Individual Loot Option

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JonnyLetGo wrote:
Why cause players to fight over something they can't share?

Why not have it so the loot splatters across the floor or in the directions of the players? Maybe have a geyser effect with loot dropping over an area for a set period of time? As oppose to fetching have an usable item that causes the drops to spawn in front of a player or towards a player?

The individual loot option seems compliant. It removes a lot of anticipation and value in toppling a boss.


Terrible suggestion, and idiotic complaint against individual loot, which if you've read the thread, has already been refuted.
There are many problems with a kill contribution system, one of which is that glass cannons will always be at the top of the food chain. Any combination of medium damage with tanking, crowd control, party buffs, debuffs, etc. will lose out to maximum AoE DPS.

D2 example: conviction pally teamed with lightning sorc. Lightning sorc technically does most of the damage, and would therefore get a disproportionate amount of drops. This is despite the fact that the pally might be doubling, tripling or 999ing the amount of damage the sorc is doing.

Individual assigned loot works great (Guild Wars did it), but would utterly fail if players could be kicked:
get party to help you through to boss, wait till boss is at 10% hp, kick all other party members, collect all loot :(
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Malice wrote:
Individual assigned loot works great (Guild Wars did it), but would utterly fail if players could be kicked:
get party to help you through to boss, wait till boss is at 10% hp, kick all other party members, collect all loot :(

What? No.. You'd still get the same number of drops as you would if you had a full party. The way Diablo 2 did it was they increased the number of drops per player in the game, but it was all up for grabs by any player. Now in Diablo 3, instead of allowing all drops to be picked up by anybody, they give everybody loot as if they were playing by themselves but they're in a party. This encourages players to play together and trade. The only reason you'd be against individual loot is if you're a greedy asshole/worthless asshole/idiot.
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Septile wrote:
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JonnyLetGo wrote:
Why cause players to fight over something they can't share?

Why not have it so the loot splatters across the floor or in the directions of the players? Maybe have a geyser effect with loot dropping over an area for a set period of time? As oppose to fetching have an usable item that causes the drops to spawn in front of a player or towards a player?

The individual loot option seems compliant. It removes a lot of anticipation and value in toppling a boss.


Terrible suggestion, and idiotic complaint against individual loot, which if you've read the thread, has already been refuted.


Hostile sharing, nice.
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Malice wrote:
There are many problems with a kill contribution system, one of which is that glass cannons will always be at the top of the food chain. Any combination of medium damage with tanking, crowd control, party buffs, debuffs, etc. will lose out to maximum AoE DPS.

KC means class overall kill performance, not damage output only. For tank, it looks at how good he did his job, like aggroing monsters. If tank sucks, he won't be able to do it properly - losing aggro and putting others in danger, probably slowing down the kill - and thus does not deserves as many drops as better tank would get on a same kill. THAT is something your praised individual system won't ever be able to cope with, and THAT is what IMO matters with random parties.

Kicking players out of party is rude. I prefer they leave themself, which won't happen if they get more out of party than they deserve.
"I am The Banisher, the ill will that snuffs the final candle." - Seal of Doom (MTG)
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tormenta wrote:
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Malice wrote:
There are many problems with a kill contribution system, one of which is that glass cannons will always be at the top of the food chain. Any combination of medium damage with tanking, crowd control, party buffs, debuffs, etc. will lose out to maximum AoE DPS.

KC means class overall kill performance, not damage output only. For tank, it looks at how good he did his job, like aggroing monsters. If tank sucks, he won't be able to do it properly - losing aggro and putting others in danger, probably slowing down the kill - and thus does not deserves as many drops as better tank would get on a same kill. THAT is something your praised individual system won't ever be able to cope with, and THAT is what IMO matters with random parties.

Kicking players out of party is rude. I prefer they leave themself, which won't happen if they get more out of party than they deserve.

I have a question, are you this retarded in your native language?
It sounded like a human voice, but it turned out to be zombie's mumbling only.
"I am The Banisher, the ill will that snuffs the final candle." - Seal of Doom (MTG)
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tormenta wrote:
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Malice wrote:
There are many problems with a kill contribution system, one of which is that glass cannons will always be at the top of the food chain. Any combination of medium damage with tanking, crowd control, party buffs, debuffs, etc. will lose out to maximum AoE DPS.

KC means class overall kill performance, not damage output only. For tank, it looks at how good he did his job, like aggroing monsters. If tank sucks, he won't be able to do it properly - losing aggro and putting others in danger, probably slowing down the kill - and thus does not deserves as many drops as better tank would get on a same kill. THAT is something your praised individual system won't ever be able to cope with, and THAT is what IMO matters with random parties.

Kicking players out of party is rude. I prefer they leave themself, which won't happen if they get more out of party than they deserve.



How does the game know what the purpose of your character build is though, what if you are a mix of dps and support, or tanking and support. Different people have different ways of doing things as well, consider 2 dps casters, one uses high damage, high cost burst spells and the other uses efficient damage over time spells and control spells. In a large party monsters may die too fast for the second casters damage to completely go on, even though they have crafted their character well, and know exactly how to play it.

The kind of system that would be needed to monitor 'how well' anyone in a group was performing in a game with such customization and diversity from class and skill combination would have to be so advanced, I don't know if you comprehend that.
5 pages and no GGG post :(
I for 1 would be glad if they at least shed some light into this matter, do they have an idea how loot is going to be shared? Are they still thinking it through? For me this game looks better than d3 for the most part, but for such a loot driven game, how partys divide loot is vital for imo most players.
5 pages? No we had a big ole 'discussion' or maybe you could call it an argument about the loot system a while ago. http://www.pathofexile.com/forum/view-thread/19/page/1 is where it was at, we had the developers input that the game was FFA loot at the time but they acknowledged some of its flaws, they still haven't made a final decision as far as I know but you can read it if your interested, just please don't necro it :P

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