World of Warcraft's "tagging" system allows the character (or group) who committed the first scoring violence against a creature to be the only one allowed to loot said creature. Would such a feature be hard to implement in the loot system currently in TMW? I know that I can't pick up items from creatures killed by other players for a small period of time. I haven't peeked at the source yet to see how hard this would be to implement, but I think this could be an easy fix and would stop people from complaining about "drop stealing".Crush wrote:World of Warcraft is one I know which has a killsteal protection.Platyna wrote:Never seen any MMORPG where spawns are owned.
Then again, there's another aspect to the issue where one could be playing an "EVIL" character which steals, murders, lies, cheats, etc. This is after all a Role Playing Game, in essence. If you take away the ability to choose your role, what you have now is a race. Interaction between characters, living out a virtual life disappears and the game becomes nothing but a race to see who can accumulate the most wealth or experience.
Usually when someone starts doing what has already been described as "drop stealing", I find the solution is to stand in one spot for 3 minutes. Most people are very very impatient, and if you stop doing all the work for the other player for a minute, they'll become frustrated and eventually leave and go be "EVIL" with someone else.
I will say though.....droprates in this game could use a serious bump. I did the quest for the scythe yesterday....and got 3 levels in the process. Gaining 3 levels in order to get 10 common drops from a mob?
At least it's a free game, right?