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Possibility of looting

OrionZG

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Hello:
I was thinking about the possibility of adding a mechanic that allows looting items from our enemies once defeated, either in PvE or PvP mode. I think PvP needs some “spice” to make conflicts interesting. Likewise, it would make being an outlaw a bit more fun.

Could be implants and techs.

  • Loot tech: Increases the chance to loot items from pve enemies according to your level (items will come out faster). And of course, loot items from a player. The items we can loot from players are the following: DDs, fame, crowns, upgrade items, trade goods, power-ups, etc., but the items we cannot loot would be: violent 30d, skins, clothes and anything purchased with gold.

    but to avoid this we can equip ourselves with...

  • Protection implant: Increase your chances of not being looted by players.

What do you think?
 

_Leonardo_

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I like the idea, the game really needs a tech/implant to increase and improve the drop rate for level 55 players because leveling a dino to 55 by dropping items at 1X is quite slow.

However, I disagree with the point about dropping items from other players, as that would make this attribute necessary in wars, taking up an implant slot unnecessarily.
 

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this is a strange idea, but looting feels like there is not enough in the game, but still, in this case, kits will be too in demand and pvp has not changed for the better for a long time, you have protection after kits and spawn, any buffs and another. so to speak, the player falls and loses something, but for the top reasons it destroys free to play gameplay too much, spam spawn always happens in ds in this battle there is never a winner until there is a significant numerical superiority
 

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and obviously not in the form of an implant and tech, nevertheless, a lot of thought is needed on how to make this system fair, but in the first place spam-spawn = the reason why the idea does not make sense
 

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love the idea tbh but you already know all the people spending their life savings in this game will be against it, this game is way too pay to win oriented
 

disingenousbanana

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So a level 30 friend could ask his friend to farm a bunch of upgrade items and dd and then keep killing this friend until he can upgrade. Seems very easy to abuse
 

Luka Patajac

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You assume he meant you gain items every time you kill person i assumed author of thread didn't exactly meant it that way.
 

disingenousbanana

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they could just make it so no upgrade items drop though
You can still get higher level friends to help you get DD, silver tokens, fame, etc being dropped.

Unless you can drop something which has a) no dd/gc value b) is not needed for upgrades/achievements it will still be possible to abuse the system. If you do drop something that has no value and is not needed, then well nobody would pick it up because it's useless. At which point we are where we are rn
 

Wh1teOkami

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You can still get higher level friends to help you get DD, silver tokens, fame, etc being dropped.

Unless you can drop something which has a) no dd/gc value b) is not needed for upgrades/achievements it will still be possible to abuse the system. If you do drop something that has no value and is not needed, then well nobody would pick it up because it's useless. At which point we are where we are rn
You do act like both gc and dd appear out of nowhere, someone still has to farm the dinodollars or buy the gc and that is still very annoying (you also mostly get your dds by farming the stuff you need until like level 40 and from then on you can pretty much co hunt with a high level anyways)

Currently there is no actual reward for killing people this would make the game alot more engaging for the pvp part and if they do it right they could also add stuff like a dino dollar and gc depositing system with a limited amount of space, gels or (as described) implants and techs that reduce either the chances or the amount (or both) of stuff that is being dropped

Alot of games have systems that drop stuff when you die (for example Albion Online and Once Human) i know they're not very much the same games but it is even more frustrating when you lose stuff there because you can lose your high tier weapons and equipment (which take alot longer to grind for than just a couple of dds in dinostorm).

The pvp system there is also alot more fun because the game actually gives you a reward when you kill someone (unlike dinostorm that gives you basically nothing)
You could argue that you kill people to defend your buildings or win a fight over a building but that also doesn't give you nearly as much joy as killing someone and actually getting something that you can use (additionally you can literally just farm a ton of fame with claims).

You also still have your warehouse in which you can store the most important stuff.
 

