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Realistic item drops

I don't know if this has already been suggested, but if not how about more realistic item drops whenever creatures are killed eg. dead goblin wielding a short sword and wearing leather armour would drop short sword and the armour it was wearing. Just a thought, might add to the overall feel of the game.

Just imagine how many drops that would create, there would loot bags galore! But yeah, its a nice idea, certainly, if a little inpractical.

I like to think that the item drops picture the event where you search and find out what items are usable or worth taking at all.

For example: Goblin armors may be pieces of different leathers, stitched together, rags, small rusted armors or something of similar. I highly doubt anyone would see it worth of dragging along in middle of battle or around the underdark.

There are different reasons why people do not perhaps take the armor of fallen bandit, maybe it was cut open and a real person wouldn't feel any use to carry pieces of of metal around, that has no use without a real smith.

Of course, this is just me. Maybe it's just because no one wants there to be tons of junk lying around the world.

Then what about brightnose the rubin boss battle and the Undead staircase? I would want the armor and word. :P

You don't take Boss' armour because they are unique. If you could, you'd most likely get Gnomes going around with Brightnose's hammer and armour because it's powerful and looks cool and the Dark Figures armour and helm because of the same reason.

Earn your awesome and unique loot, don't steal it from the bosses!

Earn your awesome and unique loot, don't steal it from the bosses!

Yeah, what's he said!

And practically its much more fun and respectful to get your own stuff... (And yes, I still wait for my own awesome, cool and unique equipment)

If the loot that NPCs on quests use, to make the quest more challenging, would be available to anyone that killed them, it would be counterproductive to give them that loot at all.

After that, no quest would be challenging anymore.

Word....and it don't take too long to get you your own unique item....only took me a few weeks on my new char to have 2 unique items that noone else has. So...do what you do and enjoy it.

And, I don't think anyone wants the module bloated with like 300 mundane shortswords an hour, for example.

*raises his hand to single he does, then runs like hell to duck the Metro doom that is upon him*

*Chuckles* Why not make goblin and koblin hides then? Would make sens.. or elf hide.. human hide etc etc..

But wouldn't it be irritating if ya killd 30 goblins and then you got 30 short swords?

Thats why I beleive quest gold is added, I see it as Skipping the middle man and just getting the gold in place of random stuff like mundane short swords which are easy to get and to tedious to carry multiples of on a quest.

Hrm, The hides can be used in crafting.

I do think that, given all the starving orphans etc, things like deep pigs should drop meat. And maybe hides, but definitely meat.

Hides could be included when crafting becomes available. But it'll just bloat up the server for now.

i dont know anything about scripting but, to add to realism i think that certain things like poison arrows you get shot with but cant seem to find, should be dropped by the "monsters". if no one picks them up or everyone leaves that area, then they disapear.. but like i said i dont know what type of scripting nightmare that would cause

just a suggestion

I played on a server once that had drops that included things like golden earrings, doorknobs, silver teacups, silverware, things that would be found in any home that a band of orcs or goblins has raided. Basically I would think that anything shiny would be fair game. Perhaps even add some Undersdark flavor to the drops, mushroom vase or something along those lines.

I do believe there are literally hundreds of drops that already happen that are underdark themed, class themed, race themed, and even quest themed. We are always adding more, but basically, when you kill something, it checks for a chance of a drop, and then chooses from hundreds of items based on who you killed and where you killed them.