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* Most modern online games will allow loot to be picked up by other players after a set amount of time has passed. In games with unrestrained player killing enabled, this means that a player could kill a hundred creatures before obtaining a coveted item ... only to be [[BackStab backstabbed]] by your [[{{Griefer}} party member]] just as you reach over for your loot, and having to watch as said "friend" runs off with your loot. Another variation exists in games where players drop loot after death - said Griefer will wait until you defeat a foe and pick up its loot, before killing you while you're still weak and helping himself to your inventory.

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* Most modern online games will allow loot to be picked up by other players after a set amount of time has passed. In games with unrestrained player killing enabled, this means that a player could kill a hundred creatures before obtaining a coveted item ... only to be [[BackStab backstabbed]] by your [[{{Griefer}} party member]] just as you reach over for your loot, and having to watch as said "friend" runs off with your loot. Another variation exists in games where players drop loot after death - said Griefer will wait until you defeat a foe and pick up its loot, before [[KickThemWhileTheyAreDown killing you while you're still weak weak]] and helping himself to your inventory.


** On the other hand, ''salvaging'' another player's stuff from his wrecked ship does not count as stealing. [[UnderStatement This is slightly controversial]].

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** On the other hand, ''salvaging'' another player's stuff from his wrecked ship does not count as stealing. [[UnderStatement This is slightly controversial]].controversial.
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** And in [[http://www.giantitp.com/comics/oots0029.html this strip]] from ''TheOrderOfTheStick''.

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** And in [[http://www.giantitp.com/comics/oots0029.html this strip]] from ''TheOrderOfTheStick''.''Webcomic/OrderOfTheStick''.
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* Successfully averted in ''AQWorlds''. Every player involved in a fight recieves exactly the same dropped items, since there's no way of trading in the game, but it's possible to involve yourself in a fight by healing someone already fighting the monster, and you still recieve anything it drops (including experience and gold).

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* Successfully averted in ''AQWorlds''.''VideoGame/AdventureQuestWorlds''. Every player involved in a fight recieves exactly the same dropped items, since there's no way of trading in the game, but it's possible to involve yourself in a fight by healing someone already fighting the monster, and you still recieve anything it drops (including experience and gold).
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* In the Aeria hosted game "Eden Eternal", it uses a combination of two anti-ninja methods. The first is "minute wait" for anybody not in the party of the person who killed the monster. The second is a need vs. greed decision. In a party, you can't just go up and take an item, you have an option of saying "need" or "greed" on an item, having them be first and second priority respectively. If there are more than one choice on need, or everybody is honest and says "greed", it rolls then.
* In Shin Megami Tensi: Imagine, There are also methods for preventing ninja looting. The original, and best but now removed, was to have multiple channels on a server with few enough people that one grinding spot was not likely to be overwhelmed by a mass of people trying to get some easy currency. That prevented issues average ninja looting. Another issue is dungeon. However, that is well taken care of. First is that all enemies mooks drop either the same loot, and the amount of enemy mooks who can be taken care of easily, making it hard for a ninja to be greifing. Also, as this is only in party, it is quite possible that people will notice somebody not working when not approved to just be on the sidelines, meaning they go away soon enough. Also, while bosses drop rare items they never drop anything too rare, meaning that if somebody is looking for a quick steal won't get any game changing advantage. Also, the big dungeon loot is always prevented into 5 boxes, each one can only be accessed by one person, meaning that the big loot is given to everybody without the possibility of being depraved.
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[[quoteright:189:http://static.tvtropes.org/pmwiki/pub/images/12794_strip_print_113.gif]]
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* This is infuriatingly easy to do on accident in ''NewSuperMarioBrosWii''. Due to the way that powerups move, it's nearly impossible for everyone in a 4-player game to get an equitable share.

