So, taking a look at this new system, I really liked the idea of everyone receiving loot separately, but there are a couple of things I'm not a big fan of, like
- if an item is not looted it automatically disappears
I might not be aware of an item that I would actually like to take but it wasn't in my autoloot and therefore I lost it
- Percentage and "forced autoloot"
Say i set @partyloot at X% to take the "important" items, but there may be many items with lower percentages that I don't want to take but I'm "forced" to do so, and end up with an inventory full of items I don't need
Well, my suggestions would be
- Allow the partyloot system to only apply to core items on specific maps
Taking Old Glast Heim as an example, partyloot would only apply to Coagulated Spells, Contaminated Magic and Temporal Crystals, only these three items would be rolled per player and apply for "forced autoloot"
- Other Etc items not affected
Again with OGH as example, ítems such as Glast Horrendous Mouth, Glast Decayed Nail Etc. (Trash items) Wouldn't be affected by partyloot, these would only drop for the player that killed the monster/be rolled only once
Well since "not core" ítems would drop only for the killer, If said player has @autoloot off just let the items drop on the floor like normally, again, might not be aware of an specific item, could pick it up from the floor afterwards
I'd say these three ideas would grant an easier management with @autoloot, @alootid and @nolootid commands, @partyloot percentage setting wouldn't be that important since anyways who wouldn't want to take the "core items", leave this at 100% and manage everything else with the other commands
What do y'all think?