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

I guess I'll start by saying I'm in the camp hoping GGG decides to change the current loot system to individual rather than timer shared. It won't change whether or not I play the game, I'm already hooked, though it could definitely affect longevity.

However, operating under the assumption that what we see now is what we'll get, I would like to propose a single change:

Increase the timer proportional to the amount of loot dropped.

Right now, when single items drop while killing trash, the timer system works pretty well; I feel that I have enough time to get my drops fairly. However, this doesn't work at all after killing a boss or opening a large chest. Loot flies everywhere, and I don't even have enough time to process what dropped before my timer is out and everybody else is picking up everything. Please consider increasing the timer significantly in this situation.
"
Rilakai wrote:


Increase the timer proportional to the amount of loot dropped.



+1
timer is a cool idea but the length should be on the same order as the length of combat. if its 1 second then you have people scrambling to shuffle items in their bag and make space in case an item drops in combat and then when something drops they are picking it up in combat and not helping you kill the mobs

basically everyone will be too worried about losing loot to a 1s timer to have fun playing the game
IGN: OldManBalls (Warbands)
Well I played some co-op with 4 other players yesterday. I had a blast in every single aspect EXCEPT the loot yet again.

I was the only marauder and people were taking rare axes/swords/etc.... just because it was reserved for them on timer. Also, people would stop fighting to pick up orbs and scrolls etc....

I can't imagine what it would be like if a legendary dropped. And again, these were cool people overall.


Please GGG, listen to the majority here. Individual loot is the way to go.
As a Maurauder, FFA looting is a real drag.

Even with wicked longer timers, it breaks the flow and then becomes a loot-squabble vs grab good stuff and keep killing.

When I'm with a party, we'll usually dump unidentified items into our stash and get back to crushing things. Item swaps and crafting usually occur in town between big sections of the game, or after Boss fights.

Just my two cents.

The game's great as is, but with tweak the loot system a bit and you've got a GEM.

Gold, Jerry, GOLD!
The loot timer is one of those ideas that is cool in concept, but does not work when its in the game.

It is either too long and drags the pace of the players experience down, or it is too short and the player misses out on possible items.

It can also create a good bit of tension and/or conflict. Having a timer with someone's name on it assigns a perception of ownership of that item by a player. When someone else picks it up, it creates a perceived theft of the item to that player.

You can argue all you want that the items aren't owned by anyone until they pick it up. You can argue that till you're blue in the face but it doesn't change the perception that a specific item dropped for a specific person; and someone taking that item WILL create conflict. The item LITERALLY had their name on it.

The big thing here is there is ZERO reason for this conflict. There are absolutely no benefits to FFA loot. None. FFA loot does not enhance the gameplay in anyway. Receiving loot is a reward in ARPGs, not an additional mini-game tagged on to the end of combat (or smack dab in the middle of it).

Personal loot removes any stress and/or conflicts and it also allows for better teamwork. You don't have players running around trying to beat a timer for a drop while there may be mobs still attacking the group; possibly getting themselves or teammates killed, and adding another possible source of bickering/strife.

It further rewards teamwork by encouraging you to consider your drops with your team in mind. If you find an item that will benefit one of your teammates and it actually helps them, that interaction strengthens the group and can actually lead to future parties and community building.

It is honestly shocking to me how there can be so much conflict over a pretty cut and dry topic. The benefits far outweigh any perceived excitement over having to click really fast to claim your reward.

Since the GGG guys seem to be big on options (which is an excellent stance to have) they could let the player decide. If a player wants their loot to be open to anyone in the group they can have that option. I think you'll find most supporters of the FFA system are big on clicking fast and getting their loot, but a lot of the wind in their sails leaves when they would only be able to lose items, and not able to take them from others.
Last edited by _Lokken#7609 on Jul 31, 2012, 5:00:11 PM
"
Malice wrote:

I much prefer to concentrate on just playing the game, killing and trying to survive - then collect loot when there is a lull in the action. I don't want to have to spend the entire game on a hair trigger waiting to pounce on loot in the middle of a tense fight.


I agree. I feel like this system is only going to make finding good parties to play with harder to find. You will always have to risk someone dumb and selfish focusing on collecting loot instead of killing monsters. I guess this would promote playing with the same people, but at the same time it would discourage finding new people to play with.

"
Malice wrote:

One interesting option would be to let the party leader set loot rules (only while in town) to either FFA or assigned loot. Then like-minded people can team up with each other and everyone is happy.
Since party member can be spread out across instances, it would make sense to only assign loot to characters in the same area as the drop.


