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

"
Strill wrote:
What the heck are you going on about? "No risk, no gain"?! That's patent nonsense when you could solo and not have to deal with any of this.
Luckily, you have that option.

"
Strill wrote:
And of course I don't expect them to tolerate me getting them killed. The point is to do it long enough to get the loot then leave unless they're exceptionally gullible.
Complete waste of time. Find a party, get to mobs, get party killed, pick up small amount of loot before being kicked. Or... Solo and get all the loot.

Don't think I'm advocating solo-only play. I play in random parties all the time and have never run into issues with loot.

"
Strill wrote:
Regardless, the devs are taking a schizophrenic stance on this issue. On one hand they openly encourage anti-social behavior with their looting system, and on the other hand they tell you to be polite to your group members on the loading screen messages. It's like they don't have a clue what they want.
Have you ever heard of "sharing?" You can actually play the game with friendly competition that rewards everyone without being an asshole and wiping your party to get a mid-tier orb or a random rare. Believe it or not, it's possible to have fun in a competitive group, as long as there aren't any people who act like you previously described. Those people get kicked and the fun continues.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
"
WhiteBoy88 wrote:
"
Strill wrote:
What the heck are you going on about? "No risk, no gain"?! That's patent nonsense when you could solo and not have to deal with any of this.
Luckily, you have that option.
Which is totally insufficient. I play online games so I can play with other people, not so I can play alone.

"
"
Strill wrote:
And of course I don't expect them to tolerate me getting them killed. The point is to do it long enough to get the loot then leave unless they're exceptionally gullible.
Complete waste of time. Find a party, get to mobs, get party killed, pick up small amount of loot before being kicked. Or... Solo and get all the loot.

Don't think I'm advocating solo-only play. I play in random parties all the time and have never run into issues with loot.
Why is it a waste of time? If it's worthwhile to play in a party in the first place then there's no loss. You get the normal share of the loot up to the boss, then you get all the boss's loot and quit.

"
"
Strill wrote:
Regardless, the devs are taking a schizophrenic stance on this issue. On one hand they openly encourage anti-social behavior with their looting system, and on the other hand they tell you to be polite to your group members on the loading screen messages. It's like they don't have a clue what they want.
Have you ever heard of "sharing?" You can actually play the game with friendly competition that rewards everyone without being an asshole and wiping your party to get a mid-tier orb or a random rare. Believe it or not, it's possible to have fun in a competitive group, as long as there aren't any people who act like you previously described. Those people get kicked and the fun continues.
Please go get a dictionary because you're contradicting yourself left and right. "Sharing" and "cutthroat" are mutually exclusive concepts. On the other hand, "cutthroat" and "asshole" are almost synonyms.

Listen to yourself! You're saying "It's fine unless someone stabs their party in the back and ninjas all the loot" In what way is that not the very definition of "cutthroat"? Furthermore that's what people have always done in every game which allows them to and there is absolutely no reason to expect that they won't do it here!
Last edited by Strill#1101 on Dec 12, 2011, 8:07:53 PM
Key term: "friendly competition." Yes, it's competitive, but that doesn't mean everyone is going to try to grab every single drop. It's very unlikely that 1 person will be able to grab any majority of loot unless the rest of the party completely ignores it or it's a 2-man party and 1 of them is the aforementioned asshole.

Playing a cut-throat game doesn't mean you have to try your best to screw over everyone else playing the game. It doesn't contradict at all with the idea of sharing loot... You party with people for teamwork, therefore you probably also have the moral capacity to share. But, you have the option to leave the party or even fight them sometimes, just as you have the option to take more than your averaged loot rate.

If they wanted an entirely cut-throat game, they would have made the parent leagues open-instanced with full PvP.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
"
WhiteBoy88 wrote:
Key term: "friendly competition." Yes, it's competitive, but that doesn't mean everyone is going to try to grab every single drop. It's very unlikely that 1 person will be able to grab any majority of loot unless the rest of the party completely ignores it or it's a 2-man party and 1 of them is the aforementioned asshole.

Playing a cut-throat game doesn't mean you have to try your best to screw over everyone else playing the game. It doesn't contradict at all with the idea of sharing loot... You party with people for teamwork, therefore you probably also have the moral capacity to share. But, you have the option to leave the party or even fight them sometimes, just as you have the option to take more than your averaged loot rate.

If they wanted an entirely cut-throat game, they would have made the parent leagues open-instanced with full PvP.
Now you're just making things up. There's been no talk of "friendly competition." This is how the game has been described:

"
The continent of Wraeclast is a very hostile environment, where the player fears not only the monsters, but also other players and even the environment itself.
http://www.pcgamer.com/2010/12/17/witch-destroy-dungeons-with-path-of-exiles-new-playable-class/

Fear other players? Does that sound like friendly competition to you?
Anyone who played D2 knows the inequality of FFA loot between squishies / ranged and tanky melees. The marauder and templar will always have an advantage over the ranger and witch in any FFA system, allocation timer or not. The closer you are to the mobs, the better chance you have of being the first to click the loot, period. Plus it's stated that the item is allocated to a character "near" the mob. Well, as a ranger I try to NOT be near any of the mobs I kill; that's kinda the point of the class.

