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Dev Blog: Lootshare

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Chiekz
Mar Member 2024

Chiekz

Posts: 3,117 Adamant Posts by user Forum Profile RuneMetrics Profile
Lootshare: Yes
Coinshare: Possibly
Visible LSP: No
Lootshare worlds: I would like quite a few worlds, but one also has to consider iron men and solo players. I'm guessing it would be pretty hard to find a good balance between this, but I reckon that it would be best with a slight majority of LS worlds, while the rest stay open to solo players.
Forgive me father for my massive gainz

29-Jan-2016 13:43:50

Mod Kieren

Mod Kieren

Jagex Moderator Forum Profile Posts by user
Earl Vincent said :
Player 1 (solo): 40% damage
Player 2 (team): 30% damage
Player 3 (team): 20% damage
Player 4: (team) 10% damage

Player 1 as they did the most damage as an indi

The team would get the drop. The team is treat essentially as a single player.
Twitter: @JagexKiere*

29-Jan-2016 13:45:25

Lol466

Lol466

Posts: 1,138 Mithril Posts by user Forum Profile RuneMetrics Profile
Earl Vincent said :
If you are soloing on a lootshare world and a team (of 3 in this example) comes along and uses lootshare who gets the drop in this situation?

Player 1 (solo): 40% damage
Player 2 (team): 30% damage
Player 3 (team): 20% damage
Player 4: (team) 10% damage

Player 1 as they did the most damage as an individual or the team as they did 60% damage overall which is more than what player 1 did.

If player 1 gets the drop then teams can get crashed by a single person whereas if the team gets the drop (if all worlds become lootshare), it would be very difficult to do solo trips without being crashed by a team even if they do less damage as an individual because they do more damage as a collective.


Atleast with the old system it would be the team that get the drop.

29-Jan-2016 13:46:11

Easyscaper

Easyscaper

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
Here's some actual feedback:

- A toggle between several different lootshare modes in it's interface with a 2 minute delay until the mode goes live.

- One mode with LSP.

- One mode where you get a percent chance of getting a drop equal to the percent of damage you did to the boss. This will help lower geared players find a group when teams eventually require only the best gear and stats.

- One mode where every player that dealt damage to the boss has an equal chance of receiving loot. This is also useful when GE prices are inaccurate and players don't want to earn the incorrect amount of LSP when missing a drop.

- No LSP decay, but I'm worried about inaccuracy of GE prices for new items seriously messing some things up.

- LSP mode cannot be used for new items in their first week of release. This will help to ensure some players do not gain unfair amounts of LSP due to GE inaccuracy.

- No coinshare. When GE prices are higher than an items true value this is unfair.

- Once a player has started a boss kill, they will still get loot from the kill if the host kicks them just before it dies. (I've seen a lot of scumbag hosts in my day)

29-Jan-2016 13:58:49 - Last edited on 29-Jan-2016 14:11:27 by Easyscaper

Anger Alt
Mar Member 2023

Anger Alt

Posts: 16,548 Opal Posts by user Forum Profile RuneMetrics Profile
Didn't people abuse LSP by getting drops elsewhere, then going to Corp masses and getting divine drops? I'm not a fan of the whole LSP system.

Could the drops just be evenly shared among teammates via luck and RNG, rather than trying too hard to make it a fair system via LSP, which leaves room for abuse?

29-Jan-2016 14:03:15

Nickeh L
Dec Member 2023

Nickeh L

Posts: 53 Iron Posts by user Forum Profile RuneMetrics Profile
With the LSP ranks, perhaps it could be based on the overall LSP of those in question and worked on the % that they contribute to the total?

For example;

4 players involved

player 1: 50,000
player 2: 25,000
player 3: 12,500
player 4: 12,500
total : 100,000

player 1: 50% chance
player 2: 25% chance
player 3: 12.5% chance
player 4: 12.5% chance

Each player is then rolled on their % as a chance to get the drop (highest % first, lowest % last) and if successful receive the drop. In the event of no players having a successful roll, the drop is allocated to a random player.

Fully support lootshare introduced to the game, at least 20% of worlds should be kept as non-lootshare worlds to aid with solo players/ironman accounts.

Coinshare should only be introduced in to the game if a valid and reasonable system is developed and agreed upon. I'm not fond of coinshare being introduced myself so won't want to provide any ideas for the system.

LSP should decay as before, this would help aid the idea that the more effort you put into PvM would reward you better, as a player who hasn't played for 2 weeks could receive a drop that could have otherwise gone to a player who has PvM'd for 2 weeks straight, which wouldn't seem fair on that player. Of course by having the higher LSP the inactive player has earned it previously, but without the effort to maintain their higher standing, they should accept that they haven't contributed enough effort to maintain it and should be seen as willingly reducing their own chances. I understand that some people don't have the time to put into the game compared to others, but that should also be a compromise that they should come to terms with.

29-Jan-2016 14:03:22

Nubby Nubnub
Feb Member 2024

Nubby Nubnub

Posts: 7,708 Rune Posts by user Forum Profile RuneMetrics Profile
Interesting development blog. Mod Kieren said :
Earl Vincent said :
Player 1 (solo): 40% damage
Player 2 (team): 30% damage
Player 3 (team): 20% damage
Player 4: (team) 10% damage

Player 1 as they did the most damage as an indi

The team would get the drop. The team is treat essentially as a single player.

Please consider adding this information to the Dev Blog. I feel that many players are unaware of this. This could influence the way people vote on this system.

29-Jan-2016 14:05:45

Hit9

Hit9

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
Hey I have a little bit of an idea. Although it is relatively coin share.... I want to offer a Lootshare Table! Yeah, that's right! A place to lay down your plates and eat supper whilst getting loot with mates! Haha, just kidding.

The Lootshare table I have in mind requires teamwork. Where players build a team to go pvming, and stick with that team until their loots are all split up. A simple(easier said than done) interface would do just the trick. What I envision would be a table full of loot. You go through a beasitiary interface and scroll to the boss your team would be engaged with. Then your team would all have to decide which loots they would like to have shared evenly. Of course this would mean the table would have to show all loots... and don't forget the RDT.

Now what I would suggest is having say, the RDT on the old system. Where everyone has an even chance of getting the RDT loot. However if me and my team head to bandos, we decide we want to share the hilt, chest plate and tassets. What would happen then is once everyone has made a decision, there's another decision haha.

Now the second decision would be the price the item was to be sold at. Now there's two ways we could do this. First way having it automatically put on the GE for said price and when it successfully sells to send the gp to everyone. This would require that all members of the team be able to mark boxes of agreement in the Lootshare tab, and maybe that the GE has an extra 8 slots for Lootshare receiving.

Now maybe we don't have the use the GE, maybe we can use player-trust! Though not really trust. The team would use the interface to decide on a price, and if the item were to be dropped that item would be held in escrow. Where the team leader would have a token representing the item which can only as sold to another player, or on the GE for the designated price. Once that player would trade someone the gold coins would be evenly distributed to the teams banks

29-Jan-2016 14:11:17

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