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

This is in reply to the original post, I haven't read the 100+ pages. I'd have to disagree with your description of 'hardcore'. FFA loot isn't hardcore, it's gamey. It just encourages players to game the system instead of playing the game. It's just plain bad game design imo.

Here's a hardcore system, make it an optional 'hardcore' setting when the group is created. Let the players roll for the loot and give the player who rolled 2nd highest the option to initiate a duel against the winner, winner of the duel gets the item. That would actually make it hardcore within the context of the game.
Last edited by Volthar#3829 on Apr 2, 2012, 6:41:53 PM
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Volthar wrote:
Here's a hardcore system, make it an optional 'hardcore' setting when the group is created. Let the players roll for the loot and give the player who rolled 2nd highest the option to initiate a duel against the winner, winner of the duel gets the item. That would actually make it hardcore within the context of the game.


LOL

that would be pretty hardcore, i might actually enjoy that rofl, not sure how many others would tho, anyone who intentionally went on that server would like it :P


i also did not read the 117 pages, forgive me if my opinion has been stated,

i think a 1 second delay is going to cause people to stop help fighting and afk more trying to grab an item and manage the inventory at worst possible times,

i think all white GEAR should be shared loot, and all scrolls, orbs, blues, rares,and uniques, should have a 20-30 second timer before being shared

i think there needs to be enough time to scan a pile of gear and make room for a few pieces of loot in your inventory as well as finish the battle taking place..

and because you know its eventually going to be shared you would still get the adrenalin rush of checking the loot
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Chris wrote:
We initially announced that looting is free-for-all in Path of Exile. Players would be able to see and pick up any items that dropped.

It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players. We do not feel it is an option to arbitrarily hide items from players who have not been allocated them.

As we saw here and here, many players really objected to this.

Several legitimate problems with free-for-all looting were raised:
- Ranged players are unable to get to the items in time.
- Items might just get scooped up by one player with substantially lower latency than the other players.

Over the past few months we've thought long and hard about this topic, and have come up with a system that we feel captures the cut-throat feel that we're trying to go for, but helps mitigate the valid complaints.

We're proposing the following system:
- All white text items are free-for-all.
- All magic/rare/unique/currency/gem items are allocated to a nearby player for a very small amount of time.
- All players can see the item, and a countdown of how much time remains until it's available to anyone is shown.
- The allocation time is intended to be very small (enough time to compensate for a little latency, reaction time and travel distance). We're thinking a base time of something in the order of 1 second when standing next to the item.
- The time would be increased by the time it takes for the character to run to the item. An item allocated to a ranged player might unallocate after two seconds, for example.
- It's important that the time is low enough that the player can only get the item if they are paying attention and make an effort to immediately grab it.
- The allocation times can be lower or non-existent in hardcore or cut-throat leagues.

Players who wanted an allocated looting system will hopefully be happy that this system mitigates item loss due to latency and travel distance.

Players who wanted a free-for-all looting system will hopefully be pleased - with this system they can take any item they want if the allocated player is not paying attention to the drops.

This is a concept based on feedback only. It's not locked in stone, but we like the direction it's going in.

What do you guys think about this suggestion? Please don't just post "allocated sucks", or "I won't play if it's free-for-all".


I like the idea of free for all on items like whites, gray, orbs, scrolls and blues, But I feel that for yellows and unique items there should be a roll system. The reason I suggest this is if you have a large group of mobs lets say... 10-15 and lets say a unique or yellow drops One of two things is going to happen your going to be fighting and not notice and during this time the timer runs out and some one else gets it or everyone is going to notice it and immediately go for it ignoring the fact that they are fighting and depending on who with you and what your fighting this could result in a wipe. The item should drop and a little box pops up with lets say a 1-2 min timer on which you get to roll or pass the item. If you roll your assigned a random number between 1 and 100 the highest gets it. If the the highest roll is shared by more then one person a re-roll between them takes place.
Haven't read 100 pages, but my random thought:

Let's give every player the telekineses skill and in groups, blue/rare and up can only be picked up using this skill. So, no matter where you stand in the battle, you have to use this skill to loot the item. :)
The idea Posted by Chris is brilliant.
I support it 100%!
Main IGN: TopCat

IGN2: PrincessGuinevere
IGN3: Indiana_Jones
I say let the group decide how it should be done.

I see many people like the idea of a 1-ish timer.

I dont like it tho.

I think the right path is to make 2-3 systems and let the players decide themself.

I would prefer atleast a need/greed system.
Furthermore, i consider that the loot-system must be changed.
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Chris wrote:

It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players. We do not feel it is an option to arbitrarily hide items from players who have not been allocated them.


After re-reading this, I have to say my stance on loot mechanics has changed. I was adamant that a random/roll and/or Ind Distribution was necessary.

PoE is GGG's game. If they want PUGs to be competitive amongst the players in a group, then FFA is the best mechanic for that.

I think everyone (including me) that is hoping for a different system does NOT want PvE to feel competitive amongst the players. In my mind, the concept of grouping is joining with other players to help each other achieve a common goal.

I suppose if the goal is realism.. in real life, if I went out adventuring with strangers, I have to go in knowing they might be greedy a-holes. There is no magic god in the sky that allows us to roll to see who gets what. We can agree to be fair, but in the end, if one person wants to be a prick, nothing is there to stop them except kicking them out of your group and not grouping with them again.

....

So... if competition and realism amongst pick up group parties is what GGG wants, they have picked the right mechanic and none of our repeated suggestions is offering a way to achieve their stated objective. We are asking them to change their vision of how they want the game to be played.

I would prefer a more friendly environment in parties, but if GGG thinks their game will be more enjoyable with the mechanic and concept they have in mind, I support that 100%.
" ... to let them know the game isn’t going to be very fair from here on out."
- Qarl
I would like to suggest Ragnorak Online style of looting whereby we could autoloot or manual loot item our self. RO allow the drops to be view by everyone howvever only the owner(the one killed or damage the mob the most) could pick up but after a certain time the item would be free for anyone to take. This would prevent kill steal.
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stahlstorm wrote:
I say let the group decide how it should be done.

I see many people like the idea of a 1-ish timer.

I dont like it tho.

I think the right path is to make 2-3 systems and let the players decide themself.

I would prefer atleast a need/greed system.


upon further thought i think you are right

there should be an option for the group leader to set the loot mechanic to what they want

or even possibly different loot mechanics for different leagues, you can go to the softcore league if you want solo loot, or the cutthroat league for fully shared loot, or the hardcore league for 1 second delay shared loot, etc
That is a really creative resolution to the problem.
*golf claps*

However, upon reading other peoples suggestions, I think that the original idea is good as a base, but in addition providing an option for the group leader to set to loot mechanic is also a good one. That way it gives you the best of all worlds (if you choose it).

Unless the survival of the fittest feel was something you wanted to be a stalwart theme of the game (and hence the looting system).

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