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Reader Comments (Page 1 of 1)
4-24-2009 @ 4:09PM
Kerag said...
Badges yes, nothing more. In raids, it works, because you don't have to wait for the retard people scrambling for badges before ML has had a change to link loot and take rolls, thus slowing it down.
Now I can see why auto loot for quest items in raids is not in there because it would make the quest seem silly, or you could always change it to:
>Mob dies
> Mob's head flies right off and into Kerags Bag
> Hurray!
You need to have the taking the quest mobs head as part of the quest chain, or it just seems too catered..
Reply
4-27-2009 @ 6:00PM
Spazmoosifer said...
"Badges yes, nothing more."
While I agree with Kerag here in that it should be "Badges...nothing more", my reasoning is a little different. Look at the looting from the programming perspective. Let's say that Player A has X Quest, Player B has Y quest, and Player C has neither quest.
If Player A is the "looter", then only item A gets looted, because Player A cannot see (or loot) item B. Likewise for Player B. As well, if Player C is the "looter" then neither item would get looted automatically, because he cannot see either item.
Autolooting Badges works nicely, programmatically, because the code is most likely very little different from just looting one Badge for an individual. I am thinking something like this:
Individual Looting:
if (Player A has not received Badges)
Player A receives Badges.
Mass Looting (in a programmatic loop):
foreach (raid member in raid group)
{
if (raid member has not received Badges)
raid member receives Badges
}
Basically, a relatively small addition to the code, where quest items would require additional checking to see if the player has completed the quest, or if they are otherwise ineligible to receive the item.
Also, throw into the mix "quest" items that only one member of the raid receives (Key to the Focusing Iris), and it gets much more complex.