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Range 3 or 4 pick up

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I cant take another moment seeing the look on deamonds face because he cant each the diamond drop he should of got ...

Please put pick up on range 3 atelast. I think it should be 4...
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[quote="SUBXERO"]I cant take another moment seeing the look on deamonds face because he cant each the diamond drop he should of got ... Please put pick up on range 3 atelast. I think it should be 4...[/quote]
Its becoming a joke, to where as i feel what is the point in attending bosses If people are greedy and don't move, So many lost treasures due to this :(

+1 Please increase range pick up or if you kill automatically go to your bag
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[quote="DEAMOND"]Its becoming a joke, to where as i feel what is the point in attending bosses If people are greedy and don't move, So many lost treasures due to this :( +1 Please increase range pick up or if you kill automatically go to your bag [/quote]
+1
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[quote="SOMAWIZARD"]+1[/quote]
+1 to auto pickup
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[quote="FRINGE"]+1 to auto pickup[/quote]
FRINGE

+1 to auto pickup


+1
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[quote="MICKYC"][quote=]FRINGE +1 to auto pickup [/quote] +1[/quote]
This is why i dont do bosses
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[quote="LUPISCUS"]This is why i dont do bosses[/quote]
Well in fairness on Esoma we had the ring of 8 concept where if you werent one of the 8 you didnt attack it form afar with a bow coz why? The only fair way to do this is boss drops directly go into the bag of the killer.
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[quote="1355"]Well in fairness on Esoma we had the ring of 8 concept where if you werent one of the 8 you didnt attack it form afar with a bow coz why? The only fair way to do this is boss drops directly go into the bag of the killer.[/quote]
i don't agree, the whole boss loot system needs looking at more than this


30 players at a boss for 1 guy to get everything, then crying when they miss an item? the other players get zilch for doing just as much work (if not more)

Gand
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[quote="GANDALF"]i don't agree, the whole boss loot system needs looking at more than this 30 players at a boss for 1 guy to get everything, then crying when they miss an item? the other players get zilch for doing just as much work (if not more) Gand[/quote]
"GANDALF"i don't agree, the whole boss loot system needs looking at more than this


30 players at a boss for 1 guy to get everything, then crying when they miss an item? the other players get zilch for doing just as much work (if not more)

Gand



+1 to be honest.

been to a few bosses and not got anything. Demotivated to go again

Needs looking at differently and from this perspective too.
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[quote="VALASI"][quote="GANDALF"]i don't agree, the whole boss loot system needs looking at more than this 30 players at a boss for 1 guy to get everything, then crying when they miss an item? the other players get zilch for doing just as much work (if not more) Gand[/quote] +1 to be honest. been to a few bosses and not got anything. Demotivated to go again Needs looking at differently and from this perspective too.[/quote]
perhaps full loot roll for player who kills and a roll of atleast 1 item for every1 who does over a certain amount of damage to it. would need to auto into invent with drops for this to work though
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[quote="FRINGE"]perhaps full loot roll for player who kills and a roll of atleast 1 item for every1 who does over a certain amount of damage to it. would need to auto into invent with drops for this to work though[/quote]
Was going to reply to this thread last night.

I see the logic to why it should be upped but at the same time, the only reason probably people outside of the first ... 16(?) go and stay at a boss is because of getting a drop someone wasn't able to click. That's bad and not a good reason but as someone else said, can a capped archer or capped mage be given any less of a priority if not this way.

Something could (should?) be done in general but I don't know what. You could do a loot role based on those that hit then do a within '%' of damage to the boss but then, the surprise for any noob is potential for getting a drop, somehow and that would remove them from the equation.

Difficult.
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[quote="FOXTRCK"]Was going to reply to this thread last night. I see the logic to why it should be upped but at the same time, the only reason probably people outside of the first ... 16(?) go and stay at a boss is because of getting a drop someone wasn't able to click. That's bad and not a good reason but as someone else said, can a capped archer or capped mage be given any less of a priority if not this way. Something could (should?) be done in general but I don't know what. You could do a loot role based on those that hit then do a within '%' of damage to the boss but then, the surprise for any noob is potential for getting a drop, somehow and that would remove them from the equation. Difficult.[/quote]
I do also agree that the whole boss loot system is a bit disappointing and needs a re-think.

There are certain individuals that always seem to get the last hit. Now obviously some of those people have put a lot of hours into the game to cap and get nice gear so there is that argument to it but If you put in as much effort to kill a boss as someone who gets the kill there should more than just a last hit element to it.