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* This is infuriatingly easy to do on accident in ''NewSuperMarioBrosWii''.''VideoGame/NewSuperMarioBrosWii''. Due to the way that powerups move, it's nearly impossible for everyone in a 4-player game to get an equitable share.
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* ''RagnarokOnline'' has a bunch of this, ranging from other players coming in and using 'Greed' (a skill which picks up everything in a 5x5 area) while you're killing a ton of mobs... to many, ''many'' enemies which will do exactly the same. Said enemies are usually annoyingly fast, with the exception of the ubiquitous Poring - and they can't hold more than ten to fifteen items, but ''still loot''. Also, whoever kills the looting monster gets first pick of what it drops.
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** It's not as bad as you say it is. A dolphin only steals an item if it otherwise would not have dropped (due to the aforementioned underwater item drop penalty), which means the Dolphin Whistle actually allows you to get an item you would not be able to get otherwise.
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* Yuffie Kisaragi of ''FinalFantasyVII'' is a literal example of this trope, and for a curious subversion, this is also exactly what people perceive her to be.
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* Also averted in MabinogiFantasyLife and its sister game {{Vindictus}}. In the former, loot went to the party member who finishes the monster, and this privilege is usually reserved for the biggest contributor to the monster's demise. In the latter, loot drops come in the form of "evil cores", which don't go away until everyone has looted from them.

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* Also averted in MabinogiFantasyLife ''VideoGame/Mabinogi'' and its sister game {{Vindictus}}. In the former, loot went to the party member who finishes the monster, and this privilege is usually reserved for the biggest contributor to the monster's demise. In the latter, loot drops come in the form of "evil cores", which don't go away until everyone has looted from them.
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** HellMOO operates on the basis of "If it's on the ground, it's free game." If someone, say, lands their damaged Cessna in the middle of Freedom City and sets out $1200 worth of aluminum for repairs around the plane, it's perfectly legal for someone to run up, grab it all, and sprint to Salvage Unlimited to sell it. In fact, the VICTIM of the theft will be treated as a criminal if he attacks the thief. This leads to a very dog-eat-dog world where sneaky griefing and disproportionate retribution are commonplace.
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That isn\'t Ninja Looting. Well it can technically be, but there\'s no reason to do that, and it definitely isn\'t an underhanded method (at least, to the characters in-game.)


** You could also do something like this on purpose for your weaker units; have the strong units weaken the enemy, then use the weak ones to finish it off.
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The act of dishonorably acquiring items at the scene of a kill in an MMORPG (but can also happen in Tabletop [=RPG=]s). Ninja looting takes many forms, but the end result is that a player obtains an item that they were "not supposed to", much to the ire of other players present. Ninja looting is often, but not always, a form of [[{{Griefer}} Griefing]]. A couple ways this can happen:

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The act of dishonorably acquiring items at the scene of a kill in an MMORPG (but can also happen in Tabletop [=RPG=]s). Ninja looting takes many forms, but the end result is that a player obtains an item that they were "not supposed to", to," much to the ire of other players present.present who put in the hard work of actually making the kill in question. Ninja looting is often, but not always, a form of [[{{Griefer}} Griefing]]. A couple ways this can happen:

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Almost automatically causes LootDrama. See also KillSteal.

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Almost automatically causes LootDrama. LootDrama.

See also KillSteal.
KillSteal, MooksAteMyEquipment.
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* Some games, especially early ones, have no built-in system for distributing loot and the first person to get to a corpse can take from it whatever they like. This can lead to players rushing to a monster killed by someone else and taking the loot before the person who did all the work has a chance to. Other games only allow the party that killed a monster to take items off of it, but that can still lead to situations where one member of the group tries to loot every kill first and leaves little to nothing for the others. This is the type of system that the term "ninja looting" directly comes from, with the logical basis being that they are "stealthfully" (or just very, very quickly) taking loot from a kill.
* Most modern online games will allow loot to be picked up by other players after a set amount of time has passed. In games with unrestrained player killing enabled, this means that a player could kill a hundred creatures before obtaining a coveted item ... only to be [[BackStab backstabbed]] by your [[Griefer party member]] just as you reach over for your loot, and having to watch as said "friend" runs off with your loot. Another variation exists in games where players drop loot after death - said Griefer will wait until you defeat a foe and pick up its loot, before killing you while you're still weak and helping himself to your inventory.