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You do act like both gc and dd appear out of nowhere, someone still has to farm the dinodollars or buy the gc and that is still very annoying (you also mostly get your dds by farming the stuff you need until like level 40 and from then on you can pretty much co hunt with a high level anyways)

Currently there is no actual reward for killing people this would make the game alot more engaging for the pvp part and if they do it right they could also add stuff like a dino dollar and gc depositing system with a limited amount of space, gels or (as described) implants and techs that reduce either the chances or the amount (or both) of stuff that is being dropped

Alot of games have systems that drop stuff when you die (for example Albion Online and Once Human) i know they're not very much the same games but it is even more frustrating when you lose stuff there because you can lose your high tier weapons and equipment (which take alot longer to grind for than just a couple of dds in dinostorm).

The pvp system there is also alot more fun because the game actually gives you a reward when you kill someone (unlike dinostorm that gives you basically nothing)
You could argue that you kill people to defend your buildings or win a fight over a building but that also doesn't give you nearly as much joy as killing someone and actually getting something that you can use (additionally you can literally just farm a ton of fame with claims).

You also still have your warehouse in which you can store the most important stuff.
Buying gc can be easily abused by the fact that various number of acconouts has different shops. Let's say person a has Argentina/tukish shop and person b has german/uk shop. Person B can buy 20x cheaper gc on person a acc therefore he's sending him money (or loading gc himself and buying person a acc) and later farming his gold on his more expensive acc.

I strongly disagree with that, same like with looting DD.

Well overall i just simply dislike this idea.

In my opinion implementing Trading system would work way better and be more efficient instead.
 

Luka Patajac

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Buying gc can be easily abused by the fact that various number of acconouts has different shops. Let's say person a has Argentina/tukish shop and person b has german/uk shop. Person B can buy 20x cheaper gc on person a acc therefore he's sending him money (or loading gc himself and buying person a acc) and later farming his gold on his more expensive acc.

I strongly disagree with that, same like with looting DD.

Well overall i just simply dislike this idea.

In my opinion implementing Trading system would work way better and be more efficient instead.
I agree ds really does need trading system for real.
 

Wh1teOkami

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Buying gc can be easily abused by the fact that various number of acconouts has different shops. Let's say person a has Argentina/tukish shop and person b has german/uk shop. Person B can buy 20x cheaper gc on person a acc therefore he's sending him money (or loading gc himself and buying person a acc) and later farming his gold on his more expensive acc.

I strongly disagree with that, same like with looting DD.

Well overall i just simply dislike this idea.

In my opinion implementing Trading system would work way better and be more efficient instead.
I agree with the trading idea, its always been missing in this game
Also almost everyone has cheap shop now its very easy to get a account or create a account with cheap shops

In my opinion there should be some kind of reward system for pvp, rather it be being able to loot stuff from people or getting currency from killing equal level players and a shop for the currency (just like the sheriff shop), at this point it just doesn't really make sense pvping even in friendly duels you still lose alot of dino dollars if you duel alot.
 
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disingenousbanana

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You do act like both gc and dd appear out of nowhere, someone still has to farm the dinodollars or buy the gc and that is still very annoying (you also mostly get your dds by farming the stuff you need until like level 40 and from then on you can pretty much co hunt with a high level anyways)

Currently there is no actual reward for killing people this would make the game alot more engaging for the pvp part and if they do it right they could also add stuff like a dino dollar and gc depositing system with a limited amount of space, gels or (as described) implants and techs that reduce either the chances or the amount (or both) of stuff that is being dropped

Alot of games have systems that drop stuff when you die (for example Albion Online and Once Human) i know they're not very much the same games but it is even more frustrating when you lose stuff there because you can lose your high tier weapons and equipment (which take alot longer to grind for than just a couple of dds in dinostorm).

The pvp system there is also alot more fun because the game actually gives you a reward when you kill someone (unlike dinostorm that gives you basically nothing)
You could argue that you kill people to defend your buildings or win a fight over a building but that also doesn't give you nearly as much joy as killing someone and actually getting something that you can use (additionally you can literally just farm a ton of fame with claims).