I think this would be the perfect solution to the problem. Everyone is going to have a different opinion on what "the best" loot system is going to be, so let people choose for themselves what loot system they want to play with.

This would also allow room for even more loot systems to be implemented. You could have 3 or 4 different loot systems to choose from. One other kind of loot system you could choose from could be a need vs greed system. No one can argue with the fairness of random chance.

Another loot system that might work could be a point based system that would rank how well each party member fought based on how much damage you did, how little damage you took, how many times you hit an enemy with a attack or skill successfully, how many times you stunned an enemy, how many times you were stunned/frozen/burned/etc. Each of these categories could be weighted depending on class since a melee class will take more dam than a ranged class. Based on how well you did in a certain area would determine who had first pick of items. each person could choose one item at a time starting with whoever did the best in that area. since picking loot one piece at a time would be time consuming you could make it so this system would only apply to items of a certain rarity, say rare and up.
Last edited by Chezler#0086 on Jul 31, 2012, 6:38:11 PM
"
_Lokken wrote:
The loot timer is one of those ideas that is cool in concept, but does not work when its in the game.

It is either too long and drags the pace of the players experience down, or it is too short and the player misses out on possible items.

It can also create a good bit of tension and/or conflict. Having a timer with someone's name on it assigns a perception of ownership of that item by a player. When someone else picks it up, it creates a perceived theft of the item to that player.

You can argue all you want that the items aren't owned by anyone until they pick it up. You can argue that till you're blue in the face but it doesn't change the perception that a specific item dropped for a specific person; and someone taking that item WILL create conflict. The item LITERALLY had their name on it.

The big thing here is there is ZERO reason for this conflict. There are absolutely no benefits to FFA loot. None. FFA loot does not enhance the gameplay in anyway. Receiving loot is a reward in ARPGs, not an additional mini-game tagged on to the end of combat (or smack dab in the middle of it).

Personal loot removes any stress and/or conflicts and it also allows for better teamwork. You don't have players running around trying to beat a timer for a drop while there may be mobs still attacking the group; possibly getting themselves or teammates killed, and adding another possible source of bickering/strife.

It further rewards teamwork by encouraging you to consider your drops with your team in mind. If you find an item that will benefit one of your teammates and it actually helps them, that interaction strengthens the group and can actually lead to future parties and community building.

It is honestly shocking to me how there can be so much conflict over a pretty cut and dry topic. The benefits far outweigh any perceived excitement over having to click really fast to claim your reward.

Since the GGG guys seem to be big on options (which is an excellent stance to have) they could let the player decide. If a player wants their loot to be open to anyone in the group they can have that option. I think you'll find most supporters of the FFA system are big on clicking fast and getting their loot, but a lot of the wind in their sails leaves when they would only be able to lose items, and not able to take them from others.


A D3-style instanced loot system would likely require additional server resources to implement, so there's is likely more to their decision to go with FFA loot than what was said in their mission statement. They are, after all, running a F2P game that will undoubtedly host thousands of players. If instanced loot was to significantly increase their hosting costs then you can bet it will stay as FFA for the foreseeable future - especially since they are trying to gauge and meet current demand while also working on the game's content.

Real-world stuff aside, I always enjoyed the FFA loot system in Diablo II (which I played for years), so I don't agree that there are zero benefits to the current system. People say there is no reason to co-op, except that killing speed is MUCH faster in groups. Grab that exp boost and pick up what you can along the way; there will always be more. If you want to guarantee all loot for yourself then play by yourself...it'll just take you longer to clear everything.

After playing some co-op I found that so much stuff dropped that it was impossible for any one person to grab everything. I agree that the named timer does tend to suggest that players are entitled to certain items even after it has expired, but once you start filling out your friends list with like-minded players that shouldn't be a problem. If anything, I find that the timer distracts me from clicking stuff since it covers up the item and I'm so used to using the little 'HUD preview' before clicking on things.
"
Aixius wrote:


A D3-style instanced loot system would likely require additional server resources to implement


It would? They have a timer currently -- set that timer to 999999999. Done.
"
pilnomi wrote:
"
Aixius wrote:


A D3-style instanced loot system would likely require additional server resources to implement


It would? They have a timer currently -- set that timer to 999999999. Done.


i too would appreciate either higher timers, or D3-style loot. i already lost some decent rares because i simply.... misclicked

its 2012 ladies and mentlegen
jaywilson.jpg

Step 1: Slap the Community in the Face
Step 2: Ask them if they aren't thankful
Step 3: ???????
Step 4: PROFIT
-------------------------------------------
(EU Realm) Schynbalds(Ranger) | Zischagge(Marauder)

Report Forum Post

Report Account:

Report Type

Additional Info