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* Some games, especially early ones, have no built-in system for distributing loot and the first person to get to a corpse can take from it whatever they like. This can lead to players rushing to a monster killed by someone else and taking the loot before the person who did all the work has a chance to. Other games only allow the party that killed a monster to take items off of it, but that can still lead to situations where one member of the group tries to loot every kill first and leaves little to nothing for the others. This is the type of system that the term "ninja looting" directly comes from, with the logical basis being that they are "stealthfully" (or just very, very quickly) taking loot from a kill.
kill. Especially horrible if one is playing TheArcher, since ''every single melee fighter'' will be closer to the target and have a better chance to loot the corpse.
* Most modern online games will allow loot to be picked up by other players after a set amount of time has passed. In games with unrestrained player killing enabled, this means that a player could kill a hundred creatures before obtaining a coveted item ... only to be [[BackStab backstabbed]] by your [[Griefer [[{{Griefer}} party member]] just as you reach over for your loot, and having to watch as said "friend" runs off with your loot. Another variation exists in games where players drop loot after death - said Griefer will wait until you defeat a foe and pick up its loot, before killing you while you're still weak and helping himself to your inventory.
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* With some systems there's also [[kill steal]]ing... the person who deals the deathblow gets the XP (unless they're grouped with others, in which case the XP is shared), so some people will let another player wear an enemy down to their last HP, then swoop in and take the kill.

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* With some systems there's also [[kill steal]]ing...{{kill steal}}ing... the person who deals the deathblow gets the XP (unless they're grouped with others, in which case the XP is shared), so some people will let another player wear an enemy down to their last HP, then swoop in and take the kill.

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* Most modern online games will allow loot to be picked up by other players after a set amount of time has passed. In games with unrestrained player killing enabled, this means that a player could kill a hundred creatures before obtaining a coveted item ... only to be [[BackStab backstabbed]] by your [[GRiefer party member]] just as you reach over for your loot, and having to watch as said "friend" pleasantly passes the time before running off with your loot. Another variation exists in games where players drop loot after death - said Griefer will wait until you defeat a foe and pick up its loot, before killing you while you're still weak and helping himself to your inventory.

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* Most modern online games will allow loot to be picked up by other players after a set amount of time has passed. In games with unrestrained player killing enabled, this means that a player could kill a hundred creatures before obtaining a coveted item ... only to be [[BackStab backstabbed]] by your [[GRiefer [[Griefer party member]] just as you reach over for your loot, and having to watch as said "friend" pleasantly passes the time before running runs off with your loot. Another variation exists in games where players drop loot after death - said Griefer will wait until you defeat a foe and pick up its loot, before killing you while you're still weak and helping himself to your inventory.



* With some systems there's also killstealing... the person who deals the deathblow gets the XP (unless they're grouped with others, in which case the XP is shared), so some people will let another player wear an enemy down to their last HP, then swoop in and take the kill.

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* With some systems there's also killstealing...[[kill steal]]ing... the person who deals the deathblow gets the XP (unless they're grouped with others, in which case the XP is shared), so some people will let another player wear an enemy down to their last HP, then swoop in and take the kill.



Note that in all cases, the rule(s) being broken by Ninja Looters is 99.9% of the time a rule which was made up and enforced by the community over the "real" rules of the developers of a game (much like say swearing during mass is not illegal, only frowned upon) or by societal "standards".

While a Video Game Trope, some form of Ninja Looting is possible in Real Life too, in the form of "First come first served" being the unofficial basic ruleset. A person will feel "cheated" if a few seconds prevented him or her from grabbing the wanted item before the first one (whether this is justified or not).

Basically, all forms of Ninja Looting provoke a strong sense of Backlash-Entitlement and is usually as powerful as a function of how valuable the item taken was or how hard everyone involved worked in order to just have it taken from them.

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Note that in all cases, the rule(s) being broken by Ninja Looters is 99.9% of the time a rule which was made up and enforced by the community over the "real" rules of the developers of a game (much like say the way swearing during mass is not illegal, only frowned upon) or by societal "standards".

