Loot System Classes Loot system




1 loot system classes

1.1 first come first served
1.2 random number generation based loot systems

1.2.1 pure random
1.2.2 need before greed


1.3 point based loot systems

1.3.1 earning points

1.3.1.1 content completion point earning
1.3.1.2 time based point earning


1.3.2 converting points items

1.3.2.1 fixed cost
1.3.2.2 auction bid
1.3.2.3 constrained bid




1.4 in-game currency based loot system





loot system classes

there multiple ways in decision can made. systems range reflex based, first come first served method dictatorship-like system appointed leader of group awards loot players or feels deserve it. however, players enjoy system gives equal chance involved , removes real or perceived favoritism decision.


first come first served

the simple loot system 1 of anarchy. players have fastest reflexes perform action necessary receive loot so. has several obvious downfalls tends aggravate players:



reaction time hindered outside forces such lag or other game mechanics.
it can ruin cooperative nature many players enjoy genre.

random number generation based loot systems

the overwhelmingly used loot system class 1 decision on player receives items based on public random number generator. type of system removes human input decision, , gives obvious statistically equal chance players involved. using random number generators basis of loot system common many games have coded system directly game experience expedite process. due similarity between using random number generator , rolling die (or set of dice) process referred rolling , act of rolling loot process players assigned number random number generator determines if obtain desired items.


pure random

a simple random system assigns loot random player in group regardless of other factors. variant common method distributing loot has monetary value ( trash loot ) , coded game. not used items players might equip, due game mechanics.


need before greed

the vast majority of mmorpg games have sort of class system, each player can choose class allows them skills, placing restrictions on items player can use. players of class prefer items have attributes improve statistics give benefit primary skills of class. thus, each player not desire same item, group of players has several of these classes in makeup. however, many items have value in in-game currency, there interest in item players involved. need before greed system allows players make use of items have priority on desire item monetary value, such subset of players benefit allowed roll item. if no players desire item, pure random system used determine obtains item monetary value. system can straightforward , simple, in smaller groups of players perhaps 2 or 3 players desire same item. however, system has perceived downfalls tend aggravate players:



deciding need can difficult task due different playstyles , overlapping class needs , restrictions exist in game mechanics. can (and does) cause heated debates player receives benefit item.
players can deceive other players in group need, when desire item monetary value.
no consideration given players have completed content many times compared players have completed content few times.
there no cost involved in act of rolling, nor influence on ability loot in future, there little reason not attempt obtain item reasonably use.

these perceived downfalls cause various restrictions placed on system such as:



democratic decisions on player has need .
restrictions on number of items player can during 1 time period.

point based loot systems

point based loot systems have arisen number of reasons. first players feel previous attempts , completion of content contains loot desire should somehow determine priority on other players, impossible in random system due memorylessness. players feel items should go player has high amount of desire it, impossible quantify in random based loot system. lastly, common game mechanic place highly desired items in content requires large amounts of both time , personnel master , complete, meaning players more aggravated downfalls of random based system described earlier.


since statistically, on time, players move towards receiving items want, point based systems not determine order in players items.


common problems point based system problems include:



point inflation - points earned faster can spent, meaning less frequent participants can never hope catch top point holders.
collusion - systems vulnerable players colluding 1 gain advantage on other players.
dealing unwanted items.

earning points

obviously able spend points, there must exist method of earning them. there 2 main methods of obtaining points in point based loot system, time based , content completion based. these 2 systems modified in variety of ways, reward (or demerit) players behaviors or provide incentives them participate in content. regardless of method, players rewarded participation in content players participate obtain larger ratio of loot obtained, or perhaps more correctly, larger ratio of total desirability pool of content.


content completion point earning

often there milestones in content players participate in. system rewards point rewards milestones, regardless of amount of time required reach them.


points of consideration



encourages quick completion of content increase points/time ratio involved.
allows content leaders award larger point values milestones.
can cause low incentive learn new content, points/time ratio can low if content has steep learning curve.
content not required abide time schedule , players can stay longer rewarded poor planning on part of leader.

time based point earning

in method, points awarded amount of time player chooses participate in content.


points of consideration



purely time based point earning rewards players participate in content before has been mastered receive full value time, if little content being completed. encourages players come , learn content @ stage, rather waiting until others have done (often difficult) task of mastering content.
can allow content leaders schedule set time content participation, awarding points time window set content.
does not inherently encourage speedy completion of content there fixed point/time ratio.

converting points items

the largest differential between various point based loot systems method points converted items, or priority receive items. these systems can described 3 subsets, fixed cost, auction bid, , constrained bid.


fixed cost

a fixed cost system (or purchase system ) 1 each item has statistical chance drop in content players participating in has been assigned point value. these values can derived in number of ways, gauging desire item compared probability of dropping (simple supply , demand) method based on attributes of item. in way items purchased created currency players can earn. since each item no longer has 0 cost each player, players must consider opportunity cost of item, impact ability obtain other items.


points of consideration



each player pays same cost item regardless of when received, meaning players participate less not have better points/loot ratio players participate more frequently.
if multiple players can afford pay cost item, system (such random loot system) must used determine player receive item.
players must decide cost assign each item, meaning human bias enters system.
collusion between players not possible cost each item fixed.

auction bid

in auction bid system players can bid amount of current points on item. bids can made public or done in secret, depending on variant of system. fixed-cost system each item has non-zero cost player, cost of each item purely dependent on market forces created player pool desires item, rather artificial system can open discussion.


points of consideration



bid collusion between bidders possible in cases, due game mechanics. often, items usable small subset of players, while other items larger subset. if players in small subset agree bid low on items, gives them advantage on items in larger subset.
on average cost of each duplicate/similar item received lower, subset of players desire item gets smaller. players participate less on average have better loot/time ratio.
private auctions tainted collusion between auctioneer/content leader , specific players.

constrained bid

in constrained bid system players forced bid fraction of current points. system inherently different fixed-cost or auction bid system in points don t determine purchasing power as player s ability exercise priority on player. points serve quantify how many places in line player loses receiving item or gains participating in content. points of consideration



bid collusion not possible since players cannot choose size of bid.
low desirability items may not bids, since bid fixed.
by choosing size of constrained-bid content leaders can encourage loot distribution.
players can choose save points receive first priority on highly desirable item @ large cost, or bid , receive multiple lesser desirability items lesser cost.

in-game currency based loot system

an alternative points based loot system in-game currency based loot system. participants pay items virtual currency instead of arbitrary set of points. currency paid may split among members in attendance. includes buyer if he/she helped. points system, attend higher percentage of events have earned more currency and, therefore, have more spend in open market system or @ future group events on loot. currency based systems offer maximum freedom individual players on course of current game.


as loot accumulated, players may bid in-game currency on loot, loot going highest bidder. groups may accept mixture of sellable loot , currency bid. argue bids way can forced artificially false bidders. in practice tends not case, wish push bid realize have chance of winning item not desire, losing inflated amount of money through no 1 s fault own.


points of consideration



bid collusion possible if bids done in private. public bidding recommended.
when values of specific loot falls, players can move on higher valued loot maximize payday. way of following demand, rather dictations.
individual players free donate time , work free of charge.






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