Anphillia Continuum
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Ninja looting

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Post  sniqow Mon Dec 17, 2012 3:43 am

Don't know what else to call it but high levels but I'm seeing evidence all the time, obvious spawns left behind (mummy lords within the first pack of goblins at rustin road point) with little to no treasure in the chests, very frustrating after a long fight to reach it.

I don't know who specifically so don't think I'm accusing anyone but I know beyond the shadow of a doubt it's happening.

Consider that you're leaving insane spawns for low levels of your faction to die for your own gain. This is still an active server and people do occasionally come here with new characters. Unless you want those people to leave in frustration because of your greed, then just stop.

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Post  Whoisthere Mon Dec 17, 2012 8:41 am

I have noticed this as well, not sure if the chests in an area spawn loot at same time as NPC's in area. I have noticed in some areas if someone exits an area and your still in the area it will cause a respawn after so much time has passed so I'm not sure if this is the case. Higher level person or group enters the area (Rustin Point), clears out the area and claims the loot, heads back out and on exiting causes a spawn but the chest has not regenerated?
One trip into Krust after gathering crafting supplies our group was spread out on the Troll level, the front two players went up and out of area and a few of use still were mid way in area and we had a mess of shaman troll spawn on us.. did not go so well.. affraid LOL.. (Mules did not fair well)
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Post  TheeVals Mon Dec 17, 2012 5:59 pm

Personally, I wouldn't call it or consider it ninja looting. Just high lvls roaming in areas made for low lvls. And yes it's lame... least they can do is either make sure every player on their faction is afk first, or offer to let low lvls follow them around. (Even if the low level's would benefit more by going with fellow low lvls to the same place).

When i hear/read the phrase "Ninja looting" I imagin a player following a group around to sneak ahead and empty out the chest before the group.
Of course it can be seen from a perspective of a player stealing loot from mobs without earning it by killing those mobs. Yet... what are the mobs going to do? Quit the server because a player stole loot from them without killing them? No. So taking treasure sans xp is perfectly fine in my book of morals.






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|*Danger Rant Below*|
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Most arguements against it, bringing up how it can indirectly or directly affect other players... The most ridiculas arguement I remember being; It's a waste of a player's time to go clear out an area to get to the loot at the end but end up getting nothing.

Can't help but think.. suppose we had more active players on this server, 10 on either side... Utopia anph freshly started.
A group of 4 low lvls goes to the goblin cave while a group of another 2 low lvls decides a few minutes after that they will also head out to the goblin cave (oblivious to the fact that a group of 4 just finished clearing it out).
Suppose the group of 4 stay'd after getting the cave cleared to work up some mining skills and suppose the group of 2 entered, triggering the cave to respawn.
Possible result is at least 1 death, chests being relocked with a small treasure respawn, the remaining 3 from the group of 4 regathering the loot.
Definit result is the same damn thing as a player going to an area taking the treasure without killing mobs; Player arrives, sees mobs, kills mobs, gets no loot at the end because someone already took it.
Does it make it any worse or better wether the player is still in the area or left the area?
I don't see how it could magical improve that 'fact' that time was still wasted.

In the case of areas where there is no ATS reason for players to linger behind; The group defeated the mobs slow enough that they managed to get the treasure by the time a possible respawn can be trigger at the entrance. And relooted the relocked chests after killing any respawned mobs near by.
How dare they take so long to clear an area and waste someone else's time!

In the case of areas meant for low lvls and high lvls.
How dare they xp-block a bunch of lvl 5-15s from soloing low lvl areas with summans while they are lvl 30-39 farming boss xp and magic nuts just because two skeleton's or any high lvl summan can't help them to solo a high enough lvl area to gain decent xp.

how dare anyone go to any area while there is a possibility that someone else's time might be wasted.
Before stepping outside either Fort every player aught to send a faction wide message informing their faction members of the area they plan to visit and how long until it will be safe for anyone else to visit that area. And if they plan to visit another area after they are finished with that one, they better run back to fort or the city, just to inform others or else they'll waste someone's time!

Doesn't matter if a group had just finished clearing Krust and after exiting they feel like clearing the Raut Fort... NO! What if someone else or some other people might visit there within 2-3 minutes!? They won't get any decent loot if they get any loot at all!

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*Rant Fin*|
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Hope most of you caught onto the overexagerated sarcastic anti-'ninjalooting' logic towards the end of my rant.
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Post  sniqow Wed Dec 19, 2012 11:06 pm

Well, I guess misunderstood the dynamics of treasure spawning then. Assuming a new treasure/gold spawns each time a player/players enter the dungeon, than I have no problem with it.

Edit: speeling!

sniqow

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Post  Whoisthere Thu Dec 20, 2012 10:25 am

Ok, I do not think the chest spawning is on the same trigger as NPC area spawn, this is not an issue in my view or you would have players who live to loot just going in and out af an area to trigger loot. Not sure how Anphillia is designed but I know you can have chests spawn at different times to lock and over time generate items of value, not just dump a big loot into chest as soon as the chest lock time hits.
One thing I came across last night, not sure if it is a bug or someone did a good job sneaking, I went out to the Spider cave, it was full of spiders so no one was in front of me fighting, did not see a single person from Rustin road all the way out, areas where looking like unvisited. When I finished my battle with the Spiders and got to the two chests, the chest on the left was unlocked and empty but the other chest was still locked and had an avage loot still in it, just not sure if the chest scrip is bugged or someone could only open the one chest but could not get the other??
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Post  -terenee- Thu Dec 20, 2012 1:40 pm

Forgive any inaccuracies in the following as I am uncertain that this is how it works but I believe it is..

When you enter an area and trigger mobs the loot from their inventories is transferred to local chests, excluding large weapons and armor. Those chests have no chance of respawning loot until the encounter triggers are hit again.

So in the case of the spider cave what likely happened was someone walked through invis and helped themselves to the loot they had triggered without killing any creatures. So when you followed the set of creatures you killed were triggered by the former, but they took that set of loot. More will not be triggered until all the creatures are slain and a new trigger is hit upon entering the area.

There is really no fair way to police this and of course it is discourteous. Hopefully whoever is doing it sees this thread and takes the high road.

In the past the Axfell leader has condemned soldiers from doing this behind Axfell gates to aid the recruits in proper reward for their efforts. However, short of waiting at a certain chest spawn waiting for someone to skulk by there is no prevention.

From a role play prospective it makes perfect sense for an evil rogue to sneak to steal treasure. Metagaming thoughts are that I would hope players respect one another enough to ask and/or notify other players or simply to curtail the habit, or sneak loot near the other fort's chests or in a less travelled area
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