While a Video Game Trope, some form of Ninja Looting is possible Can happen in Real Life too, in RealLife (or be perceived that way), if the form of "First come first served" being the unofficial basic ruleset. A person will feel "cheated" if a few seconds prevented him or her from grabbing the wanted item before the first one (whether this rule is justified or not).

Basically, all forms of Ninja Looting provoke a strong sense of Backlash-Entitlement and is usually as powerful as a function of how valuable the item taken was or how hard everyone involved worked
in order to just have it taken from them.
effect.

Almost automatically causes LootDrama. See also KillSteal.


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* Largely averted in EarthEternal. By default, loot goes to whoever dealt the monster the most damage. In parties other settings can be activated, including first-come-first-served and "Need Before Greed". The latter gave everyone three lot buttons on valuable items: Need, Greed and Pass. The player community is usually pretty good about choosing Greed or Pass as appropriate.
* Also averted in MabinogiFantasyLife and its sister game {{Vindictus}}. In the former, loot went to the party member who finishes the monster, and this privilege is usually reserved for the biggest contributor to the monster's demise. In the latter, loot drops come in the form of "evil cores", which don't go away until everyone has looted from them.
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dang typos


** Another variant of ninja looting can occur wherever there are mining deposits, herbs, treasure chests, or lootable quest objects. Players A and B are both miners, abd both see a rich mining vein. Player A lands next to the mining node, but a hostile monster is right next to it which attacks him, so Player A must spend time killing the monster before he can mine the node (you cannot perform mining while something is pounding on you). While Player A is fighting, Player B swoops in, mines the node, and rides off.

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** Another variant of ninja looting can occur wherever there are mining deposits, herbs, treasure chests, or lootable quest objects. Players A and B are both miners, abd and both see a rich mining vein. Player A lands next to the mining node, but a hostile monster is right next to it which attacks him, so Player A must spend time killing the monster before he can mine the node (you cannot perform mining while something is pounding on you). While Player A is fighting, Player B swoops in, mines the node, and rides off.
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** Another variant of ninja looting can occur wherever there are mining deposits, herbs, treasure chests, or lootable quest objects. Players A and B are both miners, abd both see a rich mining vein. Player A lands next to the mining node, but a hostile monster is right next to it which attacks him, so Player A must spend time killing the monster before he can mine the node (you cannot perform mining while something is pounding on you). While Player A is fighting, Player B swoops in, mines the node, and rides off.
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* In-universe example: in KingdomOfLoathing, finishing a battle underwater always carries a chance that a dolphin will come along out of nowhere and steal a loot drop (and since adventuring underwater carries a hefty penalty towards loot dropping at all...). The only way to get back your hard-earned loot is to buy a dolphin whistle and beat the tar out of that smiley little asshole.
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* A variation happen in the ''FireEmblem'' series. In some chapters, NPCs help out your party. Though they're normally stupid or weak, they love to go up to an enemy holding a droppable item that you weakened and finish it off, making the item disappear forever.

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* A variation happen in the ''FireEmblem'' series. In some chapters, NPCs [=NPCs=] help out your party. Though they're normally stupid or weak, they love to go up to an enemy holding a droppable item that you weakened and finish it off, making the item disappear forever.
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*** There is a less faith-destroying side; during this troper's brief WoW tenure, in instances of ''accidental'' NinjaLooting (it happens), an honest player would tell other players to roll a random number and give the loot to the winner.
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*** One can also exploit the system if their class can use an item another class will benefit from more. For example, a Warrior with the DPS spec Fury can roll Need on a gun that isn't stated specifically for Hunters, even though guns and other ranged weapons are only useful to Warriors for pulling mobs.

