Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
I like it =] How it's set up right now.
"God does not conform to your imagination" - Me "Jesus answered, “I am the way and the truth and the life. No one comes to the Father except through me." - The Lord (John 14:6) Last edited by SeekJohn14v6#4673 on Aug 1, 2012, 2:37:58 PM
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" This. Why do the developers feel they want a "cut throat" feel in a group setting? What is the purpose intended? Is it to feel that as an "Exile", it's up to "me" to survive? What about collaboration to defeat a common enemy? I would suggest an option made available for groups that will offer a fair chance to everyone. Maybe master looter to the group leader, dice roll, etc. The "cut throat scenario" is understandable in the beginning of the exile (if this is based on such RP thought), but as our toons get more powerful and we team up to defeat a common enemy, each participant should have an equal fair chance at the rewards without compromising the mission. My suggestion is to create a choice for those participating in group scenarios on how they wish to distribute the loot (sort of like how you have the skill tree so people have a choice to customize). EDIT to add: I realize this may be an optional feature, so again I pose the question of why spend valuable resources inplementing a feature to less than 5% (based on Chris' post) of the player base? Unless the goal is a quick farm-and-loot encounter with no real objectives, I really don't see strangers enjoying this nor would they collaborate to solve real game challenges/quests. Last edited by aawwyeah#1533 on Aug 1, 2012, 3:28:38 PM
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Increasing the timer by x4 would do a world of wonders.
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I say to do something else ...
make the drop as it is .. with time ... but the time until anyone can pick up your loot to start when there are no monster in the area around it ... so as long as there are monsters nearby .. only the "chosen" player can pick up the item .. once the nearby monsters has been slain then the time starts and soon anyone can pick up the items ... the only special case will be when the last monster is a boss or a champion... that's when a lot of items drops ... and before you see and pick what's yours ... other have collect it already :| ... and I also suggest to increase the time until the dropped items become shared to the entire party .... Long Live the Templars !!!!
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" By "instanced loot" I was talking about a system where players only see the items that drop for them (like in D3). As for changing the timer into a permanent reservation, the screen is already a mess with the limited timers on loot. Having permanently visually-muted items all over my screen amidst all the stuff I can pick up would be more and more irritating as more stuff dropped. A slight increase in timer? Sure. A super-long increase? Please no. We're all entitled to the spoils of battle, which is why the timers give us each a chance to grab something from the pile afterward. There's no guarantee that those items will be divided up in any sort of "fair" or "equal" way though; your timer might reserve an Orb of Alchemy while mine might reserve a Scroll of Identify. In that scenario you'd have a leg up on getting that item, but if you don't seize the opportunity then the rest of us get a shot too. Sounds fair to me. |
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" I think your idea of it using more server resources is flawed. With the addition of the timers, it is basically doing this. What they would surely do, is make those items invisible and unclickable while the timer is running. Once the timer ran out they would appear. If the timer was increased to a crazy high number, it would then become "instanced loot" I do not see this using up any more resources than it does now. I want people who love FFA to have their looting mode. I would also like what I prefer as an option. It just really bugs me that the dev's have been completely silent on this topic despite the heated debates that happen here. Last edited by Kirisute_Gomen#2880 on Aug 1, 2012, 11:47:44 PM
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Well, this thread is now 142 pages long and I can't read the whole thing but, one of more important replies I saw that i was thinking is... GGG take a VOTE.
make a poll on the front page of the website with options on how loot should be distributed... thats it, let the majority decide. what makes more sense than that ?? i mean why make a system that a majority is against? that wouldn't quite make sense. we want community concensus to create the best envirnment to attract the most players possible. worry about cut throat when the final product has been out a few months and it is an actual success. there will be enough cut throat anyway with ladder and HC and peoples natural desire to get better loot than others. For the record, I am against FFA loot. it discourages ppl from playing together period. For the ppl who like it, it should be alot easier for them to get used to getting thier own loot. for the ppl who dont like it, it could be a game breaker and lead to not wanting to play with others or not wanting to play at all. I havent seen one person say i dont wanna play if theres shared loot but, i have seen a few say they dont wanna play with FFA loot. me, i'll play no matter what, but, i'll play less in groups if its FFA and have less friends... Last edited by Stcecil#5423 on Aug 2, 2012, 12:09:43 AM
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Even if it is proven that the majority of players want a different system I do not think that the developers will drastically alter the default looting system. I'm ok with this because its their game and their decision. However I hope that the outcry from the fans will at least get them to make another option or a league for people who want instanced loot. I was fine with a longer timer at first but now I really don't want to see all of the names and timers cluttering up the screen. Just make it completely seperate whether we can see the other players items or not. A poll would be cool but I think its obvious what would get more votes.
Standard Forever Last edited by iamstryker#5952 on Aug 2, 2012, 1:02:48 AM
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" What I mean by instanced loot is that there is a separate "loot instance" for each player in the game (maintained by the game server), allowing all the cooperating players to kill the same enemy but see totally different items drop. These additional instances would require additional server resources to maintain (if implemented this way). Invisible items would basically be the current system - where all the loot drops into the game instance with all the players - but without the timers being visible. I don't think that would be a good change as players would have no way of knowing what was or wasn't picked up until it appeared, meaning players would kill the enemy and grab their drops (if any), and then wait around to see if anything else was going to appear after a mystery time frame. " The devs have already stated their position on the matter (in the first post), so unless they make statements to the contrary or implement a new system then there is no reason to believe anything has changed. " To the devs it probably makes the most sense for them to decide seeing as it's their own IP. They have a vision for how they want the game to play and feel, which is important. Basing the decision on the opinions of some unwashed "majority" that 1) happens to read this forum and 2) may or may not have even played any multiplayer PoE is likely less appealing to them. It would be for me. |
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" I would guess that the devs would have the ability to poll only the people in the closed beta. I agree that based on what they have said that they will probably just go with what they feel is right regardless of what the majority says but making everyone happy does not mean that the default loot system would have to change. What I would like to eventually hear from the devs is if they are against making some kind of option for those who do not want to compete for loot. If they are against it then I would like to hear a well reasoned explanation for why not considering it has such a huge impact on how social the community is within their game. This is strictly just my opinon and not meant to be argumentative with anyone but I personally would think that the devleopers would want to know if a majority of their actual players really don't like one of their systems and I would think that they would want to consider changing some part of it to appease such a large group of their supporters. Standard Forever Last edited by iamstryker#5952 on Aug 2, 2012, 3:24:41 AM
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