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> Picking Things Up, How do you want to pick things up in games.
Honis
post Feb 10 2007, 03:00 AM
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I was playing Fly For Fun and it occurred to me that I was spamming my item pickup macro almost more than my health and special move macros. I decided that I didn't like it. I then started to think about all the different ways games (all genres) have handled picking up items.

FFXI:
The drops go into a treasure pool after you kill a monster. There are no items that can be found just laying on the ground. The item is always in some object (mob, ??? on the floor, chests, etc.) The treasure pool will then distribute it to your party based on the leader settings. If your alone it falls into your inventory automatically.
Pros: No needless clicking (of corpses, shiny objects on the ground, etc.)
Cons: You must go to your inventory to drop an item (ie grabbing it is forced), other players in the area can not grab your unwanted item.

Fly for Fun:
The items individually fall to the ground. Your given some amount of time to pickup the items before other players can pick them up. After a little while longer the item vanishes. To pickup the item you must click the item on the ground or position yourself close enough for the macro button to automatically pick up the closest item.
Pros: Can choose not to pickup an item. Other players can pick up your unwanted items.
Cons: Button spamming gets annoying... Really annoying.

Gothic, Oblivion, probably a lot of other RPGs:
In the first 2 Gothics you click the corpse of the mob to view items. Based on skills (that are not the topic of this thread) you get a list of items you can "harvest."
Pros: Choosing the items you want out of a list is easy. A monster body is generally a large clicking target.
Cons: Instead of spamming a keyboard key you spam your mouse button.


Depending on what I'm doing in an MMO depends on what system I prefer. If I'm farming a specific item I prefer the list like in Gothic. If I'm in a party gaining experience I prefer FFXI's system to keep the party moving. I absolutely hate FlyFF's system. I do like being able to pickup items that someone else leaves behind. Maybe being able to choose between auto pickup and list pick modes would be cool.

What are some of the other systems out there?

(Put this in general since there are no new ideas presented. If it should go in ideas please move it.)


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Cobra
post Feb 10 2007, 05:03 AM
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QUOTE(Honis @ Feb 9 2007, 09:00 PM) *

I was playing Fly For Fun and it occurred to me that I was spamming my item pickup macro almost more than my health and special move macros. I decided that I didn't like it. I then started to think about all the different ways games (all genres) have handled picking up items.

FFXI:
The drops go into a treasure pool after you kill a monster. There are no items that can be found just laying on the ground. The item is always in some object (mob, ??? on the floor, chests, etc.) The treasure pool will then distribute it to your party based on the leader settings. If your alone it falls into your inventory automatically.
Pros: No needless clicking (of corpses, shiny objects on the ground, etc.)
Cons: You must go to your inventory to drop an item (ie grabbing it is forced), other players in the area can not grab your unwanted item.

Fly for Fun:
The items individually fall to the ground. Your given some amount of time to pickup the items before other players can pick them up. After a little while longer the item vanishes. To pickup the item you must click the item on the ground or position yourself close enough for the macro button to automatically pick up the closest item.
Pros: Can choose not to pickup an item. Other players can pick up your unwanted items.
Cons: Button spamming gets annoying... Really annoying.

Gothic, Oblivion, probably a lot of other RPGs:
In the first 2 Gothics you click the corpse of the mob to view items. Based on skills (that are not the topic of this thread) you get a list of items you can "harvest."
Pros: Choosing the items you want out of a list is easy. A monster body is generally a large clicking target.
Cons: Instead of spamming a keyboard key you spam your mouse button.
Depending on what I'm doing in an MMO depends on what system I prefer. If I'm farming a specific item I prefer the list like in Gothic. If I'm in a party gaining experience I prefer FFXI's system to keep the party moving. I absolutely hate FlyFF's system. I do like being able to pickup items that someone else leaves behind. Maybe being able to choose between auto pickup and list pick modes would be cool.

What are some of the other systems out there?

(Put this in general since there are no new ideas presented. If it should go in ideas please move it.)


I think the Gothic/Oblivion way would be pretty standard and that is what I would prefer. We could include a button to pick up every single item in the mobs (or players) inventory if you wish to pick everything up. It saves the player of a little button mashing, but that's rarely a problem anyways.


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greendots
post Feb 10 2007, 08:49 AM
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I like the way Oblivion handled picking up items but also how runescape and fly for fun allowed other people to get items after a timer. We could probably do both it we wanted. Also in SWGs radial menu you had a chance to choose which items you could pick up via a new window or to just pick up all in another radial option. A timer would help noobs out mostly. And what about party looting? I dont really have much expeirience of partying but I think we could mix all three by having a loot available to the person who did the most damage durring the fight then a timer of maybe 15 seconds to have it available to the rest of the party and a minute for it to be available to anyone.
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Honis
post Feb 11 2007, 12:37 AM
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Item distribution can be discussed in a new thread (I suggest naming it Item Distribution in Party) or in an old thread: Partying a social experience, where party distribution is lightly discussed in regards to modivation to form parties.


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Razaekel
post Feb 11 2007, 07:42 PM
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It might be more interactive to require that you need a tool to get certain things from a mob. For example, if you wanted to skin and butcher a mob for the meat and skin, you would need a knife. Once the mob is dead, you would have to use the knife on the mob before you could gain anything from it.
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Radiostorm
post Feb 12 2007, 09:01 AM
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Oblivion pretty much had it down pat.

Mix it up with Neverwinter Night's inventory system and we'd be in business. I like having the size of items being taken into account. Drove me nuts in World of Warcraft that 5 suits of armour took up the same inventory space as 5 potions.


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Honis
post Feb 13 2007, 04:42 PM
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QUOTE(Razaekel @ Feb 11 2007, 01:42 PM) *

It might be more interactive to require that you need a tool to get certain things from a mob.


Gothic took this concept one step further and required you to gain the skill required to harvest certain items. I liked the idea and would like to see something similar in future games.


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Minthos
post Feb 14 2007, 08:40 AM
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QUOTE(Honis @ Feb 13 2007, 11:42 PM) *

Gothic took this concept one step further and required you to gain the skill required to harvest certain items. I liked the idea and would like to see something similar in future games.

Wish required you to have the right skill and tool for gathering some items. Wish used loot windows similar to oblivion and most other crpgs.

When it comes to looting corpses that 'belong' to other players, I think it should always be possible (controversial), but with concequences depending on where in the world it happens (EVE has recently begun experimenting with this).
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