Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.

Item quality and amount should depend on players damage done plus damage recieved to/from a monster. This would prevent leechers/ninjas from getting good items before you, also allows tank type characters to get good items (this is why i also suggested damage recieve). So if someones in the party just wait for the loot will receive significantly lower quality, and less amount of loot.
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Now that's an interesting idea- goos call on damaged recieved. I often have played healers but noticed that often you will draw aggro for healing but get no XP, which displeases me.
I didn't read the whole post maybe someone already proposed that.

Just make items pickable on the whole screen without moving. That's it. It's not really realist but well this is a game after all.
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This is an arpg, compared most often to Diablo. In Diablo, I would quite often be fighting hordes and hordes of monsters, only to come back later to pick up the loot. Or at the very least, finish off the pack I was fighting before looting. In either case, this system would demand that I immediately stop fighting and go pick up loot or risk it being taken.

This system is not a compromise. All it does is alienate parties on both sides of the issue. FFA players might not have as much of an issue because you are only adding one second, but as for the other side...well, you'll have a bunch of instances with single-player folks.

I hope the devs read this. I know many people are simply happy that you see it was an issue to some of us, but this is not a solution. I wouldn't even think 5 seconds of personalized loot is a solution. FFA for the cut-throat league(s) and individual loot for the "softcore" league. Heck, make it FFA for the standard league but make a "carebear" league. I don't care what you call me, but give me the option of playing with others.

I hope to play against the game, not other players. When I want to do that I play pvp. But loot stealing sucks the fun out of a game like this so fast that if the risk is always there I have to either accept playing solo or just not play at all.


This ^
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There are a lot of good arguments going on here. A lot depends on what the different types of leagues and how those play out. I am not a big fan of cutthroat/pvp aspect, and I can see how this needs to be worked out for them. The idea of playing a solo to get loot if you end up getting stuck in parties with massive competition and ninja looting, can a solution to some. On the other hand, not knowing how different the loot is between the levels of mobs is a question that plays in. Plus, if boss loot is a lot better, will they be solo-able or will you need a party to take them down?

I like the idea of competition, but how important is it in a group setting if you can do some solo play for guaranteed loot. My big worry is that currency items(the orbs and scrolls) will be the first and always choice to be picked up by everyone. I know it would be complicated to implement, but having currency items drop individually but other things be FFA is an option. My thought is to expand to inventory to have currency item slots and those drop directly into the inventory. You could still move some to stash or to regular slots if you are close to a max stack size(not sure exactly how it is..just remember seeing scrolls stack in some gameplay videos). A lot of work, especially with the number of different scrolls and orbs, but the thought that came to mind after reading through these posts.
I think each person should have there own loot table. What i means if i'm with 4 other players. each of us should get the same loot as if we each where soloing. the other party members cant see my loot and i cant see theirs.

loot should be separate for each person. this will make people group up more and play as a team.

what you are doing by making the loot a competition is making players not want to play with each other, unless they know the people they are playing with, their friends or guild mates.

in the end if players feel like they are being treated unfairly or if they feel like they are been wronged or losing out on something they worked for. they will quit your game and go to a game where their work has rewards without having to worry about someone stealing what they worked for.

Last edited by jairus#6538 on Nov 28, 2011, 8:31:44 PM
I'm not sure if this was mentioned before, but I would like to see somtehing like a loot filter system that would prevent, for e.g. a witch to take an item that's only useable by a dualist. This could be only in the easy mode or any way you guys at GGG see fit, but it would prevent ninja looting at least a little. Also Quest items could be dropped to people separately in their own instance so everyone in that area can get the Qest item, without stealing it from others. Again this could be only in easy mode.
Go!...Bwaaagh!
Last edited by beefhusi#3255 on Nov 29, 2011, 7:52:39 PM
Bear in mind, there are no class-specific items - merely items that one class is far more likely to end up using than another. It's possible, if unusual, to have a duelist using wands (for example).
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
I see. Disregard the first part of my post then. I couldn't try the game yet, sorry for the useless idea. =P
Go!...Bwaaagh!
http://www.pathofexile.com/forum/view-thread/13427

No this is not enough, there is nothing "cutthroat" about this. If you want people to compete against each other, that's what pvp is for. For gods sake how can you even consider this. Make the loot individual, seriously how hard is this. Let me spell it out as simple as i can :

FFA loot system : NO ONE WILL GROUP WITH OTHER PEOPLE, because grouping is not incentivised. It's punished, you will have other people grab your loot. People will be hostile to each other in general because it's every man for him self.

Individual loot : guess what, people will happily group up, because it makes the monster tougher and drop better loot ( i assume) but you don't have to worry about someone being a loot-grabbing you-know-what.

You also wont have people creating bots for the explicit task of picking up items. Look at how well a FFA system worked in Diablo 2...it didn't. People did boss runs with farm chars, ALONE.

This is all only valid for random groups of course. When playing with friends the loot system is irrelevant. But mark my words, this will ruin the social aspect of the game.


If you do have such a hard on for this archaic and bad system, then include it in those league rules. So people can choose which they would want. By then at the latest you might finally see how many people hate FFA loot systems.


Sorry for wording it so strongly but I just can't believe you're considering this and even state it as something positive.

If you just don't want to take the development time for it, fine (still a bad idea) but noone is buying this "ffa loot is so cool and cuthtroat / sandbox". It's archaic and detrimental to a multiplayer game.

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