You also still have your warehouse in which you can store the most important stuff.
Well people who pvp in this game often also do so because they enjoy winning in it. If they didn't, we wouldn't have nearly as many crappy edits with "||-XXX- DEATH KILLAZ 666-|| DESTROYS CLOWNER42" and people wouldn't make such a big fuss about the KOS concept.

In any case, you're right that gc and dd don't appear from nowhere. That's exactly my point. A higher level player (level 55) can farm dd at otis, making way more dd way faster than say a level 40, and then supply this dd to the level 40 by letting the level 40 kill the level 55.

And IDK how it is in those other games you mentioned, but as you're well aware grinding in DS is a MASSIVE pain. IT takes a lot of time and effort. It really doesn't make sense for your hard earned resources to be given to someone else just because it gives someone a dopamine hit.
 

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Well people who pvp in this game often also do so because they enjoy winning in it. If they didn't, we wouldn't have nearly as many crappy edits with "||-XXX- DEATH KILLAZ 666-|| DESTROYS CLOWNER42" and people wouldn't make such a big fuss about the KOS concept.

In any case, you're right that gc and dd don't appear from nowhere. That's exactly my point. A higher level player (level 55) can farm dd at otis, making way more dd way faster than say a level 40, and then supply this dd to the level 40 by letting the level 40 kill the level 55.

And IDK how it is in those other games you mentioned, but as you're well aware grinding in DS is a MASSIVE pain. IT takes a lot of time and effort. It really doesn't make sense for your hard earned resources to be given to someone else just because it gives someone a dopamine hit.
i definitely get what you mean, but i think you're focusing too much on low levels rather than high levels, you also have to keep in mind that you can just buy 30d vios from normal shop now (i also feel like if low levels level faster they're less likely to leave the game anyways)

For the other games dinostorms grinding is a joke compared to Albion Online atleast, you can pretty much lose all of your stuff within a day if you keep dying :LOL:
there are also "specs" you can level that will take you years to complete if you're not terminally online
 

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but ye my point is there are not enough rewards for killing people. (except for the ego boost lol)
 

disingenousbanana

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i definitely get what you mean, but i think you're focusing too much on low levels rather than high levels, you also have to keep in mind that you can just buy 30d vios from normal shop now (i also feel like if low levels level faster they're less likely to leave the game anyways)

For the other games dinostorms grinding is a joke compared to Albion Online atleast, you can pretty much lose all of your stuff within a day if you keep dying :LOL:
there are also "specs" you can level that will take you years to complete if you're not terminally online
Well by and large devs don't seem to implement anything with the potential to be exploited. Not to mention the current cyber dino update for instance is a great one for high levels, we should get more of that.

In regards to other games, that just sounds like "kids in africa are dying of starvation and dehydration you don't have it nearly so bad." It seems like a bad idea to do it just because it's the case elsewhere
 

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Well by and large devs don't seem to implement anything with the potential to be exploited. Not to mention the current cyber dino update for instance is a great one for high levels, we should get more of that.

In regards to other games, that just sounds like "kids in africa are dying of starvation and dehydration you don't have it nearly so bad." It seems like a bad idea to do it just because it's the case elsewhere
agreed i like the cyber update, as for the other games im just trying to show examples of it working great in games that also require alot of grinding
 

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But in PVP, the loot would be random, sometimes yes and sometimes no, and most of the time you would get dds or fame, I don't know, 2k-4k dds or 10-50 fame, so it wouldn't be so abusive.
 

OrionZG

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On the other hand, a trading/market system like Albion or EVE Online wouldn’t be ideal for DS. In other MMORPGs, these systems work well because they have features that make them functional: players, economy, etc. But most of them have tricks or shortcuts that allow players to abuse the system. DS is a simple game, and honestly, with the type of players we have... hmmm, no. Xd

However, a more PvE-oriented trading system might work better.
 