I can see this being an issue mostly for super rare currency items, since they seem to drop about once per the-time-it-takes-to-level-from-1-to-50. There's a hundred reasons I might miss the 2 second allocation timer, because I have to STOP fighting and run through all the mobs to the item, while the tanky melee can just click it between attacks since he's standing right there. Oh, you missed it? Your fault. Maybe next character.

Summoning Templar LFG

IGN Snarky/LightBrigade/Firebreather
"
Strill wrote:
Fear other players? Does that sound like friendly competition to you?
I'm talking about the fact that THIS IS A GAME. It's meant to be fun, yet competitive. I'm sorry if you can't grasp the concept of having fun with other people that doesn't involve making everyone but yourself have a terrible experience.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
"
WhiteBoy88 wrote:
"
Strill wrote:
Fear other players? Does that sound like friendly competition to you?
I'm talking about the fact that THIS IS A GAME. It's meant to be fun, yet competitive. I'm sorry if you can't grasp the concept of having fun with other people that doesn't involve making everyone but yourself have a terrible experience.
You can take your idealistic stance all you want but the road to hell is paved with good intentions. If the devs think this is how everyone will play the game, laughing when one player gets the item before the others and freely sharing currency items, they're being incredibly naive.

Once the game goes live it won't work like that unless you're with a group of friends, in which case the loot system is irrelevant anyway. With incentives to be anti-social, you're going to see a significant minority of players be just that. They don't need to be omnipresent to ruin your experience, just common enough to disrupt a good portion of your groups.
Last edited by Strill#1101 on Dec 13, 2011, 3:56:21 PM
I know that I am coming in VERY late on this topic, and there have been hundreds of replies. Sadly I am sure this idea has already been pitched but why not make party options. Party options might consist of loot types:
Free-for-all
Rotating
Allocation
Random Roll

Free-for-all being just that, first come first serve on all items

Rotating meaning that items of Magic, Rare or Unique rarity will be given to players in a rotating manner starting with party leader and then going to member 2, 3, 4 etc.. and finally after the final member of a party gets an item starting back at the party leader.

Allocation being just as discussed where a time limit is allocated to the member of the party who got the final kill on a creature, time being based on distance from the character.

Random Roll is where the party can be set so that players roll a random number using a /roll function and a number system from 0-100. The party options could include the ability for the party leader to set up what types of items can be rolled on such as Normal, Magic, Rare and Unique; Magic, Rare and Unique only; Rare or Unique only.

Currency items I feel should also be included in any of the above party looting options. Thanks for taking the time to read this.
Follow my beta feedback found at: http://www.pathofexile.com/forum/view-thread/14506

Standing atop a mountain, looking across the burning lands as king. The most precious of this moment is standing atop the acrid remains of your enemies that have fallen to your war torn hands!
"
Tarlin wrote:
I know that I am coming in VERY late on this topic, and there have been hundreds of replies. Sadly I am sure this idea has already been pitched but why not make party options. Party options might consist of loot types:
Free-for-all
Rotating
Allocation
Random Roll

Free-for-all being just that, first come first serve on all items

Rotating meaning that items of Magic, Rare or Unique rarity will be given to players in a rotating manner starting with party leader and then going to member 2, 3, 4 etc.. and finally after the final member of a party gets an item starting back at the party leader.

Allocation being just as discussed where a time limit is allocated to the member of the party who got the final kill on a creature, time being based on distance from the character.

Random Roll is where the party can be set so that players roll a random number using a /roll function and a number system from 0-100. The party options could include the ability for the party leader to set up what types of items can be rolled on such as Normal, Magic, Rare and Unique; Magic, Rare and Unique only; Rare or Unique only.

Currency items I feel should also be included in any of the above party looting options. Thanks for taking the time to read this.

I'd love to have a system like that.
"
SuperAidz wrote:
"
Tarlin wrote:
I know that I am coming in VERY late on this topic, and there have been hundreds of replies. Sadly I am sure this idea has already been pitched but why not make party options. Party options might consist of loot types:
Free-for-all
Rotating
Allocation
Random Roll

Free-for-all being just that, first come first serve on all items

Rotating meaning that items of Magic, Rare or Unique rarity will be given to players in a rotating manner starting with party leader and then going to member 2, 3, 4 etc.. and finally after the final member of a party gets an item starting back at the party leader.

Allocation being just as discussed where a time limit is allocated to the member of the party who got the final kill on a creature, time being based on distance from the character.

Random Roll is where the party can be set so that players roll a random number using a /roll function and a number system from 0-100. The party options could include the ability for the party leader to set up what types of items can be rolled on such as Normal, Magic, Rare and Unique; Magic, Rare and Unique only; Rare or Unique only.

Currency items I feel should also be included in any of the above party looting options. Thanks for taking the time to read this.

I'd love to have a system like that.


Seconded

Report Forum Post

Report Account:

Report Type

Additional Info