Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
" I disagree. I think we should take the best approach, and not criticize based on another game. It doesn't mean you can't improve someone's idea to make it better. FFA with a timer is an improvement. |
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Hello,
I would like to join the crowd stating that it would be awesome to have an option of the group loot system - either random assignment (Items drop the way they do currently, except the timer for once allocated item never expires and an item turns "public" if the player right-clicks on it) or FFA as-is now. I haven't been able to enjoy killing monsters in Path of Exile in any group as much as I do solo, since there are always players who abandon current combat situation and rush towards loot, waiting for timer to expire (logical choice, xp provided by monsters can be obtained anywhere, while loot is random and more valuable). Also I've been actively avoiding grouping up with other players (with a few exceptions) since it is VERY frustrating and discouraging to see another player pick a (valuable) item that was assigned to you because you were too busy fighting off monsters and saw the timer expire. It just seems to me that the current group loot system creates too much tension and conflict between players (which will only rise, since we all know what we have now will be wiped). I would prefer if we all fought together against monsters, not against each other for the loot. | |
" i'm not talking about 1 game vs another... I'm talking about 1 loot system vs another <---BIG difference. FFA with timer is an improvement...yes... Throwing in a need/greed system is not going to work.. plain and simple. It barely works in WoW. But just to give you an idea... with the amunt of loot that drops in multi player games (in PoE)...you'll be spending more time clicking need/greed than playing... you cannot incorporate 90% of MMORPG concepts into ARPG's... it doesn't work. |
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D2 had one realy big problem with free for all loot : pickup bots.
As long as you can make absolutely sure that there wont be any bots in your game, FFA loot is fine with me. ( But good luck with that... ) |
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" Again if you didn't read my post. You don't need to roll all of them, you just need to roll between the one who picks up and the owner. How many are there? 4 in rare monsters? 6 in boss? I don't see this as a lot. By the way, this is a RPG, thus, it is a MMORPG. Last edited by markshiu#7023 on Aug 7, 2012, 10:32:49 PM
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@markshiu, I'm guessing you're from a younger generation than I am. There are several categories of RPG, and they all have different styles. From Final fantasy 1, WoW, Diablo/PoE... each has it's own way of being a "role playing game".
Only in the towns is PoE even close to being an MMORPG, once you leave the towns, it becomes an ARPG (even if you're in a group). Rolling for loot needs to be kept out of ARPG's for the simple fact of the "amount of loot"...take orbs for instance..the really rare ones...ppl will want to roll for..and rares, and maps, and etc etc etc... It's unfeasable and ruins the game play and flow. READ my suggestion: Keep it as is, or include a personailzed loot system.. both systems allow for the pace of the game to remain the same, it allows players to enjoy playing and looting.. not a "stop and go" pace. |
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" Not sure 30+ is young, I hope so. Again, I never play Wow, but MUD (phone line), GameLife (1996), Ragnarok, .... Meanwhile, ARPG is a sub-genre of RPG (stated in verified Wikipedia page), and loot system is from Multi-player RPG (Action Game, aka Arcade game, does not have item). It is safe to say this game is MMORPG, and further, MMOARPG. As for the WoW experience, never play it, but I played other online games (mostly Asian - Chinese, Korean, Japanese). Most of them only allow you to loot them (others can see them, but a backend permission check with an unknown time limit). Except for WarHammer Online, which is using Roll, and it works out very well. One thing I disagree is, you use WoW Roll experience, while you never see the success on other Roll system game. Also, it seems you are referring to "Roll To All", which I say the THIRD TIME, it is NOT. This is a "Roll on Owner", only owner need to click. Here is the estimate on how much it delays with Roll: - Assume currency items do not need to roll (need by default) - Assume there are 5 skill gems in 15 minutes of run - Assume there are 10 gears each players can carry - Assume in 15 minutes, no one go back to town and slow the game In 15 minutes, you should have less than 30 requests. |
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"Here is the estimate on how much it delays with Roll:
- Assume currency items do not need to roll (need by default) - Assume there are 5 skill gems in 15 minutes of run - Assume there are 10 gears each players can carry - Assume in 15 minutes, no one go back to town and slow the game In 15 minutes, you should have less than 30 requests." ^^ you just proved my point. 1 roll every 30 secs (and that not including currency rolls, which players will demand be added to the game). Kills the flow of the game Last edited by Josephoenix#2379 on Aug 8, 2012, 3:54:57 PM
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" I guess different people have different tolerance. By the way, people complain about their so called "ally", leave the dirty work for others, and wait for the loot in more than a second, I think that is what they mean by "slow the game". A click won't cause a second, and more importantly, the "I pain, you gain" becomes "you pain, I gain", which would further encourage people to combat harder. One thing I want to mention. The reason I see that why we don't want instance loot is, it gives more loot and it encourages sharing. FFA is a form of sharing, and I think the devs have been doing this right all along. So I do not see instance loot anytime. Roll is another option that is better than FFA, and continue to bring "sharing" into the game. I can see the implementation time is the limit, but I want to point out that, there are other solutions, and limiting ourselves is not the way to resolve problem neither. |
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this is my last reply as you really don't seem to have a clue about "rolling for loot".. I've played with it for over 6 years.
It's not a 1 sec click... you have to look at the item, compare the stats, do a little math etc. That's easily 3-5 secs on average. If the loot is not indentified (as it is for Diablo1-3 and PoE) everyone will have to roll for it, because they don't know if it's any good (for the toon they are playing or for an alt...i.e. everyone rolls need all the time). What is it about rolling for loot in a game such as this (with it's system of un ID'd loot) that you just don't understand? No one is saying "limit anything"... have you played D3? if not you don't have any idea of personalized loot in an ARPG. You said you haven't played WOW..so you clearly don't understand the "true" pluses and minuses in the rolling system... not a fan of blizzard, but they actually made this system work as best as it can possibly work. Works for WoW... WILL NEVER WORK for PoE. That's it, that's all, conversation over... play some wow (trial is free), play some D3, learn the difference then we'll talk until then... it's a waste of my time. I only hope other's (GGG or more experienced players) have read this and understand my view... it's senseless arguing with Markshiu about it...until he/she understands what he/she is talking about. Sincerely, Josephoenix PS before you reply, read this over 2-3 times and "understand" my point rather than argue with it, I gave your previous posts the same consideration. ty Last edited by Josephoenix#2379 on Aug 8, 2012, 4:32:31 PM
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