Chapter 8.10 Looting Mechanics
Looting
By default, players can toggle loot binding on their weapons. In PVE Casual, loot binding is on by default. The first player to hit a creature marks it. The player must maintain a hit frequency (not damage) to keep the mark active. The higher the final meter, the longer the exclusive loot window after the creature dies. Players can craft or tune weapons to increase this post-kill loot window. Loot binding applies only to small to medium wildlife, resources, and monsters. Players can manually release the loot bind to their party or open it to everyone. No binding or binding timeout will result in first-come-first-serve mechanics, A.K.A free-for-all. By default the binding progression bar is hidden unless contested.
Looting in the Wild (Unclaimed Land)
Players can toggle “loot binding” on their weapons
When active, the first player to hit a creature marks it
That player must keep hitting the creature at some minimum frequency to maintain the mark
The higher the final meter is, determines the total time the marker gets exclusive looting rights
When the creature dies, the current marker gets exclusive loot rights
Hit frequency, not damage, controls binding
Weapons can be crafted or tuned to extend the binding window
Players can release the loot bind to party or free-for-all (open looting)
Party rules can set auto-release bindings to party, party will be notified if party leader changes this
Any actively combated monsters and their links (ads to bosses/bosses to ads) will still have old settings applied
Only works on one creature at a time, your current binding needs to be canceled by toggling off the spell, or timed out to choose another monster
Looting in Wild Deep Areas
Players can attempt to override another player’s loot mark
The overrider’s fill is capped by how much upkeep the original owner has missed
The overrider can only fill in the empty segments of the bind meter
If the original owner refills the meter fully, the overrider is kicked out, but a new overrider can reattempt
There can only be 2 active binders at once, the current and one overrider
If the original owner loses the mark, the overrider becomes the new owner, and is then open to being overridden the same way
Skills can negate binding limitations
PVP Hardcore does not use any loot binding, all loot is free-for-all in unclaimed land
Visuals
View from current binder
Yellow bar: Original marker’s binding
Empty segments: Vulnerability
Red segments: An overrider actively filling those gaps
View from contester
Red bar: Appears as an original marker's bind
Becomes the 'current binder view' if you win the override
Looting in Outposts
Outposts can only apply this perk in claimed land, from a set radiuses of a loot binding controller
If an applicable creature/resource is killed inside claimed land, the property owner automatically gets loot binding for the standard timer, as if they had marked it
After that timer, the loot goes free-for-all
The property-based loot claim controller requires tinder to be activated
Loot binding constructions will not work in unclaimed land, and if not enough resources to keep active
Stacking loot binding constructions close to each other, or overlapping radiuses will require exponentially more resources to stay active
Each loot binding construction has different limitations to how many or what kind of loot is temporarily binded to the owner, at different resource costs
Timeout Bind from Death
If the current owner dies before the loot exclusivity timer runs out, just like all ownership, the loot binding is forfeit. In cases of no death, after the looting timer runs out, the loot becomes free for all automatically.
Large Monster Loot
When large creatures die, or large resources fall, their segments are lootable based on proximity. Their loot is free-for-all on all properties and unclaimed land. This is to encourage opportunistic harvesting. Players can create and use monster grinder pods for absolute exclusive looting rights, and a continued grinding challenge. [See more about grinder pods here.]