#Lootbagging Revamp

12 messages · Page 1 of 1 (latest)

copper bobcat
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The reality today is that most players—even on low-rate servers—don’t loot or take the time to make lootbags. For example, in Titan hunts you rarely see anyone collecting Dark Armor, Plate Armor, or similar items.

Modern players focus almost entirely on maximizing exp, and traditional lootbagging hasn’t kept pace with current server dynamics.

I understand that legacy servers should remain untouched, since they carry their own nostalgic identity. But newer servers need adjustments that align with how today’s player base approaches the game.

My proposal:

  • Introduce a paid tool (MC purchase) that breaks dropped items ( <1k gold coin value) into stackable “materials” with low weight/cap when this tool is used at the item.

  • These materials could then be sold to NPCs, preserving the economic value of loot while eliminating the tedious manual bagging process.

This would strike a balance between autolooting everything and ignoring loot entirely. Players who enjoy the old-school feel can keep doing things the traditional way by simple not buying the tool, while those who want smoother gameplay can buy and use the tool.

Also, it would:

  • Improve gameplay on new servers.

  • Encourage players even on high-rate servers to start “lootbagging” again.

As history showed with hotkeys and exp boosts, some features may face resistance at first, but once implemented, they quickly become essential. The key is giving players the choice: adopt the new system or keep playing the old-school way.

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Before anyone argues: “people who work hard making lootbags deserve more gold” or “if you don’t loot, you don’t get rewarded”—that logic doesn’t hold here.

Why? Because the reality is almost nobody actually does it anymore. I’m certain that if Iryont or Eldrin pulled the raw data of how many Chain Armors, Halberds, Plate Armors, Plate Shields, or Maces (<1k gp items) get sold to NPCs, the numbers wouldn't be enough. I don’t have this data, but I strongly believe staff could easily confirm it.

If players are consistently choosing not to do something, it’s because the reward isn’t worth the effort. And if an entire system is ignored, that means it needs improvement, not preservation.

Think of it this way:

👉 If a company pays workers $1 per hour, nobody will take the job, no matter how “fair” the employer says it is. The problem isn’t that people are lazy—the problem is that the system doesn’t value their time. The same logic applies to lootbagging: when the time and effort required far outweigh the rewards, people will simply skip it.

Implementation suggestion:

Introduce this tool first on the new low-rate server, and keep track of:

  • How much revenue it generates.

  • How many recycled materials are sold to NPCs.

  • Whether players actually use it as intended.

If it proves to be a real improvement, then gradually extend it to other servers. And of course, for those who don’t want to lose the nostalgic feeling, the solution is simple: don’t buy it.

grizzled crystal
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Sir, one of the biggest problems in today's medivia is inflation. What you propose is going to make this problem even more drastic. Plus this change would unbalance so many spawns. There are spawns in game that have heavy and inconvenient loot for a reason

copper bobcat
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“Plus this change would unbalance so many spawns. There are spawns in game that have heavy and inconvenient loot for a reason”

All loot and drop chances are already balanced by staff when creating loot tables. The reason some loot is ignored is not because it’s unbalanced, but because it’s not worth the effort to pick up (high cap weight + low gold value).

Example:

A Plate Armor worth 400 gp drops, but weighs 120 oz. On paper, staff has already accounted for its value.

In practice, a lot of players leave it behind → meaning staff’s intended balance is never actually applied.

My proposal simply ensures the loot table is respected in reality as much as it is on paper.

👉 If lootbagging made certain monsters suddenly too profitable, that would just mean the original loot table was miscalculated. And staff can always adjust prices or drop rates if needed (like they already do for gold coin drops).

one of the biggest problems in today's medivia is inflation

Yes, inflation is a real problem in Medivia — nobody denies that. But saying “don’t implement lootbagging because it generates more gold” is like saying “don’t improve any system because it might touch the economy.”

That logic would mean:

No new tasks with gold rewards. (Specially in new servers)

No new spawns with slightly better loot. (Like Necropolis, which is a place that profit a lot and mc price haven't changed)

👉 The truth is: every change in Medivia affects the economy in some way. That’s normal in any MMORPG. The important thing is not to avoid changes, but to monitor and adjust afterwards.

Lootbagging revamp makes the game smoother and more enjoyable.

Inflation should be handled separately through gold sinks (e.g., new money drains, maybe a gold coin roulette just like anniversary roulette), not by blocking quality-of-life improvements.

gloomy sedge
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Never been easier to lootbag now with the stash implented, dont even have to sort or have a system in place when hunting. If anything I started to lootbag more on HR due to that system

copper bobcat
# gloomy sedge Never been easier to lootbag now with the stash implented, dont even have to sor...

