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

not sure why the insistence on "instanced" loot. It's just not necessary. Allow us to specify the timer when we form a group.

then if you have concerns of stuff staying on your screen for a long time (LOL WHAT?) then you can set it at 2seconds, or 5seconds or even 0, whatever. then I, and others like me, can form a group and set it to 9999999999 (or whatever max is).

this option seems like it would have mass appeal.
The benefit of FFA loot is that there are more loot drops when you have a full party, which just feels better when playing with more people. This can still be achieved with a personal loot system if white items were FFA and other, rarer items were personal. That way, if you're searching for a certain item type with certain sockets, you have more loot to choose from, but those currencies and legendaries are all yours.

Setting the threshold of which loot is personal and which isn't might be a good idea too, but that'd mean you'd need a party leader or party vote which might be more troule than its worth to create.
Last edited by Mettle82#6419 on Aug 2, 2012, 10:30:57 AM
Just make it instanced. CBA loot whoring and rushing for loot...
your inventory is full because you picked up too much white items while in combat with a elite mob or boss and a nice legendary item drops that you really need?

bad for you


this policy ist just wrong in my view
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Ijuvatar wrote:
your inventory is full because you picked up too much white items while in combat with a elite mob or boss and a nice legendary item drops that you really need?

bad for you


this policy ist just wrong in my view

Nice one; I completely forgot that my bag can only hold 5-8 large items.

For this gaming option where it's basically a loot-grab, maybe increase the size of the bag or shrink the items so this won't be an issue? But now this is getting to be more work than intended, no?

Not saying that this FFA option won't work for the less than 5% (based on Chris' post), but now devs are really going to have to spend some additional resources to make this work properly. I hope the devs poll the Beta Community to see how many people are interested in this feature and decide accordingly, because there will be unintended challenges.
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pilnomi wrote:
then if you have concerns of stuff staying on your screen for a long time (LOL WHAT?) then you can set it at 2seconds, or 5seconds or even 0, whatever. then I, and others like me, can form a group and set it to 9999999999 (or whatever max is).


With a 9999999999 limit, items with a timer would stay on the ground forever if you didn't pick them up, cluttering up the screens of all the other players in the game (especially as more and more stuff dropped). That'd be lousy.
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Aixius wrote:

With a 9999999999 limit, items with a timer would stay on the ground forever if you didn't pick them up, cluttering up the screens of all the other players in the game (especially as more and more stuff dropped). That'd be lousy.


then don't set your group to that? but it is the way I'd prefer to play -- I want to kill the mobs, then loot.
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With a 9999999999 limit, items with a timer would stay on the ground forever if you didn't pick them up, cluttering up the screens of all the other players in the game (especially as more and more stuff dropped). That'd be lousy.


This doesn't really make sense to me. How long do you plan on sticking around where the loot dropped and the monsters are dead? 2 seconds? I don't see how screens could get so cluttered that it would be an issue. Do you have any examples where this is applicable? In my games, we leave 90% of the loot on the ground anyways, no difference really.
Didn't read all 143 pages, just last two to know how the discussion is going on.

I can understand GGG wants to make people rush to the items to the adrenaline of it and so, but there is many flaws in this, and in my opinion some are these:

-As people said if your inventory is full you are doomed, and you are not going to reallocate items in inventory whole time while trying to kill mobs to have space, it would spoil the fun and would be more an annoyance than "adrenaline thing".

-If you are ranged it could kill you, therefore melee have huge advantage in terms of distance and survavility.

-Lag issues could also be a problem (I don't know if the timer takes this into consideration) and well about disconnects I wouldn't care much since there are low chances to happen when a good item drops.

Having said that, I am against instanced loot. Everyone should be able to see everything that dropped and well some people say economy would be x6 bigger and weird things but that can be fixed easily by giving less loot so that's nonsense hehe.

Finally, as a solution to this I find it a nice to customize the time to loot (within a limit, let's say 1 minute max, since I can already imagine a Witch not looting a bow for the ranger just for fun and the ranger waiting 999999 seconds to get it) by the party leader. If the timer annoys the other you can just make it so that the text of the item is red until there is 5 seconds left or something like that, even though that would still annoy the looter since he will see the timer (fix some other way? can't think of everything haha).

Last thing. This solution would be against that adrenaline rush GGG likes but with the flaws I said before in my opinion there is kinda no way to make it even for everyone and not annoying.

Spoiler
Sorry for the long block of text :)


Weaklings can't pick their way of death.
What about a loot "pool" that gear would fall into. You could pre-determine the drops to be a "pass or lot" system or set up a quartemaster to pass out loots based on party requests.

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