0.9.10 Information and News

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DarkLarva wrote:
If some really good item drops that's absolutely perfect for two characters and one of them runs up and takes it first sometimes some ill feelings can develop despite the best of intentions.

Having played games that do it like D2 and games the offer instanced loot, it instead usually just turns into: "Look what I got as a reward!"
I'm not sure why for all of these examples in the FFA model everyone is an asshole who wants to steal loot, while in an instanced loot model everyone is a paragon of giving.

Having actually partied on PoE I have never played with anyone who didn't act exactly the way you claim players act with instanced loot. If they didn't act that way, I wouldn't party with them. Similarly, with instanced loot, if someone wasn't constantly sharing the good items they found, I wouldn't party with them either. The main difference is that in the instanced model, the gameflow slows down immensely for trading. Every time I'm instanced a nice bow, I'd have to check with the ranged party members I'm with to see if they want it, as opposed to the FFA approach of just leaving it on the ground. And ditto for every single damn drop that might be of interest to my party. Or I could just not mention them and be a selfish prick, which is effectively the same as stealing them before anyone else could pick them up.

You're going to hit assholes in party mode no matter which model is chosen, so using the social tools to manage who you want to party with is the most reasonable middle ground approach.

Personally, I don't really sympathise with people who want the benefits of multiplay - harder enemies, better drops - AND singleplay at the same time. If you don't want to fight for drops, don't group with strangers.

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Chris wrote:

Here's a picture of the (work in progress!) new town layout that includes the notice board used for public parties. You'll notice we've moved the stash away from the door.



I noticed a problem with this: NO FISH! They removed those fish that were hanging there on that line. >:( Now I'm mad.

LOL j/k. :D Though it would be cool for the sake of having things to look at if they merely moved them. :)
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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wuweird wrote:
I'm not sure why for all of these examples in the FFA model everyone is an asshole who wants to steal loot, while in an instanced loot model everyone is a paragon of giving.

Having actually partied on PoE I have never played with anyone who didn't act exactly the way you claim players act with instanced loot. If they didn't act that way, I wouldn't party with them. Similarly, with instanced loot, if someone wasn't constantly sharing the good items they found, I wouldn't party with them either. The main difference is that in the instanced model, the gameflow slows down immensely for trading. Every time I'm instanced a nice bow, I'd have to check with the ranged party members I'm with to see if they want it, as opposed to the FFA approach of just leaving it on the ground. And ditto for every single damn drop that might be of interest to my party. Or I could just not mention them and be a selfish prick, which is effectively the same as stealing them before anyone else could pick them up.


This is why we still need a FFA option. :(


It makes me wonder, what's the point of partying if not to find cool people to experience the game with? I know you get experience faster, but is that really all?

Here we have a game--an escape from the real world--and we're so worried about selfishness and the like.

As I believe Raycheetah said, it's the party's loot anyway, not our own.

As much as some people think instanced is a requirement, others might think the same about FFA.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Last edited by VideoGeemer#0418 on May 30, 2012, 10:15:25 PM
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VideoGeemer wrote:
It makes me wonder, what's the point of partying if not to find cool people to experience the game with? I know you get experience faster, but is that really all?

Maybe it's just from playing so much EVE, but not having the potential to be screwed over by other players would make the game feel incredibly flat. I actually really like the current trade method of two people standing apart, dropping their respective items and then tentatively changing positions. The knowledge that the deal might go wrong makes PoE feel far more like a living world that I'm participating in than a floating trade window.

Knowing that each party member occupies their own magical loot instance would be immersion-breaking for me.

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As I believe Raycheetah said, it's the party's loot anyway, not our own.

I think this is the best justification for the current FFA behaviour of all. The item was never "yours" in the first place (and that's completely ignoring that there really is "no spoon"...)
Last edited by wuweird#6574 on May 30, 2012, 10:44:04 PM
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wuweird wrote:
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DarkLarva wrote:
If some really good item drops that's absolutely perfect for two characters and one of them runs up and takes it first sometimes some ill feelings can develop despite the best of intentions.

Having played games that do it like D2 and games the offer instanced loot, it instead usually just turns into: "Look what I got as a reward!"
I'm not sure why for all of these examples in the FFA model everyone is an asshole who wants to steal loot, while in an instanced loot model everyone is a paragon of giving.

Having actually partied on PoE I have never played with anyone who didn't act exactly the way you claim players act with instanced loot. If they didn't act that way, I wouldn't party with them. Similarly, with instanced loot, if someone wasn't constantly sharing the good items they found, I wouldn't party with them either. The main difference is that in the instanced model, the gameflow slows down immensely for trading. Every time I'm instanced a nice bow, I'd have to check with the ranged party members I'm with to see if they want it, as opposed to the FFA approach of just leaving it on the ground. And ditto for every single damn drop that might be of interest to my party. Or I could just not mention them and be a selfish prick, which is effectively the same as stealing them before anyone else could pick them up.

You're going to hit assholes in party mode no matter which model is chosen, so using the social tools to manage who you want to party with is the most reasonable middle ground approach.

Personally, I don't really sympathise with people who want the benefits of multiplay - harder enemies, better drops - AND singleplay at the same time. If you don't want to fight for drops, don't group with strangers.



Fair enough, I won't group with any strangers...that's exactly what I do now. I just team with people I know in real life. I will never team with strangers as long as FFA loot is mandatory. I'm willing to try the timer loot to be fair, but I really don't think I will like it, nor will my opinion change...though I could be wrong and end up falling in love with the timer loot.
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VideoGeemer wrote:
As I believe Raycheetah said, it's the party's loot anyway, not our own.
That was probably me :P

I think that is the core ideal that people are missing about FFA loot. The argument that party loot should be individualized because partying is supposed to be about helping each other with no competition doesn't work for me. If people are all about brotherhood, happiness, and unicorns in their parties, then why oppose a group-based loot system? Everyone parties to get along, right? Can't they get along and share loot fairly without slowing down the game to ask if anyone wants the stuff the game maternally divvied up?

FFA is a community pool of loot -- take your fair share, be nice to others, and have fun doing so.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
The loot is going to no longer be FFA anyway. Timed allocation is a form of the 'individual loot' system, but has a time limit so others can both see what dropped if you want to share, or to grab if you didn't care enough to go get it.

Whether or not this disrupts active combat or party formation... yet to see.

(before someone says it's not the same as individual loot... if you extend the time limit to infinity, it's the same)
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That's why I see the timed system as a balanced compromise. Certain items are individualized (but visible) for a very short time before going FFA. It's a mixture of the two systems, not being wholly one or the other. If you're not paying attention, you'll miss out on whatever may have been allocated to you, which keeps the competitive aspect in play.

It's like individualized loot, but without the allowance of laziness.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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(before someone says it's not the same as individual loot... if you extend the time limit to infinity, it's the same)


Then it isnt the same because the limit isnt infinite, by that "logic" anyway.
I actually prefer it because it's reasonably fair without breaking game continuity (one world.)

It's also a massive pain to share loot with party members in a fully allocated system... I much prefer this, so I can be like, hey look it's an item I don't want but that my partner might... I'll just leave it and they can actually go get it.

The fact that items can drop in a fully allocated system and I can't see them at all, breaks one world continuity for me.
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