0.10.3c Patch Notes

"
Chris wrote:
After you've tried out the new patch, we'd like to hear:

  • Was it easier to read what items drop now that fewer are allocated and the size of the item hovers doesn't change?
  • Does the increased allocation duration help enough in terms of being able to grab items in time assuming you react quickly?


Hello Chris

After this patch I have to say Im starting to feel sad about the direction you GGG are going nowadays, specially since the open beta.

It looks like a bit into "Path of Casuals" indeed. You know, nerf to some cool monsters (voidbearer), increasing the map drops (because some guys dont have patience and now all we have is insane map drops, so no need to chisel+alche+chaos anymore to get maps, they just drop everywhere, destroying the economy and making the feeling of finding a new map less rewarding than before, now its kinda "meh" when one drops), and now increasing the timer in a game supposed to be free for all in the start (correct me if wrong).


I hope my text is clear, my English is bad and I still got a lot of trust in you guys, and I love the game a lot (dont get me wrong), Im not trolling here, just expressing my feelings.

But I dont like the way the game is going now, it was supposed to be for the hardcore gamers, a different ARPG from all out there, and if you continue transforming this into one more, then we all know what will happen.

Whinning/complaining people —yes Im doing also lol, I know— will eventually leave the game sooner than later. As soon as something is wrong, they will leave. You can change every aspect they want (nerfs, maps, timers, respecs, AH, etc), and just when you won't do one change they want, they will leave to other game. Or just when other game is throw out there.

But, the problem is hardcore community (the ones from close beta which came here because of this game is different), then will look at the game, and it should happen than we realize the game is not like the one you promised to us a year or two years ago, because of the changes in favour of "casuals", so move away too. Im starting to feel this way, this looks a different game than you promised and its going in the wrong direction I guess more and more. Very sad.



Just my opinion. I still love the game, but I'm starting to feel a little overwhelming because of recent changes (specially the map drop).

I understand since open beta jumps, you prefer to make everyvody happy and turn the back to old hardcore close beta players, but IMHO this is a big mistake for the longevity of the game. I honestly prefer a little community that remains 9-10 years than a big community that remains a year and a half and then its game over for all you and us.

Just IMHO. Keep the good work, guys. I still trust in you, but don't turn the game into a regular 2012-2013 ARPG... Keep it hardcore and oldschool, just saying. Some people just dont have the patience enough to grind maps or things and complain after 10-12 runs without a map, this is very lol imho.
IGN: Gonorreitor
Last edited by Valmar#3550 on Mar 18, 2013, 11:16:18 AM
I wholeheartedly support this patch. No names means that the loot is free for all as it was intended.

After playing in public parties since the patch dropped I have been thoroughly impressed. Zero fighting over loot. The person the loot was intended for MOST often was able to get his loot without it being ninja'd. Inattentive "Leeches" naturally loose their drops as they rightfully should.

I would like to see the timer rounded up to a 3 or even 4 second countdown though as I believe in Merciless the extra fraction of a second would be warranted.

This patch has made a major improvement to the loot system.
I'm BACK :)
This is a nice band-aid for the current loot problems, but it's dodging the true issue. I understand you're trying to avoid adding in "meta" party loot options, but I can't fully grasp why. So many people are against FFA loot, but so many more would be very pleased if it was simply OPTIONAL! If it were any other dev team, I'd say you're avoiding putting more options in because it's too hard or would take too long, but I know you're better than that.

My thoughts on the actual changes being implemented are mixed. I like longer timers because, logically, you have more time to react. However, it will slow down groups. Removing names for loot is just silly though, and here's why - players who are assigned the loot first will still know when something is "stolen" from them. Not only that, but it will be harder to assign loot in groups of friends trying to distribute things fairly. I think this is an incorrect choice - all it alleviates is the extra bar of text for the character name (which is handy, but again, not necessary, and no more than a band-aid).