Perhaps a tier reward system (like Gold, Silver and Bronze), where a max of 1 of the rewards can be given, pickup would have to be addressed as you could end up with nothing in a worst case scenario, would probably need to go in bag automatically, maybe tier 1 and 2 drops could be announced through world chat by the guards for curious people? Another idea would be to make tier 3 automatically in the bag but tier 1 and 2 are locked for pickup by the winners.

Tier 1 - Kill - No change.
Tier 2 - Random Player who hit boss - Same drops as kill
Tier 3 - Something random, maybe something called a boss present (which could be similar to easter egg, xmas present but with no rubbish like pots etc) that way you get something for the effort of attending)

Could be an argument that drops would be doubled, so maybe just half them for tier 1 and 2 if there are concerns about that?
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[quote="SOMAWIZARD"]I do also agree that the whole boss loot system is a bit disappointing and needs a re-think. There are certain individuals that always seem to get the last hit. Now obviously some of those people have put a lot of hours into the game to cap and get nice gear so there is that argument to it but If you put in as much effort to kill a boss as someone who gets the kill there should more than just a last hit element to it. Perhaps a tier reward system (like Gold, Silver and Bronze), where a max of 1 of the rewards can be given, pickup would have to be addressed as you could end up with nothing in a worst case scenario, would probably need to go in bag automatically, maybe tier 1 and 2 drops could be announced through world chat by the guards for curious people? Another idea would be to make tier 3 automatically in the bag but tier 1 and 2 are locked for pickup by the winners. [b]Tier 1 -[/b] Kill - No change. [b]Tier 2 - [/b] Random Player who hit boss - Same drops as kill [b]Tier 3 -[/b] Something random, maybe something called a boss present (which could be similar to easter egg, xmas present but with no rubbish like pots etc) that way you get something for the effort of attending) Could be an argument that drops would be doubled, so maybe just half them for tier 1 and 2 if there are concerns about that?[/quote]
"GANDALF"i don't agree, the whole boss loot system needs looking at more than this


30 players at a boss for 1 guy to get everything, then crying when they miss an item? the other players get zilch for doing just as much work (if not more)

Gand


i agree with this in a fashion

the last hit on the boss should get the main drop, but could def give a weapon/armor cache to ppl that have done a % dmg to the mob (say 5% to stop lvls 1 ect getting)

could then split the boss's up into high lvl or low lvl, and change the weap/armor cache sizes to suit

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[quote="JAHEIRA"][quote="GANDALF"]i don't agree, the whole boss loot system needs looking at more than this 30 players at a boss for 1 guy to get everything, then crying when they miss an item? the other players get zilch for doing just as much work (if not more) Gand[/quote] i agree with this in a fashion the last hit on the boss should get the main drop, but could def give a weapon/armor cache to ppl that have done a % dmg to the mob (say 5% to stop lvls 1 ect getting) could then split the boss's up into high lvl or low lvl, and change the weap/armor cache sizes to suit [/quote]
"GANDALF"i don't agree, the whole boss loot system needs looking at more than this


30 players at a boss for 1 guy to get everything, then crying when they miss an item? the other players get zilch for doing just as much work (if not more)

Gand


If this is directed at me Gand i didn't get 1 drop from acheron.

I like the suggestions wizzy has made, i am not sure how difficult this would be to implement though

Upping the range would increase pickup issue, but quite rightly so the whole last hit gets everything needs to be looked at.
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[quote="DEAMOND"][quote="GANDALF"]i don't agree, the whole boss loot system needs looking at more than this 30 players at a boss for 1 guy to get everything, then crying when they miss an item? the other players get zilch for doing just as much work (if not more) Gand[/quote] If this is directed at me Gand i didn't get 1 drop from acheron. I like the suggestions wizzy has made, i am not sure how difficult this would be to implement though Upping the range would increase pickup issue, but quite rightly so the whole last hit gets everything needs to be looked at. [/quote]
Soma's idea would work and would be far fairer all around. Even a basic form of the idea would help I think.

E.g.
Increase pick up range to 3.

Main drop (1 item) = last hit as it is = pick up range increase helps.
Secondary drops = Randomly placed within 16 squares and free to be picked up by anyone with no 5 second cool down.
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[quote="FOXTRCK"]Soma's idea would work and would be far fairer all around. Even a basic form of the idea would help I think. E.g. Increase pick up range to 3. Main drop (1 item) = last hit as it is = pick up range increase helps. Secondary drops = Randomly placed within 16 squares and free to be picked up by anyone with no 5 second cool down. [/quote]

 

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