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Nearby NPC's should own lock boxes.

STAR WARS: The Old Republic > English > General Discussion > Suggestion Box
Nearby NPC's should own lock boxes.

EcrirTwyLar's Avatar


EcrirTwyLar
12.28.2012 , 03:24 PM | #1
How many times have you tried clearing to a lock box (chest, whatever) and have someone walk up and loot it while you are fighting? I think each lock box should have a nearby NPC that owns it. If you attack this npc you not only own the npc, but you own it's corresponding lock box unless you are defeated by the NPC or the NPC resets and exits combat.

AsheraII's Avatar


AsheraII
12.28.2012 , 10:07 PM | #2
This is actually the reason why you can open those boxes while in combat nowadays. Well, not sure about the boxes, though I believe it applies to those as well, but it definitely applies to mission objectives and resourcenodes nowadays. So If you're worried about someone nearby hijacking those, you can now grab the mission objective or have your companion grab the resources before the fight.
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PetFish's Avatar


PetFish
12.29.2012 , 03:57 AM | #3
It's not yours until you open it so get it first then fight. It's your own fault for snoozing.

You probably whisper nasty things to people afterwards cuz they capitalize on your snoozing. I guess you also feel you own the boxes and weapons in The Black Hole just cuz you're scrapping anything near them?

There's no problem with the system, you're not doing it right.
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Shaggggy's Avatar


Shaggggy
12.29.2012 , 12:52 PM | #4
Lol, would you take someones dog just because they were walking it without a lead?

Unchosen's Avatar


Unchosen
12.29.2012 , 02:11 PM | #5
Quote: Originally Posted by PetFish View Post
It's not yours until you open it so get it first then fight. It's your own fault for snoozing.

You probably whisper nasty things to people afterwards cuz they capitalize on your snoozing. I guess you also feel you own the boxes and weapons in The Black Hole just cuz you're scrapping anything near them?

There's no problem with the system, you're not doing it right.
Ever heard of common courtesy? It sounds like your greed for loot has made you so desperate that you can't realize when you're acting like a jerk. If you can't be considerate enough to give someone else a few seconds to click on a chest then you are a self-centered clown.

YeIIow's Avatar


YeIIow
12.30.2012 , 03:17 PM | #6
Quote: Originally Posted by Unchosen View Post
Ever heard of common courtesy? It sounds like your greed for loot has made you so desperate that you can't realize when you're acting like a jerk. If you can't be considerate enough to give someone else a few seconds to click on a chest then you are a self-centered clown.
just ignore him, he whines and complains about peoples sugestions everywhere just like that... some atention-seeking boy....
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Hassat-Hunter's Avatar


Hassat-Hunter
12.30.2012 , 05:24 PM | #7
So, what about us stealth classes, looting and getting out of there?

Heck, waiting for the boss to get further away and loot it.

All viable tactics this suggestion would undo. So... no.

Macheath's Avatar


Macheath
12.30.2012 , 09:54 PM | #8
The solution is to make the boxes lootable by each individual player separately.

In Guild Wars, each crafting node and every gathered quest objective is available to every player. It doesn't matter how many players gather from a node before you get to it, because "your" node is always available to "you". There is no competition for gathering nodes, and no way to steal other player's loot, or steal their mobs, because everyone who damages a mob "tags" their own instance of the eventual corpse.

When you kill a mob, or contribute to the kill, there's a chance it will drop some loot for you. Not just drop loot, but drop loot which only you see and may pick up. Anyone who damages that mob, regardless if you are grouped together or not, has a chance of looting something from the corpse, independent of the other players who contributed to the kill.

It's a pretty great method of distributing loot, which encourages players to help out random strangers and allows groups to fluidly be formed and disbanded (without ever officially grouping at all, most times.) Unfortunately, since it wasn't in the 2004 release of World of Warcraft, BioWare didn't think it was needed in SW:ToR, either.

-Macheath.
Remember, if the world didn't suck, we'd all fall off.

Athena-Nike's Avatar


Athena-Nike
12.30.2012 , 10:24 PM | #9
The solution (like quest objects) is to loot/quest first THEN turn to the mob. The time it takes to open the chest would result in a max of maybe 5% of your HP. If thats too much of a loss you are in an area you shouldn't be, otherwise eat the HP loss (and an extra 1 sec channel for your heal afterwards) and get the loot.....

Macheath's Avatar


Macheath
12.31.2012 , 06:07 AM | #10
Quote: Originally Posted by Athena-Nike View Post
The solution (like quest objects) is to loot/quest first THEN turn to the mob. The time it takes to open the chest would result in a max of maybe 5% of your HP. If thats too much of a loss you are in an area you shouldn't be, otherwise eat the HP loss (and an extra 1 sec channel for your heal afterwards) and get the loot.....
That's a way to work around the problem, not a solution to the problem.

-Macheath.
Remember, if the world didn't suck, we'd all fall off.