Looting system suggestion (Higher difficulty, less sneak looting)

So I was thinking about how massive nergs are running through high-end areas and on-mass looting Chests, or using monster path-finding bugs to avoid fighting and looting and came up with a very good solution which shouldnt be too hard to implement.
At first I thought maybe opening the chest could trigger a silent alarm alerting monsters to attack the player looting the chest nearby. The issue with this is monsters path-finding will still be effectively blocked.

HOW ABOUT THIS IDEA!, ^^
When you battle a monster it will give you a 1-time temporary luck Bonus, when you then loot a chest say nearby it applies the temp luck AND consumes the temporary luck bonus. The only issue I see with this is people may use the temp luck bonus of another monster for a chest in a diff area. Simple fix the Monster with the greatest temp luck bonus is only over-written and it does NOT stack.
I think this system would eliminate massive nergs mass looting AND fix sneaky ninja looters skipping monster battling altogether.

This suggestion is for the Devs, I know how people will prob get mad at it being implemented but it would create a fair system, for all to enjoy New World the way it was intended to be played.

I think chests should be unlovable if any mob is with in x distance. That would solve the monster training in most areas

Yea might aswell advertise for solos to uninstall the game :slight_smile: 15/10 Idea

Worst idea ever, IMO.
As solo player, I have been in the need to play sneak often - and let me say, it is even fun (this is not new, there are many games that allow or even reward being able to pass throught enemies in sneak mode, and in new world we have even jewels that promote that rol)
I don’t know why you could want people to only play your way - diversity is best.
Btw, when I do elite runs, there are like… 15 players at the same time doing carnage with the mobs. Is not like it is really a challenge to clean the area and claim the loot. Going ninja requires skill.

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All I see it doing is encouraging people to train mobs. Maybe I have just had poor experiences with it.

no, the game doesnt need to increase grind. Especially not balanced around zerg players

if they want killing enemies to be valuable give them better rewards.

Chests unlootable when monsters are close does not solve zergs or other players distracting mobs while looting the chests.

This is an online game and it has always encouraged players to group. If you want higher-tier lootable chests you should have to take down monsters that are close too it. I am pretty sure the game designers did not intend on people breaking Monster path-finding so it cant get to players, and players can loot chests without a challenge.

If you think this system just adds more grind you would be mis-guided, the temp luck bonus would actually increase your chances allot by having a higher luck and getting better items. Just if you have a massive zerg the temp luck bonus would divide on monster death and your chances wouldnt be as good.
This system would also benefit solo players because the temp luck bonus would be much higher than if you had a party because the luck benefit would otherwise split.

I’ve thought about this allot, and technically players could still ninja loot but the chances of rare items would be as the current system is.

This is about rewarding the players that decide to fight the monsters that are close to the chests and getting a good reward instead of crap like dismal potions etc.

I’m really excited to see this implemented, It would solve allot of the loot issues New World currently faces and would not require, more monsters blocking paths or adjusting respawn rates to unreasonable amounts that kind of break the game difficulty in other areas.

Here is what I mean how the system would work in psuedocode Javascript.

ref: New World - Temp Luck System - Psuedocode (Javascript). · GitHub

var baseTempLuck = 50;
var maxTempLuck = 100;
var TempLuckPerLevel = 5;

var eliteTempLuckMod = 2;

Number.prototype.clamp = function(min, max) {
  return Math.min(Math.max(this, min), max);
};

if (mob.isDead())
{
	var divLuck = baseTempLuck / mob.AttackedBy.length;
	if (mob.elite)
		divLuck = divLuck * eliteTempLuckMod;
	
	for(var i; mob.AttackedBy.length; i++)
	{
		var player = mob.AtttackedBy[i];
		
		// Level diff.
		var levelDiff = mob.level - player.level;
		
		var tempLuck = (levelDiff * TempLuckPerLevel) + divLuck;

		// If less than 0 then no tempLuck added, and enforce maxTempLuck.
		tempLuck = tempLuck.clamp(0, maxTempLuck);

		if (tempLuck > player.tempLuck)
			player.tempLuck = tempLuck;
	}
}

if (chest.isOpened())
{
	var luck = player.luck + player.tempLuck;
	player.tempLuck = 0;
}

edit: Slight change, elite mod out of loop.

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