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	<title>Comments on: The Insular nature of Loot Systems</title>
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	<link>http://www.epicslant.com/2009/09/the-insular-nature-of-loot-systems/</link>
	<description>MMORPG design, raiding, and guild leadership</description>
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		<title>By: Vaellen</title>
		<link>http://www.epicslant.com/2009/09/the-insular-nature-of-loot-systems/comment-page-1/#comment-1565</link>
		<dc:creator>Vaellen</dc:creator>
		<pubDate>Sat, 26 Sep 2009 15:49:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1214#comment-1565</guid>
		<description>A vendor based on guild progression is actually a really nice idea.  Couple that with the badge system we see in current WoW, and i think you have a solid idea for motivating the guild to win, and making sure that everyone is rewarded over time.

Another thing that bugs me about raiding and also leads into motivation for getting people online is what loot actually drops.  There are bosses in WoW that id be more than happy to go kill if i could be assured the items we need from them are going to drop.  However motivating myself and guild to going to do Vezax hardmode again just to see yet another pair of leather gloves drop  isnt worth the heartache.  Give guilds some form of choice of loot when they kill a mob.  Either after a set amount of kills or some function of a craftable loot system.</description>
		<content:encoded><![CDATA[<p>A vendor based on guild progression is actually a really nice idea.  Couple that with the badge system we see in current WoW, and i think you have a solid idea for motivating the guild to win, and making sure that everyone is rewarded over time.</p>
<p>Another thing that bugs me about raiding and also leads into motivation for getting people online is what loot actually drops.  There are bosses in WoW that id be more than happy to go kill if i could be assured the items we need from them are going to drop.  However motivating myself and guild to going to do Vezax hardmode again just to see yet another pair of leather gloves drop  isnt worth the heartache.  Give guilds some form of choice of loot when they kill a mob.  Either after a set amount of kills or some function of a craftable loot system.</p>
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		<title>By: Rewarding team play &#171; Welcome to Spinksville!</title>
		<link>http://www.epicslant.com/2009/09/the-insular-nature-of-loot-systems/comment-page-1/#comment-1563</link>
		<dc:creator>Rewarding team play &#171; Welcome to Spinksville!</dc:creator>
		<pubDate>Sat, 26 Sep 2009 12:01:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1214#comment-1563</guid>
		<description>[...] is a guild leader. His problem is that people don&#8217;t like showing up to progression raids ie. where they meet with limited success, may be frustrated, may wipe a lot, may incur a lot of [...]</description>
		<content:encoded><![CDATA[<p>[...] is a guild leader. His problem is that people don&#8217;t like showing up to progression raids ie. where they meet with limited success, may be frustrated, may wipe a lot, may incur a lot of [...]</p>
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		<title>By: West Karana » Daily Blogroll 9/22 &#8211; Server is Down edition</title>
		<link>http://www.epicslant.com/2009/09/the-insular-nature-of-loot-systems/comment-page-1/#comment-1499</link>
		<dc:creator>West Karana » Daily Blogroll 9/22 &#8211; Server is Down edition</dc:creator>
		<pubDate>Tue, 22 Sep 2009 11:57:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1214#comment-1499</guid>
		<description>[...] Psychochild is of the opinion that games focus on rewarding the individual player when they SHOULD be rewarding the entire group. I like that idea. Why not have vendors in guild halls that sell epic loot, but the variety of stuff they can sell is dependent on the guild&#8217;s recent progression, and the currency is tokens from killing stuff? Ferrel thinks with enough care, a guild&#8217;s point system can be designed to be fair and motivational. [...]</description>
		<content:encoded><![CDATA[<p>[...] Psychochild is of the opinion that games focus on rewarding the individual player when they SHOULD be rewarding the entire group. I like that idea. Why not have vendors in guild halls that sell epic loot, but the variety of stuff they can sell is dependent on the guild&#8217;s recent progression, and the currency is tokens from killing stuff? Ferrel thinks with enough care, a guild&#8217;s point system can be designed to be fair and motivational. [...]</p>
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		<title>By: Psychochild&#8217;s Blog &#187; Designing for the team instead of for the loot</title>
		<link>http://www.epicslant.com/2009/09/the-insular-nature-of-loot-systems/comment-page-1/#comment-1489</link>
		<dc:creator>Psychochild&#8217;s Blog &#187; Designing for the team instead of for the loot</dc:creator>
		<pubDate>Mon, 21 Sep 2009 20:00:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1214#comment-1489</guid>
		<description>[...] and I, by very happy coincidence, happen to play on the same server in LotRO. As he posted, we had a good discussion about loot and guild leadership. His post focuses on the trials and [...]</description>
		<content:encoded><![CDATA[<p>[...] and I, by very happy coincidence, happen to play on the same server in LotRO. As he posted, we had a good discussion about loot and guild leadership. His post focuses on the trials and [...]</p>
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		<title>By: BloggersBase Gaming</title>
		<link>http://www.epicslant.com/2009/09/the-insular-nature-of-loot-systems/comment-page-1/#comment-1488</link>
		<dc:creator>BloggersBase Gaming</dc:creator>
		<pubDate>Mon, 21 Sep 2009 18:53:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.epicslant.com/?p=1214#comment-1488</guid>
		<description>&lt;strong&gt;The Insular Nature of Loot Systems...&lt;/strong&gt;

Ferrel discusses some of the problems with the loot systems MMO guilds design and how they focus less on group achievement than is necessary for success....</description>
		<content:encoded><![CDATA[<p><strong>The Insular Nature of Loot Systems&#8230;</strong></p>
<p>Ferrel discusses some of the problems with the loot systems MMO guilds design and how they focus less on group achievement than is necessary for success&#8230;.</p>
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