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here you are discussing pvp, about this, in the game it is very frustrating that you just kill the same player many times in a row who spam-spawn, in the game it doesn't even matter how many times you die, even tactically, even if you win in pvp, the player after 5 sec recovery with 50-70% hp, which is frustrating, also now the game is less dynamic than before, before the balance, under the new realities, I would make the game more tactful, I think to make 2-1 min for spawn so that killing in the war would matter more, I am not a fan of endless spam-spawn and you think too, as suggested by 1-2 min spawn if u dead by enemy, 30 secs (if full boosters) I think it will make the game more tactical and make the loss of dds more from death (5-10k dds), after the changes in spawn time, I think it would be possible to introduce looting in the same way
 

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here you are discussing pvp, about this, in the game it is very frustrating that you just kill the same player many times in a row who spam-spawn, in the game it doesn't even matter how many times you die, even tactically, even if you win in pvp, the player after 5 sec recovery with 50-70% hp, which is frustrating, also now the game is less dynamic than before, before the balance, under the new realities, I would make the game more tactful, I think to make 2-1 min for spawn so that killing in the war would matter more, I am not a fan of endless spam-spawn and you think too, as suggested by 1-2 min spawn if u dead by enemy, 30 secs (if full boosters) I think it will make the game more tactical and make the loss of dds more from death (5-10k dds), after the changes in spawn time, I think it would be possible to introduce looting in the same way
agreed, even though i would like it if 5-10k would be given to the player that killed the guy which would still give you the oppertunity to not lose as much because you can just kill the guy that killed you aswell
 

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here you are discussing pvp, about this, in the game it is very frustrating that you just kill the same player many times in a row who spam-spawn, in the game it doesn't even matter how many times you die, even tactically, even if you win in pvp, the player after 5 sec recovery with 50-70% hp, which is frustrating, also now the game is less dynamic than before, before the balance, under the new realities, I would make the game more tactful, I think to make 2-1 min for spawn so that killing in the war would matter more, I am not a fan of endless spam-spawn and you think too, as suggested by 1-2 min spawn if u dead by enemy, 30 secs (if full boosters) I think it will make the game more tactical and make the loss of dds more from death (5-10k dds), after the changes in spawn time, I think it would be possible to introduce looting in the same way
Waiting 2min after getting killed my alpha just to die once again bcs of vet... that would really kill the game UNLESS the thing u say here is applied to outlaws only (since we all know in this game friendly fire exists and no one would want to need wait 2min just to pvp with his/her friends).

Loss of dd is already enough tho 1.1k for 55lvl, I know many players that got 20m dd and it's not a problem for them but on the other hand i also know way more people that are bored with hunting and sometimes even chilling in mm having below 10k. Increasing dd drop after death would just simply make them quit the game.
 

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Waiting 2min after getting killed my alpha just to die once again bcs of vet... that would really kill the game UNLESS the thing u say here is applied to outlaws only (since we all know in this game friendly fire exists and no one would want to need wait 2min just to pvp with his/her friends).

Loss of dd is already enough tho 1.1k for 55lvl, I know many players that got 20m dd and it's not a problem for them but on the other hand i also know way more people that are bored with hunting and sometimes even chilling in mm having below 10k. Increasing dd drop after death would just simply make them quit the game.
if you're lazy you don't have dds it took me less than 2 hours to get to 300k while farming with a friend
 

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if you're lazy you don't have dds it took me less than 2 hours to get to 300k while farming with a friend
Read again what I wrote, people are BORED not LAZY. If something doesn't feel rewardable for you you won't do it. Simple logic.
 

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Read again what I wrote, people are BORED not LAZY. If something doesn't feel rewardable for you you won't do it. Simple logic.
thats why i was saying they should be getting the dino dollars that drop from people, it would be alot more exciting farming from people than from mobs
 
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