Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
Feel free to discuss these methods
Summary (Added idea from Roenie): Settings: 1) Global wise - across all leagues 2) League wise - different league has different looting options 3) Party wise - different party has different looting options Looting options: 1) Need for Greed (roll between first requester and owner) 2) Extend Timer (set by developers) 3) Extend Timer (set by own player) 4) Free for All 5) Only for Me (not show to public) 6) Only for Me (show to public) 7) Class Points Earn 8) Extend Timer (keep alive in combat) 9) Need for Greed (time limit roll - time limit for requester, and only owner needs to click on need) 10) Extend Timer (set by party leader) 11) Roll between FFA requester (reasonable timer to request for item with indication on participant in roll) ---------------------------------------------------------- 1) Need for Greed (roll between first requester and owner) Pros: - Respect the owner / entitle person. - Maintain FFA, where only first person can roll with the owner Cons: - People keep pressing for need, even their inventory is full, and ended up dropping it? - Take time to implement (both client and server side) - Remember previous roll winner for points earn in a party - Those who are far away may not able to get the roll - Too many popup (too many good items belong to you only) may slow down the game. 2) Extend Timer (set by developers) Pros: - You got more time to loot Cons: - May still endup in an argument like this, never end. - Slow down the game as players wait for the time to expire 3) Extend Timer (set by own player) Pros: - You can set your timer Cons: - Everyone is going to set 99 seconds, and the point is? - Slow down the game as players wait for the time to expire 4) Free for All Pros: - Being more competitive and exciting (is there more?) Cons: - Defeat the purpose of co-op play, reduce party chemistry - Players stand-still just to wait for the timer, thus, slow the game - Players looting whatever, inventory being full, then go back to town, thus, slow the game (same as above) 5) Only For Me (not show to public) Pros: - Secure items - No slow down on the game, items can be picked after combat Cons: - Wasting items that might be useful for other party members - Reduce party chemistry, reduce conversation 6) Only For Me (show to public) Pros: - Secure items - Better party chemistry with more conversation in chat (trade, ask for item information, ...) - No slow down on the game, items can be picked after combat Cons: - Other ask for items, may require to go back, and slow the game / wasting item 7) Class Points Earn Pros: - Make use of item for the proper class - Fair to all classes - Discourage farming character, encourage perfect party (all 6 classes in one party) Cons: - Take time to implement - Problem with the same class on a party - May not work for rare built 8) Extend Timer (keep alive in combat) Pros: - No slow down on the game, items can be picked after combat - Players can focus on fighting, and encourage team fighting / efficiency - Maintain FFA option Cons: - Requires to wait for owner / whole party to be out of combat - Implementation time - Items never expire due to owner wants to keep fighting (with a radius?) - Too many items that covered the screen before combat is done 9) Need for Greed (Delay roll - roll between requester within a time period, or FFA after) Pros: - Everyone has a chance to roll, as you either wait for the timer to expire, or roll with other requests. - Maintain FFA (once delay timer expired) - Respect owner / entitle person (anyone click on the item between the timer can roll with the owner) Cons: - People keep pressing for need, even their inventory is full, and ended up dropping it? - Take time to implement (both client and server side) - Remember previous roll winner for points earn in a party - Too many popup (too many good items belong to you only) may slow down the game. 10) Extend Timer (set by party leader) Possibility to set it to infinite ("Only for Me") or to 0 (FFA), with different timer choices in between. Every party can adjust to their optimal balance. Pros: - May adjust expectation accordingly - Add current distance timer on top of party timer - No more complaints by users (can set according to their likes) Cons: - 11) Roll between FFA requester (reasonable timer to click to mark item on ground to indicate participation in dice roll, optionally influenced by previous player action) Pros: - no one need to click need - no rush for the item (timer may set by party leader) - show if you are requested for the item (and move on) Cons: - implementation time may be long - abandoned entitle player ---------------------------------------------------------- Please let me know if I missed any points here, or mis-represent any points. |
![]() |
Since it seems unlikely anything will change with regard to free for all loot competition, here is what will likely happen from me...
