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

I hate to be the guy that didn't read 150 pages of posts, but I totally didn't read this whole thread. I'm sorry if this has already been suggested.

While I'm fine with the loot as it is now, and I can appreciate individualized looting as well, I have a suggestion that is a mixed approach.

Lets say mob dies. If only 1 rare/unique/superuber item drops, FFA it. If 2 drop in a group of 2 players, randomly give 1 to each player (100% individualized). Same for 3 items and 3 players. If you have 3 leet items drop for a group of 2, individualize 2 of them (1 for each player) and FFA the third. And so on. This could or could not be implemented for blues and possibly whites (who wants to lose a 6L item?). Although with the amount of loot tetris-ing that goes on, FFAing lower tiered loot entirely would help spread around loot that one person might not want, but the other would.

I feel this would strike a decent balance of the frenzied pace of looting as well as promoting grouping with random people. I would even suggest having no indicator on which loot has been segregated for you. This way, you really do still feel the need to pay attention to drops as you have no way of knowing if just 1 rare dropped and you're racing for it, or if it really is just yours.

Just my 2 cents.
Last edited by Kedlize#5590 on Aug 8, 2012, 5:32:14 PM
^^ interesting idea :)

I'm not sure what's easier for the dev's though.

I have to admit: I'm one of thsoe guys too, I didn't read through the 150 pages. :(

So my apologies if all of these concepts have been discussed to the point of tedium.
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Josephoenix wrote:
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?


WTF, NO NO NO. Only picker and owner can roll. There are different Roll system, and you never know this? If you can't pick it fast, then its not yours, just like FFA.

Why everyone need to roll? Can't you improve it like FFA with a timer? This is my problem with you, CHANGE THE RULES, why not? It is not I don't understand, it is you who think your way is the only way.

Besides, which loot system you don't need to look at the stats? If you don't need to look at the stats in FFA, why do you need to look at the stats in Roll system? Your point failed, because all system needs to compare the stats.


"
Josephoenix wrote:

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.


What? Blizzard creates Roll system? Blizzard made this system work as best? You only played Blizzard's game? Not even board games? It seems like you are a Blizzard fan boy to me.

Also I played D3, and I played other games with roll (random # generation) system, instance (only for you) system, FFA, points earn system, DKP (this game is also DKP), and etc.


"
Josephoenix wrote:

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


My only advice is, give your argument, instead of saying "it doesn't work". You have yet to give any argument, but simply saying WoW doesn't work here.

Also, it doesn't mean your experience in some other games will fail here. "Item shop" game might become pay 2 win games, but it doesn't mean it is here. Based on your previous experience to conclude things without any argument just doesn't convince anyone. This is why I continue to write, because you have zero argument, but saying WoW is like that.
"
Kedlize wrote:
I hate to be the guy that didn't read 150 pages of posts, but I totally didn't read this whole thread. I'm sorry if this has already been suggested.

While I'm fine with the loot as it is now, and I can appreciate individualized looting as well, I have a suggestion that is a mixed approach.

Lets say mob dies. If only 1 rare/unique/superuber item drops, FFA it. If 2 drop in a group of 2 players, randomly give 1 to each player (100% individualized). Same for 3 items and 3 players. If you have 3 leet items drop for a group of 2, individualize 2 of them (1 for each player) and FFA the third. And so on. This could or could not be implemented for blues and possibly whites (who wants to lose a 6L item?). Although with the amount of loot tetris-ing that goes on, FFAing lower tiered loot entirely would help spread around loot that one person might not want, but the other would.

I feel this would strike a decent balance of the frenzied pace of looting as well as promoting grouping with random people. I would even suggest having no indicator on which loot has been segregated for you. This way, you really do still feel the need to pay attention to drops as you have no way of knowing if just 1 rare dropped and you're racing for it, or if it really is just yours.

Just my 2 cents.


It's good, but there are many challenges as well.
1) I don't pick up rares. I only pick up white and unique. So it might not fit for every strategy?
2) What about odd man out? 5 items for 6 players?
3) What about inventory being full? (I assume item should be dropped instead)
4) So what is the difference between this and FFA? It seems like you will be full after 10 items?

