Quote:
Originally Posted by Shin Noir
In closing, I want to talk about soloing. It is my belief that most, if not everyone, who is a fan of Everquest enjoyed the experience of making friends and teaming up with others to achieve goals. A reward is always sweeter when shared. My ultimate goal is to try to design a place where collaboration is rewarded. Soloing is doable, but really, soloing is depressing.  My hope is to make it where soloing can be done to a certain level, and then the game turns into a small group experience, with a difficulty that causes boxing to be troublesome.
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WoW's personal loot system really hits the nail on the head for this problem.
Mixed with a personal idea, I would try this:
Have a random roll per player autogenerated by the system instead of having to allow players distribute loot themselves.
If player hits a 80 or higher on a random 100 roll, they get an item, if not, they get plat, or a 25% chance at a token that lets them purchase a piece of gear if they lose loot rolls too often.
Reset this random roll every x days. You can still participate in the kill, you just won't be rewarded for it until the lockout timer from the kill is up.
Alternatively, allow a loot token to be sacrificed for an additional loot roll for the item. This extra roll would result in plat or the item only, and not an additional loot token. (50/50 chance)
Loot from all named NPCs being handled this way would be the ideal way to go.
With the exception of trash NPCs, which give a personal loot 'pool' per player and each player gets their own loot pool without a lockout timer.