0.9.10 Information and News
" That sounds interesting, but would it work for a game with anywhere near this amount of loot? I mean, would people have to click "decline" thirty different times within a span of five minutes? That could be a big problem, don't you think? Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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" Yeah, I have to try this out, man. I hadn't thought they could ever have enough power to whomp enemies like that. Can you keep up in a party like that? Or is this build mainly designed for solo play where you can take your time a little more? Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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I don't like free for all loot in pickup parties because there's almost always someone who snags all the loot while everyone else is still fighting. Unless the timer locks all loot until combat in the immediate area is over, you'll still have this problem with the short timer assigned loot. Hopefully there'll be that combat lock?
Also, the rest of the new stuff looks cool and I can't wait! Last edited by Chevette on May 28, 2012, 1:26:57 AM
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" Nah it would only be for the same types of items that they are talking about. The magics, the rares, that kinda thing. Perhaps the party leader could set a "threshold limit".. | |
The loot stuff is a really complex problem.. I think that instanced loot creates a more friendly atmosphere, but at the same time, it is a bit boring and reduces player interaction a bit. With FFA loot, there are some "§$%(%/%& which just farm stuff that you should get. The short timer seems not satisfying for me either, because it reduces your chance of getting rare stuff for your class even more. Sounds frustrating to me, to find something that would be really useful for you and you can't grab it, because it was allocated for someone else, who picks it up and maybe doesn't want to trade.
So.. why not combine the systems and give rare items and currency and such stuff a 50% chance of being instanced? If so, each player gets his own random drop of an item of this type. Example: an orb of alchemy was generated to be dropped. Now, the 50% chance resulted in an instanced drop. Each player gets a random orb, which is only visible to him. If the 50% chance failed, it would drop free for all. That's one idea. Another one would be a rare chance of getting "soulbound" items to be dropped, which can only be picked up and used by the allocated player - but they're specifically useful for his class. But the easiest way - which I would prefer - is, that you get FFA when in a party with friends (from your friendlist) and instanced loot in a public party. Friends tend to communicate and share stuff. |
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I just dont understand why people complain about the loot system now. have you ever played diablo 2? ;) in my opinion its a good solution. you cannot sleep if an item drops for you, but also, melee classes dont have an advantage to pick up your stuff.
Chris, could you please answer why you increased monster damage again? I dont really think its a good solution to boost the dmg. I can understand that you dont want people to go for glasscannon builds or if they do, make them pay a little bit for it. But as a HC player, i already have to put alot of nodes on HP and survivability and still get TONS of damage sometimes. Last edited by DaaCo on May 28, 2012, 5:46:29 AM
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thx alot for last patches guys!!!
PoE becoming really good game | |
Increasing difficulty! - Noooooo! - Chris please remember that your Alpha testers and the biggest mouths among the Beta Testers are all Extreme players and not your everyday player. The current patch is already borderline on difficulty.
I'm BACK :)
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I want it now. Awesome game.
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" Cruel was to easy for me, when I reached it with my very first char. I'm glad it's more difficult. And I haven't even beaten half of Diablo II in my life yet. |