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

Personally i would love to see a phased loot system where mobs could drop loot for multiple people but you would only be able to see "your own"

Alternatively a system where an item would be allocated (for a short time) to players who can use it the most -- primary stats, claw passives etc.
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hobson101 wrote:
Personally i would love to see a phased loot system where mobs could drop loot for multiple people but you would only be able to see "your own"

I believe this has recently been introduced by Blizzard Entertainment for Diablo III.

I like this idea.

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hobson101 wrote:

Alternatively a system where an item would be allocated (for a short time) to players who can use it the most -- primary stats, claw passives etc.

Or, perhaps Class Specific item drops.

A formula could be factored in where any character class could find any type of item, but the percentage would be a little higher that the items dropped would be more class specific. (Just throwing it out there... )

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I enjoy the thought of a free-for-all system, and would love to see it implemented, however the way you guys are attempting to solve for latency/range is a bit one-sided. It comes down to a randomly chosen person who has access to it sooner, so if someone was at melee range, or had considerably lower latency than the others, they are almost guaranteed to get the item.

I think the 'class specific' drops could be nice, but it still takes away from the cut throat feel of it.

An idea that occurred to me was a unique form of a roll system, one where several events leads to a higher chance of a number.

the following would increase the chance of getting the highest number in the roll:

damage done to the mob that dropped to the item
distance from the mob
which class (if any) the item is for
who attempted to pick the item up first (2nd would get less... etc)
Obviously these are just a few that I came up with, and there could be an innumerable amount of other aspects you may wish to implement (should it be implemented at all)


I know something like this would be extremely complex to make, but it would, in my opinion, satisfy the need for a cut-throat based loot system, while allowing for those with higher latency/distance from the target a chance to get the items.


people are suggesting that people each see their own loot, but not others, but this removes the cut throat feel of it.
Last edited by gilligab#5900 on Jan 5, 2012, 3:04:30 PM
I think the idea is interesting but i also think the time is alittle short, as mentioned before, i'd like an increase in time to 2-3 secs.

But the easiest thing would be to have a "test time" where you implement this idea, and after a month? People could vote on a poll you make and that way you will see if it is any popular.

And if it isn't then you could hold a new test period, perhaps with the same idea but with a twist?
Not that i'd know what kind of twist it could be, but still...
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I agree it needs tweeked, so the posted value doesnt really matter since if its too slow, they will speeed it up, too fast and they will make it longer.
The idea in general I like. However make sure its quick enough for easy clearing through the game without needing to sit every other fight. Since your party member doesnt want that fancy dagger that keeps dropping.
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I like the idea of a 5 second delay. It gives plenty of time to get to the item for a ranged character. Honestly I would have to see this in action first and get responses from beta testers to see how it works out.
My issue with 5 seconds, is when the item isnt contested. But the person who would pick it up needs to wait 5 seconds every 7seconds because they are waiting to loot. It breaks the flow of the game. Something Diablo2 had and is a focus in diablo3(although they are doing it the wrong way).
a second or two evens the game, but leaves it cut-throat.
Combatlooting is what they are aiming for, they just wish to help prevent ranged feeling they need to kill in melee.
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If the item allocates to someone, it could just pop-up at their feet making them the closest to it, and they could instantly pick it up. It'd solve the problem of ranged characters, as they wouldn't need to run over there, so they don't have to stop attacking, a second long timer would ensue that they can pick it up (considering latency) and close combat fighters wouldn't be in a disadvantage that their loot can be picked up easier than ranged character's.
Equally though, that would make all melee now be "Ranged" away from the item, no different than range being "Ranged" away from the item and melee might not even see that an item dropped since it would drop outside of combat. Although it does give range a chance, its even more one-sided.
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Equally though, that would make all melee now be "Ranged" away from the item, no different than range being "Ranged" away from the item and melee might not even see that an item dropped since it would drop outside of combat. Although it does give range a chance, its even more one-sided.
Chaos Is Life, Life Is Chaos, Control Is An Illusion.
Thanks Maetaphor for my Beta Key :)

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