I think there’s a misunderstanding about lootbagging the items I mentioned, like those worth <1k gp, and its relation to the stash. As far as I know, lootbagging has nothing to do with selling them from stash, completely different process.

The lootbagging process is slow, and that’s undeniable. If Iryont or Eldrin looked at the data on how many <1k items (halberds, plate armor, maces, chain armor, plate shields) actually get sold to NPCs, the numbers probably would be very low — meaning most players simply don’t pick them up. Only their data can confirm that, we can only assume.

Think about it: who hunting minotaurs for the 5k task actually collects everything, makes a lootbag, and then drags it to a parcel place? Most players just want to finish the task, regardless of loot. That’s the reality. May some say here that they do just to oppose the idea, but they probably don't. Again, staff should not trust opinions, should trust data.

Even on low-rate servers, at start, some might do it early on to farm cash for MCs, but the process is still slow and clearly in need of improvement. I don’t see why it shouldn’t at least be tested.

As I said in my first post:

As history showed with hotkeys and exp boosts, some features may face resistance at first, but once implemented, they quickly become essential. The key is giving players the choice: adopt the new system or keep playing the old-school way.

It’s fine if people give it thumbs down — that doesn’t mean it shouldn’t be tested. Many features were initially denied by the small Discord community, but when they were actually implemented, the in-game majority responded positively.

kind mirage
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the key is to make loottables of monsters in such a way that doesnt force you to lootbag but it's still rewarding if you want to. Currently after many changes I think we are in a very healthy spot and I don't think any additional chances are required. I'm very concerned about amount of mailboxes in this game which are being placed literally next to every hunting spawn. Capacity should be important stat but with changes like that it becomes meaningless which is a great shame.

copper bobcat
# grizzled crystal Sir, one of the biggest problems in today's medivia is inflation. What you propo...

So, I decided to do some small math to counter your opinion about inflation. Here’s a breakdown for Minotaur and Cyclops lootbagging per hour:

1st table: Gives a per-item view of loot potential and the time cost for lootbagging (kill+loot + loot to bp on floor, a knight level 50-70.) (you can adjust some seconds but still difference woulnd't be big enough)

2nd table:

MC: 530k (Legacy); 6.5kk (Pendulum)

Analysis:

High rate, lootbagging generates only ~19k–30k gp per hour.

Low-rate servers: ~6k–10k gp per hour.

So, the conclusion, based on data and not on opinion is:

Adding a lootbagging feature would not significantly impact inflation, since the gold generated per hour is very low relative to overall gold circulation and MC costs. It’s a slight quality-of-life improvement without threatening the economy.

@kind mirage Lootbagging isn’t about “lazy players wanting free gold”—it’s about value vs. effort. If almost nobody is selling mid-tier items, it means the system is outdated and not rewarding enough. players won’t waste time on lootbagging when the return doesn’t match the effort. If a feature is consistently ignored, it needs improvement—not preservation. It has been said before on my second post.

Additionally, the table I shared makes it clear why nobody really does lootbagging—the gold per hour compared to the effort is simply not worth it. On low rate, it’s about 1 hour of constant work for only 6–10k, which is terrible. Your argument about loot tables being ‘healthy’ falls apart here, because if the system was actually rewarding, players would still be doing it. The reality is almost no one does.

I understand where your argument comes from—you’re a veteran player. But Medivia today is also trying to attract and keep new players, especially those coming from Tibia, and that audience is used to more modern features. That’s why this change should at least be tested on a new server first, to see how it plays out in practice

copper bobcat
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I did some digging on Discord and found that exp boosts were heavily downvoted in the past, including posts by the game’s owner, Iryont.

Now, exp boosts are widely accepted and actively used, and it’s considered part of the modernization of gameplay and QoL improvements. As previously demonstrated, changes like proposed would have minimal impact on inflation, so the argument against them is weak.

Funny enough, those players that were once againt in the past and still plays, actively use exp boosts from store.

copper bobcat
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What about a system like this:

If you use a tool to recycle items for lootbags, the payout would be slightly lower than the NPC price.

For example:

A Brass Helmet sells for 30 gp to NPCs.

If recycled with the tool, the material could be worth 15% less (≈25 gp).

This way, players who take the time to manually lootbag will still earn more than those who rely on the tool—around 15% extra profit.

In the end, both options remain viable: efficiency for those who value time, and higher profit for those willing to put in the manual effort.

safe remnant
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man, blocks of texts!!!! make it simple!
btw I dont agree with the propose as this is not a big deal as there are even parcel scroll in the store and a lot of mail box even inside the hunting places.

sick dagger
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What a stupid proposal