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

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Last edited by HurlockHolmes#0903 on Apr 15, 2014, 11:56:26 PM
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HurlockHolmes wrote:
Actually, another thing you could do is just have it so how loot drops is set on the party screen or something, that way everybody is happy.

People can still have their allocated loot, and I can still have my loot races with friends, WITHOUT the broken drop system.


There are already at least a few games I've played that do this, and I love it. I'm a loot grabber myself, so I tend to let whoever I'm partying with choose, and if they choose FFA without requesting some sort of "who gets what," then their bad, I get everything.
i like this type of game and as a online game like to help people kill a boss if there are stuck, would also like to party up with random players ...But with this FFA loot i have stopped partying

note: 1 second is not enuff..... if the item is very good people will wait a lot longer (in Sacred2 i think timer was 30 seconds)

Next Note: a lot of players who dont like FFA loot are the sort that dont evan read or give feedback in forums i guess


This is a Online Game encourage randoms to party together by NOT having FFA loot
Bonan..2hander,Miss Bitch..whitch, ThongBow..ranger
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Chris wrote:

- 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.



The really big problem I see, as one who usually plays a ranged character, is that a rare bow will drop, but it'll be allocated to someone else.

When they grab it (because they CAN and I cannot) and I say something about it, I'll get the reaction that it was "theirs."

Whereas even in full FFA I can get to any bows that drop. Just the reaction time of the melee fighters to think about whether they want a bow or not gives me enough time to get it. Orbs might be snatched up a little more quickly, but orbs are not BUILD SPECIFIC.

Each party member should have the ability to see and grab their build-specific rares.


And these issues don't even come up in the FFA model all that often anyway. We each know that if we really want something, we grab it. Otherwise we don't. Having the timer there might give an illusion that an object rightfully belongs to a particular party member, and now they're suddenly being extra nice when they let the ranger have it.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Last edited by VideoGeemer#0418 on May 31, 2012, 3:03:30 PM
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Unclemart wrote:

If this is how the loot is going to be then no offense, but I'll not be playing anymore, nor donating. I feel its a great shame that such an archaic and dumb system would be used.

Really sorry guys but this is probably going to have a massively negative impact on your game now, I think you've made a terrible error in judgement. Several of my friends have already said they think the loot system in this game is bad and won't even consider playing because of it.



Give it time, man. .9.10 isn't even out yet, and so GGG has of course not been able to measure the backlash from that system. For all we know .9.11 will have a much better solution.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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Normal, rare, epic, legendary... whatever terms are used.

Class specific options

Usable options.

If you were to implement these rules, there would be no need for a timer system or people just going all out on whatever drops, the deserving people would get what they needed, and if said loot doesn't fall into a category there could be a random roll done to see who wins it.

Pretty standard MMO loot distro rules, i realize this isn't an MMO but it is 3/4th's about the loot.


FFA loot was the simple reason behind me only playing with my wife when we hunted for gear in Diablo 2. Groups happened only when experience was needed. I fail to see the point in making a multiplayer game where most people wont because they want the gear.
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Last edited by DarkNRG#0841 on May 31, 2012, 3:37:43 PM
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DarkNRG wrote:

FFA loot was the simple reason behind me only playing with my wife when we hunted for gear in Diablo 2. Groups happened only when experience was needed. I fail to see the point in making a multiplayer game where most people wont because they want the gear.


However, in this game group play is *ridiculously* easy compared to solo. You end up getting more loot anyway, a lot faster, even WITH everyone grabbing at things.

Four people get through areas a lot faster than four times the speed of a solo run, and thus you get more loot.

However, what I have just said could be a fairly weak argument, as I think the answer there is to make enemy scaling mush higher for groups than it currently is.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Guess i gotta make a tanky bowman with point blank to play range in a party. With 2 secs of just run time shooting from a screen away as i usualy do seams foolish.

I end up killing Rare mobs and cant see there drops as is. This means i cant even click on the loot thats alocated to me in time. If any are even alocated to me at that range.

And do u realy think frost wall wont be abused in theses cases? It last longer than anyones alocation time would be. If u say leap/tele/flicker, how does a ranger with a bow and specd dex make any one of those usefull for anything but out thinking a troll.

To me this seams like a bandaid for a hangnail, more trouble then help. Creating a system to help people, that can be used to annoy people by the more malicious, is more angering then someone being outright greedy. At least they dont have any protected items to rub in your face.

And too Unclemart:
Good riddance, u didnt even say what ur problem with the system was. This is a beta, they are trying things and geting feedback. D3's loot system is fair in the sence that evey char is exatly the same.
Last edited by Ezuri#3162 on Jun 2, 2012, 1:36:55 AM
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Rhesos wrote:
I think that this can be a very good system if it's done right... But i have some concerns regarding this system: Imagine the following: You are in a party and get in a big fight, with lots of foes and you just killed some of them. But one of the few you killed dropped a really rare item which is assigned to the ranged character => He has to stop fighting and run as fast as possible towards the foes to get the item... This could end in his and even the partys death...


That's my concern too - having reasons for people to stop fighting is not good design.

OHwever, I am in favour of almost anything that is not FFA - FFA was horrible in other games like D2 since it produces other combat issues:

- People stand in close to hoover up items
- Melee are advantaged
- People run to good items and stop fighting

The solution you propose would be fine if you have the good items only show at the end of combat (against all mobs in a pack/event) would prevent that, and having them show to the allocated person for 2-3 seconds seems better.... what if someone has 2 items allocated to them and they're some distance apart?

Bottom line: anything is better than FFA.
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Ezuri wrote:
Guess i gotta make a tanky bowman with point blank to play range in a party. With 2 secs of just run time shooting from a screen away as i usualy do seams foolish.

I end up killing Rare mobs and cant see there drops as is. This means i cant even click on the loot thats alocated to me in time. If any are even alocated to me at that range.

And do u realy think frost wall wont be abused in theses cases? It last longer than anyones alocation time would be. If u say leap/tele/flicker, how does a ranger with a bow and specd dex make any one of those usefull for anything but out thinking a troll.

And too Unclemart:
Good riddance, u didnt even say what ur problem with the system was. This is a beta, they are trying things and geting feedback. D3's loot system is fair in the sence that evey char is exatly the same.



I just quoted this to say that you raise some very good and valid points. I hope we get a better solution with a future patch.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08

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