0.10.3c Patch Notes

I'll have to say I do understand that you want free for all, dog eat dog loot. Frankly this patch has made it very difficult to play with people I actually trust. Now we are arguing over whose loot is whose. This never happened when the names were there. This patch is negative towards groups that DID trust each other. However, I am glad blue items are no longer player bound. That was a good change.


I think that most of the changes were for the better. However, the change away from having names on loot ruins co-op friendly gameplay. Please put it back in, or at least give us the option of putting it back in.

I can say without hesitation if you do not there will be 6-8 less players playing your game. Not a threat, just a reality.

Thank you for your consideration.
Guys, whatever system you used to decide who got the 6S/6L/5S/5L/Chromatic Linked white items, use that for items that you didn't see the name on the timer for.

Really... it's can't be that hard. It's not rocket science.
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Snipers wrote:
I think that most of the changes were for the better. However, the change away from having names on loot ruins co-op friendly gameplay. Please put it back in

the rest of the reply is pure kid trashtalk but i vote for this.
How hard is it to make a system where we have the option to let things in the timer just show up in our bags if we are in a sane radius to the loot? Some of us would rather focus on teamwork then ignore mobs still alive to rush to get loot in a click fest.

Teamwork is still loot after mobs die this 1 or 2 second timer (even 4 or 5) is ignoring the problem of cooperative play vs competitive PVE. Let the player making the game set the boundaries to the game including the loot timer.


plz remove this...my friends will not play in apt of 6 plz remove!!!!!!!!!!!!!!!!!!!!!we love that we geting patches but this 1 can be fix abit better ><
ING=FireKittenCat
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TremorAcePV wrote:
Guys, whatever system you used to decide who got the 6S/6L/5S/5L/Chromatic Linked white items, use that for items that you didn't see the name on the timer for.

Really... it's can't be that hard. It's not rocket science.


We use(d) a FFA system for them. We don't want to play a full FFA system for all loot. We like to respect that the game divvys up the loot for us to an extent. We play with a mix of melee and ranged, so it would be unfair for the range to always lose out on drops, and there's really no way to split the loot up equitably after a run most times.
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zepedro86 wrote:
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Snipers wrote:
I think that most of the changes were for the better. However, the change away from having names on loot ruins co-op friendly gameplay. Please put it back in

the rest of the reply is pure kid trashtalk but i vote for this.


Something tells me I'm older then you. I clearly and respectfully told a corporation what my intentions were if they didn't change their product, which is the only power I have as a consumer. I wasn't disrespectful, as you were, but firm. I want them to understand how serious a matter this is for all of myself and my friends, and leave the decision to them as to if that matters to them or not.
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spiralofhope wrote:




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Chris wrote:
It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players.


This view is beyond wrong.

This reads:

It's important to us that our co-operative games are not actually co-operative, and that instead of building mechanics to help people get along and have fun (the point of a game), we build mechanics to turn everyone into a troll and ninja so that our community is full of jerks.

We want people to hate our game because of the mechanics and our community because of what we've done to them.

..

Players are forced to create their own cliques which respect loot rules, in a game which has no mechanics which support this.

It's difficult to meet people (the chat system is obnoxious to navigate)

It's difficult to create a friends list (no categorization or notes system, no guild system)

With no social mechanics in place, players are relying on a loot system which isn't actively hostile .. which this one is.

Fast-paced doesn't have to be cut-throat.


lolbutthurt.com/sandyvagina.php

@OP great patch and look forward to more! Including true cutthroat mode, so I could PK the above poster.
-ign rptd (Hardcore) _riptide (default and that's an underscore too)
Last edited by riptid3#6233 on Mar 18, 2013, 11:47:50 PM
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Snipers wrote:
We use(d) a FFA system for them. We don't want to play a full FFA system for all loot. We like to respect that the game divvys up the loot for us to an extent. We play with a mix of melee and ranged, so it would be unfair for the range to always lose out on drops, and there's really no way to split the loot up equitably after a run most times.


So... you don't like FFA... but you like FFA.

... How about this, you alternate. Start with group leader and work down the list as a party. If something good drops, the party leader gets it first. Then the next good drop goes to the 2nd on the list and so on.

If you're friends and play together all the time, that should suffice.

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