk, so we can defend ourselves against looters.
Today, I trapped one looter on a narrow path as he ran ahead to loot my kills; it was satisfying, but pking or loot-locking would have been much better.