Note: I played with someone with 200 rarity find, and the numbers of rares for white mobs are enough for 2 rounds to the town on one map (4 people group).
"
Kedlize wrote:

...Lets say mob dies. If only 1 rare/unique/superuber item drops, FFA it. If 2 drop in a group of 2 players, randomly give 1 to each player (100% individualized). Same for 3 items and 3 players. If you have 3 leet items drop for a group of 2, individualize 2 of them (1 for each player) and FFA the third. And so on. This could or could not be implemented for blues and possibly whites (who wants to lose a 6L item?). Although with the amount of loot tetris-ing that goes on, FFAing lower tiered loot entirely would help spread around loot that one person might not want, but the other would...

"
markshiu wrote:

It's good, but there are many challenges as well.
1) I don't pick up rares. I only pick up white and unique. So it might not fit for every strategy?
2) What about odd man out? 5 items for 6 players?
3) What about inventory being full? (I assume item should be dropped instead)
4) So what is the difference between this and FFA? It seems like you will be full after 10 items?

Note: I played with someone with 200 rarity find, and the numbers of rares for white mobs are enough for 2 rounds to the town on one map (4 people group).


Good questions...I'll do my best to brainstorm off of them.

1) As suggested, it could be fully implemented all the way down to the whites and up to the uniques if need be.
2) In this instance, I'd think just pure on FFA as we have it currently.
3) I wouldn't want items being automatically deposited into the inventory to begin with. I'd say give items an extended timer (1-2 minutes perhaps?) at which point they just turn FFA on the ground. If you really really wanted said item, that should give you time to either inventory tetris or head to town and back. And if you really didn't want it, it'd poof FFA.
4) The main thing I'd be looking to accomplish with this system is make it so people scared of grouping for fear of having all their loot ninja-ed can feel secure that they'll have at least SOMETHING guaranteed for them (even if just for a minute or 2). This way, people wont feel obligated to stop mid fight just to go loot hoard for fear of losing items (although a degree of this may still exist, given the still partial FFA aspect). Since you still have the option to not pick things up, it wont be a "10 items dropped, now you're full" scenario (unless you play that way already).

I was thinking this would keep a degree of the chaotic and cutthroat loot aspect GGG is going for (you'd never know if something was instanced for you or not, so it's still frantic), while giving people the feeling that they're not being cheated by random ninjas.

In short, I'm just trying to find a way to ensure the people who feel cheated by FFA get some good loot while still keeping the frantic aspect of FFA alive (while maintaining the speed and flow of gameplay).
Last edited by Kedlize#5590 on Aug 8, 2012, 7:52:45 PM
i've got no issue with the looting system. it just ensures i personally wont ever group in this game with people i don't know, that's all. i want to play it co-op without competition with the others in my instance.

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hurja wrote:
i've got no issue with the looting system. it just ensures i personally wont ever group in this game with people i don't know, that's all. i want to play it co-op without competition with the others in my instance.


You summed up my feelings exactly. I will not be playing in public groups under the current loot system. I don't care to compete with strangers for drops.

Please make sure the game stays playable solo, including maps, if you are only going to offer a competitive loot system.
Last edited by MorriganGrey#3463 on Aug 9, 2012, 5:54:05 PM
FFa Loot have only one Problem - Lootbots
I cant look to a Item in 0,3 seconds,and then comes Latenzy.
The Lootboots are much faster as u can, its no prob for me personally.But in Future we got more and more problems with bots and at the End ... no one will be in public partys ,or all are botter.
But i havent an Idee, a dice system will break the gameflow.A hihger Timer wont be help sometime.
At the End ,the ppl share the loot or piss of other Gamer.
I'm not reading through 150 pages, but I just thought I'd toss in my two cents in case nobody's suggested it before.

I don't personally understand why loot has such a short max. Inferring from what I've seen on this page, it's to keep the game flow? So why not just give the loot a 3 second timer that keeps resetting as long as the loot's owner keeps fighting? That way, once the action stops, the owner can get there fairly quickly, or at least notice that someone is camping that Divine Orb.
Last edited by Laimbrane#2036 on Aug 9, 2012, 10:41:58 PM
Here's what this loot system means in real gaming terms. You stop fighting and helping the group in order to pick up your loot, because you don't want it being taken by someone else. Thus grouping is not fun because it's all about loot, screw helping your team member stay alive as long as you get your loot. It's a fail system for any fun aspect, although I understand why it was thought up. Loot should be your own and you shouldn't have to fight over it, in a cut throat league or hardcore mixtures then fine I understand. But for Default this is the biggest failure I've seen so far.

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