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

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Kirisute_Gomen wrote:

-Ranger sees his name and almost makes it, but dies
-Templar sees his chance and grabs it, but dies.
-Marauder attempts to clear the area, but is overrun and dies.


Nailed it.

When loot is bound, the process of fighting and looting is independent and serial. First fighting. Then looting.

The proposed system would mingle the two, and produce a lot of potential confusion. Instead of watching mobs, players would watch loot.

Some system could be worked out to show the loot only when combat is over, but with confined areas and a lot of adds, it's possible that the fighting phase is *never* over.
People say the allocation timer is not enough, each drop should only randomize to a party member and bound.


What if you're in a party, one guy is constantly looting items and selling for chromatic or alternation orbs, while you and this marauder is fighting your ass off. Along the process, 1 gcp and 2 alch orb dropped, all being allocated to that guy who's portaling back and forth because he happened to be in the dungeon while they dropped. Won't you be pissed?


A good solution to this is just to kick that person if you noticed such behavior, but you can do the same to people who likes to ninja loots, and only party with people who have good manners.


Yes, an exalted dropping will probably cost the whole team's death; but that's better than having that exalted orb belong to that guy who has contributed nothing, isn't it?


I support the current system, though I have two suggestions:
(1) Make the timer longer; double the amount of time needed to get to the drop, or triple. In addition, even if you're next to the drop, the allocation timer stays on at least for 5 second. Why? So that your drop doesn't get ninja'd by another player who looks at the ground all the time while you're focusing on the monsters.

(2) Announce who has gotten rare/currency items (no whites, no scrolls, no alts and trans) in the chat list. This way, when the party feels like someone is not doing much of the work, but looting like a monkey, they can reform a new party, instead of wondering who's gotten all the drop, and mad at every party members.
Alice_of_Wraeclast - Dagger CI Witch
Alice_MadnessReturns - Molten Strike AoF witch
Flavour Build concept taken from Alice: Madness Returns
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wxyjac wrote:
People say the allocation timer is not enough, each drop should only randomize to a party member and bound.
-TL;DR-


Bound? That part, no and those don't automatically go together.
We simply need -greed +teamwork.
Any sort of item-clicking competition strongly discourages good sportsmanship among more players than will admit, and we know it from experience. Nuff said.

1. Remove the urgency and timing from looting entirely so players can focus their nerves on the gameplay and prevent childish jealousy. Also not every player currently has an equal share of loot; Different computers and different internet speeds.

2. Don't let party members know who got what; if they need something, they can use the current or future trading methods to get it without begging.

I've been playing Vindictus, their loot system gives everyone an exact copy of every boss drop and no one complains. In fact, they work as a team to achieve the best drops so everyone profits. That's not the system I suggested though, rather keep every loot secret by default to the owner's convenience.

Win+Win+Happy.

"Oh no, you're a loot ninja! Gimme that you greedy noob!"
"OMG he rolled the sword I needed! DROP PLS"
"You took my unique, kicked."


Fact: Loot drops you don't know about can't hurt you.

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Kirisute_Gomen wrote:
-Party of 3 goes into forest.
-30 monkeys proceed to surround players.
-They all fight valiantly, but mid battle an Alchemy Orb drops
-Ranger sees his name and almost makes it, but dies
-Templar sees his chance and grabs it, but dies.
-Marauder attempts to clear the area, but is overrun and dies.

Conversation after: "I hope that Orb was worth our 45% combined loss of Xp."

-Ragequit


Nailed it; This scenario I have witnessed and am not alone in that experience.
Lady Luck Loves a Trust Fall
Last edited by Denninja#6883 on Jul 3, 2012, 6:48:49 AM
I personally like the interaction that can come with a semi FFA loot system. Firstly, if a person is greedy I will leave the party. Pretty simple. It's an insight into their personality, and greed is not how I play games. On the other hand if the person is fight first loot later, and willing to share found loot - which is in line with how I play the game - then I'm highly likely to ask if I can add them to my friends list for future groups. With non equipment items I'd simply ask the person/group if they want to roll when they drop.

I would hope after a few months I end up with a friends list populated by 10-15 people who play the game in a similar manner to which I play it.
Last edited by LordDarkness#7762 on Jul 4, 2012, 11:17:48 PM
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LordDarkness wrote:
I personally like the interaction that can come with a semi FFA loot system. Firstly, if a person is greedy I will leave the party. Pretty simple.


In a free to play game, this would mean lots of party switching. Add to that a friend (already befriended or newly found) and their perception of what you think of greed might differ when they see you leaving the party complaining. It won't take long for you to start defending your stance and them to start condemning. In the long term, this approach is not beneficial to nobody. And all that misfit is added up just for the sake of reaching out your loot, the item with your name on it, before the timer runs out.

Not to mention that the option of not having the item names visible always by default gets thrown right out of the window, since that might cost you a decent drop.
I feel that the looting system definitely needs a little tweaking.A 1-2 second delay in picking items up is too fast for a slow moving tank like me and coupled that with a 300ms latency...

Party members are more concerned about looting than fighting.

Maybe also consider giving us loot option to choose in the party menu.I don't see why that is a problem.Looting system akin to D3 is fair IMHO but giving us more looting options is also viable.

Hope you guys can really work this part out.
Last edited by neptern#2479 on Jul 5, 2012, 8:18:07 AM
Lots of great feedback, i hope u figure this one out GGG.

My opinion:

Make different loot-options to set for leagues & party.

Free for all option. (d2)
Personal loot option. (d3)
Timed option. (mentioned in this thread)
No loot option. (imagine Ironman league)

etc etc.

What Stensballe said. Ultimately i think it would be best to make the people be able to choose, when they are in a party, what style of looting they want.
Please increase the loot timer to 30+ seconds. The timer is too damn short. Ninja looting still exists and it completely ruins player fun. It is griefing and griefing makes me just play solo. FFA looting sucks and is totally unfun.
I was very unecided about playing until I saw this post about the compromise you've made for shared loot. Will be buying beta very soon. Can't wait to play.

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