Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
When is this game going to be available to play
and when is beta over? Is this gsme free? I would happily purchase this title or be willing to donate to it's success. I would reccomend a small fee to keep it maintained myself. I would love a beta key! |
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I am not sure what the current system in the beta is, but this whole discussion just makes me think: "Screw playing with random strangers... I will only play coop if I am with real friends."
I don't think scrambling for loot is an actual positive "feature" of a game, I think it just forces a sort of unhealthy tension between the players. If you wanted to have a mode where you competed for drops, then it may as well be a mode with FFA deathmatch rules, so you try to get ahead, clear mobs but also deny loot and experience to the others. That wouldn't be efficient to get ahead at all, but this scratches that sadistic, me-first itch and could be an entertaining way to play now and then, or perhaps part of a ladder style. The loot systems implemented into most MMORPGs and apparently D3 makes sense, because it takes away that rabid, foaming-at-the-mouth scrabbling everyone does when something drops. Whether or not you put a locked delay on it or not doesn't really change much... you're just pushing people to play solo where they get ALL of the drops, even if they "farm" slower. This is not rewarding people for playing socially and fostering community. In my opinion, the only way to keep that thrill of having a shared "experience" of awesome loot dropping is to have it similar to the loot rolling system of MMORPGS... Phased loot that each character sees robs the shared experience of that rush or envy when you all have a chance at something great. One proposed change to the need/greed/pass system, is that the timer should in fact AUTOMATICALLY default to greed after the timer runs out. If you really don't want to bother with filling your inventory, you can manually hit pass each time. People clicking need roll against each other as usual, and if someone wants to be abusive by needing everything, well, they will get kicked from the party. This also could have the benefit of the item being automatically placed into someone's inventory (or being placed in a temp take-only inventory box in the event of it being full), so that it does not interrupt the actual gameplay for this loot management after every fight. If you were rolling with people who were all just letting it autogreed, you'd spend less time standing around, and more time stabbing and electrocuting monsters. Only when something "uber" drops would everyone really pause to compare to their gear and then decide on Needing or not. Just my two and a half cents! Again, I don't know what the current system is in the beta, and whether or not there have been dev responses among these 100+ pages. |
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Ah I see. I'm hoping for a solo experience so I don't have to fight anyone over loot. I just prefer games where you cooperate with people or don't see them at all, lmao. This style of game-play can start lots of trouble in your mind, like COD players yelling at each other... That's not fun at all.
I'll be hard pressed on getting items if this is the case. We'll see how this turns out because I don't like having to worry about snatching items but you never know, it might keep me immersed the way the devs are hoping the looting system will. I just thought about something else, If it turns into a pain to get those rare items, I won't worry about them anymore, lol. I can let other have them :) I'm living waiting to die.
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well,my favourite would be:
a drop per character, all kinds of items included, based on their personal dropchance on rarity/quality (i would push that personal dropchance by some % ,the more players taking part on the actual fight in a specific area, maybe 10% per player?), not connected to the kind of character, so that everything could drop for everyone ! all drop is visible for everyone, so that i can ask for anything i want but didnt get. personal drop is reserved more than 30-60 seconds, i dont want to spend time on grabbing while fighting. there can be the best unique item ever, when u die while looking for it its worth nothing. first we hunt them down, then we collect and share the prey. whats the good thing in being the faster grabber ? should this grabbing action at all be a part of such a nice game ? i really hate that aspect ! i know, we all got it inside us but why not simply keep it out of the game ? a given item is far more fun than a grabbed one! |
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Personally I really hate the current FFA loot system, it puts me off completely from playing with random strangers and even with my friends we have to think of complex systems to distribute the loot fairly when we play together. I'm sorry but I just don't see this working, when I play in a party we should be fighting together against the monsters, not fighting over the loot.
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Last edited by pretzel2323#6335 on Mar 6, 2012, 5:21:11 PM
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Well, i don't know if dev read this old thread, but here are my thoughts.
This is really a big problem for me. I play only alone or when a friend joins and play with him, but I don't play with random people, and probably won't if it stays this way. Even this countdown won't help people with bad computers, when framerate drops. I think best would be that in default league, when you join a party, there is a voting for what type of drop system you want to see (FFA, Individual drops),so people that want to compete, will have that type of option. After all, default league will be played with more casual players, and most of them I think would not like FFA. But for cut throat, there will not be this type of option. I can already see a situation where you kill each other becose 1 player is taking all loot. The most important thing is to give options to players. So if you're more casual, you play default league, if you want real hardcore, you will play cut throat leage. More options in game, more people will be satisfied. |
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I dont know what the Problem is if you play
in team and he grabs the ranged weapon thats allocated to him you still can trade Or is there no tradingsystem between chars? ...be fair xD Im playing Sacred 2, wich is blessed with the feature to collect every item in an big area that belongs to you in an an allocation time of 25 - 32 second ~. I think this direction would be good because i would not really appreciate it if i had to run to every item to grab it and be hurry or lose it to another player. Another Question: Is ther an chest in the game where i can store items for other charakters ive made? |
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I have two suggestions:
1) Have the loot explode out in random directions a random (but limited) distance. 2) Instead of physically dropping on the ground, loot appears in a list in a small window that opens up to all players that dealt damage to the creature. You may even be able to tweak this so that better loot appears to players who did more work (are there support builds that don't deal damage?). |
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I think original post that the Dev posted is probably as legit as it could get while compensating for the time/ranged players. I always liked the thrill of having to look for items and having to be the best to grab it while it drops in a battle. Cut-throat baby :-D
(Though... I would be able to tell ya better if I could playyyyyyyyyyyy....ahhhhhh!) Last edited by Trid#5801 on Mar 1, 2012, 2:37:27 AM
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