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* TricksterOnline has a mixture of these:
** Most of the looting that occurs is because of people being too distracted by fighting off a mob or drilling for the Bloody Rune of Fate to pick up the rest of their crap (which, if collected and sold could easily make a player hundreds of thousands of galders, especially at the times where you need hundreds of thousands of galders for advancement).
** Card Identification automatically adds items to your inventory as you win them, but since there's both a weight limit and a stacks limit on what you can carry, it's possible for someone to get lucky and loot a Secret Card (the most common of which sells for half a million galders) because the person doing Card Identification was full and the auto-toss feature of Card ID kicked in...
** Parties that use EQ-Com (EXP equally split among members, anyone can pick up a drop caused by anyone else in the party) have to watch out for looters in the party, since Common Items removes the one minute wait between a drop and free pickup. The moral of the story: Don't party up when drilling for your Rune or a Harkon.
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* A possible UrExample goes back to the early editions of DungeonsAndDragons where the party thief was often the one called upon to scout ahead for traps and monsters. Being thieves, many of these characters could be counted upon to pocket any treasure they found while beyond the supervision of the rest of the party (or skim some off the top, if the party grew suspicious about the lack of loot).

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* A possible UrExample goes back to the early editions of DungeonsAndDragons ''DungeonsAndDragons'' where the party thief was often the one called upon to scout ahead for traps and monsters. Being thieves, many of these characters could be counted upon to pocket any treasure they found while beyond the supervision of the rest of the party (or skim some off the top, if the party grew suspicious about the lack of loot).
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* A possible UrExample goes back to the early editions of DungeonsAndDragons where the party thief was often the one called upon to scout ahead for traps and monsters. Being thieves, many of these characters could be counted upon to pocket any treasure they found while beyond the supervision of the rest of the party (or skim some off the top, if the party grew suspicious about the lack of loot).
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What items that have stats on them don't fit into the need/greed roll?


*** One should notice that this system isn't that perfect. Especially random items are often not rollable, even for classes who need the stats on them. And no, they are not tradible either. The only way to get them would be to ask the others if they could pass.
*** Honorable mention goes to ''Frozen Orbs''. Being totally useless for some time (Auction price fell beyond sell price.), Blizzard announced that they would make it possible to buy other stuff with them. Cue lots of people rolling Need on them (After everyone else rolled Greed, of course.). They changed it now.

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*** One should notice that this system isn't that perfect. Especially random items are often not rollable, even for The large number of hybrid classes who means that someone can roll need the stats on them. And no, an item for their offspec (another role their class can perform but they are not tradible either. The only way to get them would be to ask the others if they could pass.
currently doing so) against someone who's actually performing that role.
*** Honorable mention goes to ''Frozen Orbs''. Being totally useless for some time (Auction price fell beyond sell price.below [[VendorTrash vendor price]].), Blizzard announced that they would make it possible to buy other stuff with them. Cue lots of people rolling Need on them (After everyone else rolled Greed, of course.). They changed it now.now so that people can only Greed or pass.
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* Most modern online games will allow loot to be picked up by other players after a set amount of time has passed. In games with unrestrained player killing enabled, this means that a player could kill a hundred creatures before obtaining a coveted item ... only to be [[Backstab backstabbed]] by your [[Griefer party member]] just as you reach over for your loot, and having to watch as said "friend" pleasantly passes the time before running off with your loot. Another variation exists in games where players drop loot after death - said Griefer will wait until you defeat a foe and pick up its loot, before killing you while you're still weak and helping himself to your inventory.

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* Most modern online games will allow loot to be picked up by other players after a set amount of time has passed. In games with unrestrained player killing enabled, this means that a player could kill a hundred creatures before obtaining a coveted item ... only to be [[Backstab [[BackStab backstabbed]] by your [[Griefer [[GRiefer party member]] just as you reach over for your loot, and having to watch as said "friend" pleasantly passes the time before running off with your loot. Another variation exists in games where players drop loot after death - said Griefer will wait until you defeat a foe and pick up its loot, before killing you while you're still weak and helping himself to your inventory.



** The 3.3 patch introduced a modified version of the original Need Before Greed dungeon loot system, which is automatically (and irrevocably) activated whenever a group uses the Dungeon Finder. You can only roll "Need" on an item if it's one that your class/spec can specifically use. Otherwise your only options are "Greed" and "Disenchant" (if someone in the group has that ability). Both use the same roll; the only difference is whether you receive the item or its disenchanted materials. In short, it's no longer possible to Need roll on anything that's not equippable by you or useful for your class.