Since it is unlikely any of my friends will be playing at times I can play (Time zones. lifestyles, etc)- I will play the game through once- Solo. If the story is engaging enough, I might play through more with different classes- Solo. I will then move on. |
![]() |
" Boring may not be the best description I could have offered. It does remove that bit of adrenaline. It also individualizes the experience. If all loot is automatically allocated there's no interaction between the players when it comes to the loot. It makes that aspect of the game feel more like a single player experience. It would also make it feel more like a boring grind for gear sooner than it otherwise would have. Competition for gear gives you a subconscious added incentive to want more gear. If all gear is allocated automatically you'll soon start to wonder why on earth you are grinding for gear in the first place. A loot system that automatically and randomly allocates all non-white/blue loot should at least allow everyone to see who received what. That way at least you don't lose all the interaction. Last edited by Roenie#7869 on Aug 13, 2012, 8:18:29 PM
|
![]() |
" People seeing the loot is fine with me. However I still disagree on the whole player interaction part. Did you play D3? There was plenty of player interaction if you wanted to play that way. If you picked up anything that you didn't need but was also a good item. All you had to do was quickly link it to the party. The current system does nothing for me in terms of player interaction besides the fact that I can see the loot other people are picking up. You can also do that with allocated loot or an extended timer so thats not a feature limited to the current system. ARPG's are always a loot grind. The point is usally just to get as powerful as you can with whatever build your making and show off to friends. A lot of people do it to get good gear for PVP. Its going to be a loot grind in any system. I don't see how its any better in an FFA system. Having to compete for loot does NOT make me want more gear. It just frustrates me that I have to do it so I go play single player. Standard Forever
|
![]() |
" But most people didn't, because they wanted their loot to be theirs and stay theirs (even if they weren't going to use the item) and it's a pain in the butt to link a drop in chat while you're playing. I don't like the current system either, don't get me wrong. Recently another thing about the current system came to my attention: I find it weird that drops are allocated even to players who didn't touch that particular monster. The player could be on the other side of the screen from the monster or even slightly off screen, not participating in the fight and an item drops allocated to him, while the player who took the time to kill the monster gets nothing (if unlucky, I've seen it happen). Last edited by Roenie#7869 on Aug 15, 2012, 4:46:58 PM
|
![]() |
" I really like this idea alot but one issue is that unique items should be locked to one player or for what classes that item would be best suited to. to be allowed to try and roll against each other for it but personally when I run teams I got 2 rules i run my team by if dont like it tuff rule one no ninja looting the timer is to short so wait about ten to 15 secs after timer due to fights and if person don't got for it its free for all 2 if you find a item you don't need ask the team if any one wants it for free I have played alot of mmo's and this has been my standerd rule as alot of loot systems stink |
![]() |
" I've seen this happen alot to |
![]() |
" Indeed, this is my problem toward drop only for you (aka D3 system). I would like to have more sharing, and focus on the game theme, where you pick only those that you need and share those you don't. The D3 system might not enhance the sharing aspect. |
![]() |
i like PoE, i can even life with the small inventary, BUT i hate the lootsystem!! yeah, i know, i should do it, but i have to... d3 has found a really good solution for looting!!
with the actual system (like tausends of people already said) the mainconcentration will be to get as much as possible from the loot and not the fight itself that there is no trade with the d3-system... that's far away from the truth, you can still give your loot someone else if he need it more than yourself i think they should do a voting about this, it's just so important, and really a gamebreaker! probably better if there could vote just betamembers or so (to avoid trolls^^) PS: i liked the idee about the possibility to implement both and that every party could decide which lootsystem they want |
![]() |
I love the idea of a Poll on this subject.
A) Pure FFA B) Current System C) Longer timers (current timer x 5) D) Indefinite Timers E) Instanced Loot F) Party Leader Option to choose from above I know I would choose "F". There is no reason to limit enjoyability of this game. -- Providing opinions since I was old enough to tell my sister she was ugly. |
![]() |