I personally ONLY run groups to see more loot and have a greater chance at something. But the scrambling and frantic clicking I do, the raised heart rate, and immense disappointment when I lose a unique or valuable orb within my timer or I get path-blocked, are not worth it. FFA needs to go optional, and I doubt any other changes will make me satisfied with party play.
(2-3-2019) Buff underused skills (3.23?!)+ selfcast, stop nerfing defense, build in threshold jewels (3.23?!), implement D3-style looting, add death log + MTX preview, actually rework flasks, stop balancing around the .01%, unnerf Harvest, ADD NEW WAYS TO LEVEL, finally implement Loot 2.0
I think the loot system was fine as it was before.

I think the majority of players doesnt want a D3-lootsystem, where everyone is in his perfect (loot) world.

Il go even further. Loot competition is essential, removing it would be a major step back.

While it isnt removed now.

The only thing i would like to have are Loot-customisation options or filters like hiding white items, or even set advanved custom filters like "hide chest under 5 socket" etc.. That would be cool. This would also solve loot-miss due to any lag / visualisation problem.

Who is to slow then, simply was too slow and no longer is entitled to the loot.
Increased timer and lack of timer bars are good. Magic items not having a timer is fine because magic items are worthless (which is a game design problem IMO, but if it's going to be that way not having a timer is appropriate)

For the names, I would have actually advocated the exact opposite - to leave the name up forever - so that players who are actually cooperative can know about items that were intended for someone else after the fact and ask if they want it, etc.

The clutter problem is not really about the size of the item boxes; it's about the fact that about 50 worthless items drop for every useful one. Culling some of the white non-quality 1 socket items and that sort of thing would help more than any HUD changes (either permanently stop them from dropping at some item quantity level by counting rolls that hit those sort of items as "fails" that drop nothing, or default to not displaying them if there are more than X items nearby and require a keypress to force them on)
There needs to be an option to turn full FFA on because this is detrimental to party races, but other than that sounds like a good update for regular leagues.
Current IGN: twitchtvTheuberelite

http://twitch.tv/theuberelite - I stream sometimes.
The only good thing about D3 was the loot system - that is what this game needs.

Your items are free-for-all in pubs; and now free-for-all in any party. People can't be trusted, hell even my son snags my drops if I don't see them.

I am done leveling in parties with others from now on, I'm going to finish leveling up 2 more noob accounts so I can have a 6-man solo party.
I play primarily with my best friends and I do not like the removal of names. In fact, I would've preferred as others suggested that names STAY on the items even after the countdown timer ended. Letting the system decide was the fairest way for us to decide who got that nice skill gem drop from the barrel that broke on the other side of the room from the stray multiple projectile. Even you have to admit this particular issue happens enough to warrant some sort of indicator staying up permanently.

I fully support the idea that the party leader could control whether names show up, and if they do, I think they should remain up indefinitely. Maybe the countdown timer could be removed entirely under this style as well, to discourage its use in less-friendly public games. Basically, what's needed is a mode befit for friends playing together who just want randomly-decided fair drops - playing with strangers is an extremely different situation than playing with your best friend and a different looting system makes sense under that style.

To be extra clear - I understand why PoE doesn't have instanced loot and I'm very glad it doesn't have that. With free accounts and no restrictions against multi-boxing, I agree that it's important that adding 5 party members doesn't add 5x more loot.

Last edited by Tamale#0873 on Mar 18, 2013, 10:44:34 AM
"
It looks like a bit into "Path of Casuals" indeed. You know, nerf to some cool monsters (voidbearer), increasing the map drops (because some guys dont have patience and now all we have is insane map drops, so no need to chisel+alche+chaos anymore to get maps, they just drop everywhere, destroying the economy and making the feeling of finding a new map less rewarding than before, now its kinda "meh" when one drops)


Hmm, thought this was feedback to the upcoming patch, but since the above poster has provided some for the last hotfix, I'd like to too!

Need more maps! That drop increases made no difference to my group. We still have no Maps. Please do not listen to posters like this saying Maps drop everywhere. He is the exception. Many of us are still out and have been for days. TY
Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.


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