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** The 3.3 patch introduced a modified version of the original Need Before Greed dungeon loot system, which is automatically (and irrevocably) activated whenever a group uses the Dungeon Finder. You can only roll "Need" on an item if it's one that your class/spec can specifically use. Otherwise your only options are "Greed" and "Disenchant" (if someone in the group has that ability). Both use the same roll; the only difference is whether you receive the item or its disenchanted materials. In short, it's no longer possible to Need roll on anything that's not equippable by you or useful for your class.



** The community of EVE being what it is, this system is the source of a whole new set of griefing and pirating tricks. For instance, particularly obnoxious griefers would kill a certain gatekeeper enemy but leave the necessary key on its corpse. Since newbies needed that key to progress, they had to "steal" it from the corpse, which then allowed the griefer his 15 minutes of "revenge" time.
** On the other hand, ''salvaging'' another player's stuff from his wrecked ship does not count as stealing. [[UnderStatement This is slightly controversial]].
* In ''TeenageMutantNinjaTurtles III'', there are pizzas that restore you to full hit points. In a one-player game, only one pizza will appear at a given location, but in a two-player game, there will be two of them. If one of the players is spiteful or stupid, he can eat both of the pizzas, so that the other player will lose the opportunity to replenish his hit points. The character who hogged both pieces of pizza gets no benefit from doing this; it's just a [[JerkAss "funny" possibility.]]

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** The **The community of EVE being what it is, this system is the source of a whole new set of griefing and pirating tricks. For instance, particularly obnoxious griefers would kill a certain gatekeeper enemy but leave the necessary key on its corpse. Since newbies needed that key to progress, they had to "steal" it from the corpse, which then allowed the griefer his 15 minutes of "revenge" time.
** On **On the other hand, ''salvaging'' another player's stuff from his wrecked ship does not count as stealing. [[UnderStatement This is slightly controversial]].
* In ''TeenageMutantNinjaTurtles III'', there are pizzas that restore you to full hit points. In a one-player game, only one pizza will appear at a given location, but in a two-player game, there will be two of them. them. If one of the players is spiteful or stupid, he can eat both of the pizzas, so that the other player will lose the opportunity to replenish his hit points. points. The character who hogged both pieces of pizza gets no benefit from doing this; it's just a [[JerkAss "funny" possibility.]]



* This is infuriatingly easy to do on accident in ''NewSuperMarioBrosWii''. Due to the way that powerups move, it's nearly impossible for everyone in a 4-player game to get an equitable share.

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* This is infuriatingly easy to do on accident in ''NewSuperMarioBrosWii''. Due to the way that powerups move, it's nearly impossible for everyone in a 4-player game to get an equitable share.



* A variation happen in the ''FireEmblem'' series. In some chapters, NPCs help out your party. Though they're normally stupid or weak, they love to go up to an enemy holding a droppable item that you weakened and finish it off, making the item disappear forever.
** You could also do something like this on purpose for your weaker units; have the strong units weaken the enemy, then use the weak ones to finish it off.

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* A variation happen in the ''FireEmblem'' series. In some chapters, NPCs help out your party. Though they're normally stupid or weak, they love to go up to an enemy holding a droppable item that you weakened and finish it off, making the item disappear forever.
** You **You could also do something like this on purpose for your weaker units; have the strong units weaken the enemy, then use the weak ones to finish it off.
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* Most modern online games will allow loot to be picked up by other players after a set amount of time has passed. In games with unrestrained player killing enabled, this means that a player could kill a hundred creatures before obtaining a coveted item ... only to be [[Backstab backstabbed]] by your [[Griefer party member]] just as you reach over for your loot, and having to watch as said "friend" pleasantly passes the time before running off with your loot. Another variation exists in games where players drop loot after death - said Griefer will wait until you defeat a foe and pick up its loot, before killing you while you're still weak and helping himself to your inventory.

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