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

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silentman wrote:
with all due respect GGG
how more do you want to complicate things for your players?

You have to understand that the current player base are POE die hard who have no problem with anything you throw at them but once the game goes live this will change.

My vote is to make it optional and don't force players.
You gave us the freedom to make a melee witch or a warrior who shoots fireballs then at least make it an option so that the loots will be either FFA or instanced.

I don't see a problem in giving us the freedom to chose.
I agree with this very much. You are very right when you say that most of the people who are voting on this issue are the die-hard PoE fans who wouldn't change a thing about it.

I'm pretty sure that once open beta comes around, the ratio of people who support FFA loot and people who don't will completely flip flop. The die-hard PoE fans will continue to support FFA loot, but they will be out numbered by newcomers that do not support this loot system and aren't willing to adjust to it before moving on to the next game.

I would really hate to see an easily avoidable issue such as this bring the entire game down.

I think that the best option is to allow the creator of the party to choose between FFA or instanced loot. Instanced loot would, of course, have to have quite a bit less base quantity/rarity than FFA loot to balance out how much easier it is to grab up all the items in instanced loot.

This way, the die-hards get what they want, and everyone else gets what they want, all while the game economy remains the same as long as the base quantity/rarity on instanced loot is balanced in a way that a player is able to grab relatively the same amount of items whether they have instanced or FFA.

Some of you might say what's the point if you're going to get basically the same loot? The point is to avoid fighting over loot. Players can still share extra loot that they find that they do not need, but they are not forced to fight with others about who gets that unique drop.

I currently do not play any public party games at all due to the FFA loot system, and I would go as far as to contribute the extremely small amount of public party games to the FFA loot system.
Last edited by simonizor#4619 on Aug 31, 2012, 4:02:22 PM
Just don't touch the current system, BUT let the party creator set the pick-up timer at the creation of the party (or while everyone is in town?).

Then party creators have the choice :
set timer to 0 if you want pure FFA
set timer to 999 if you want instanced loot
set timer to 4 if you don't want to change a thing

problem solved.
Could be good if the timer value was shown in the public parties list too.

Last edited by truff215#6429 on Aug 31, 2012, 7:00:14 PM
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truff215 wrote:
Just don't touch the current system, BUT let the party creator set the pick-up timer at the creation of the party (or while everyone is in town?).

Then party creators have the choice :
set timer to 0 if you want pure FFA
set timer to 999 if you want instanced loot
set timer to 4 if you don't want to change a thing

problem solved.
Could be good if the timer value was shown in the public parties list too.


Very good idead. Would be the easierst way to satisfy everyone. I just want to add that it would be enough (don't know exactly if truff215 wanted to suggest this too) to give the people three otions lets call them "personal looting", "short reserved" and "long reserved" or whatever will sound nice.
I've posted this (quote, see at the bottom of the post) in another loot discussion thread. I wanted to post it here as well, because I think it contains a unique idea, and potential solution, that I believe is worth considering.

Before I get to the quoted bit, let me first outline what problems this idea aims to "fix" and what areas it tries not to "break."

1) There are currently no public grouping options available for players who do not like pvp looting playing such a major role in their pve experience.
2) Every player wants to have a positive social multiplayer experience.
3) There have been no solutions offered yet that do not in some way compromise the other side of the debate -- those who enjoy ffa only, or the developers intention of generating tension between grouped players.
4) Some players fear that the game they enjoy would be compromised if instanced / near instanced loot were introduced, as the general / f2p crowd is likely to follow the path of least resistance (implying all instanced pubs, rarely any ffa pubs)

A few invalid solutions offered thus far:
1) Play solo
2) Private groups with friends
3) Learn to deal with the system as is

I've singled these out, as they do not address what I believe to be the core issue: Having a positive social experience in public groups, where you meet new players, experience new builds... etc.. playing exclusively private groups eventually becomes the same tedium as playing solo, at some point you cease to experience any new ideas, and the glamour wears off.

Anywho, with those points in mind, and without further ado, I present to you, an idea so crazy it might just work:

WARNING Text Explosion Alert
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CanHasPants wrote:
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GrimJahk wrote:
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CanHasPants wrote:
Hell, I just thought of something that I would actually participate in.. Two options, all problems resolved.. ?

Pure FFA: Played for loot. As is now, perhaps with re-balanced loot distribution per player if deemed necessary.

Pure PvE: Played for exp. No loot drops, at all. More monsters, more difficulty, enhanced exp rates commensurate to the increased challenge.

Both have their advantages, both generate more tension, players of all varieties have a social experience they can enjoy, and neither would detract from the other.

EDIT: The last point is the most important, as I understand that if everybody played Instanced options, FFA would be dead. As I said before, I'm willing to compromise, but I will not support a change that will appease me at the expense of others.


I don't see this as feasible. You group to get increased EXP then you have to solo the same areas again to get loot while being over leveled thus getting lower drops.

Ranged players still get hosed on FFA loot in any group.


I understand what you're saying, but i disagree. Grouping, as it is, already occupies a minority of (most of) our game play. We solo for a bit, make progress, and join a group for the social experience somewhere in between.

My proposed Pure PvE / No Loot group would offer two things:
1)More challenging, 100% non-PvP gameplay- because the monsters are significantly more difficult for a given area (perhaps even a higher level!), cooperative gameplay is required to succeed. (Ermigerd! Would you look at that, a system that promotes social interraction that doesn't involve ffa loot!)

The experience distribution mechanic would remain the same as with our current timed-ffa groups, the increased exp returns would be a natural consequence of scaling the difficulty. It wouldn't unbalance the game, because in the end you still come out of the group further ahead than when you entered, and can resume solo play in a higher level area. Your concern makes it seem like players would have to go back and rerun the areas they grouped in, in which case yes, they would be under leveled.

2) Extended end game content- because monsters offer greater challenge, and more experience, this group option would extend end game content into later levels by promoting a more fun way to progress, and less extensive grinding. Getting your character to level 80-90 would be less tedious grind, and instead require more rewarding hard work.

Both cases are incentive to participate, and neither detract from the incentive to participate in ffa (for those who already do, anyways). It also provides a social experience for those who do not like pvp loot acquisition, and that is the single most important problem on the table right now. Finding a multiplayer social experience for everybody.

The best part, is that it accomplishes this without asking the developers to sacrifice the integrity of their "vision," which is something I think the ffa crowd can get behind!

Almost equally ingenious as above, is that solo / private group play would become a valid solution for players who's sole concern was loot acquisition, because they too would have a venue for social multiplayer experience!

All in all, it was just a random idea that popped into my head. But the more I consider it's implications, the more I fall in love with the idea, and the more I believe it is the single best solution to the problems laid out on the table.

Edit: I failed to properly address your concern. What I should say is that yes, there may be some incongruity between leveling and progressing without acquiring loot, but I have been playing for 20 levels through ruthless and merciless with the exact same gear. It's not that it's even that good, it's just the only gear I've got with the right combination of colored links for my build. Because of the increased difficulty, progress should be made slower, and when you come out of it to return to solo play, you should not have any problems jumping right back in and finding new gear. If you do, I would suspect it is a problem that would have persisted whether or not you joined a no loot group for a few levels. If that is not the case, then that is a risk/reward you have to take into consideration before joining a pub, no different than what you must consider joining a ffa pub (where many claim that they get no/few drops anyways).

Edit 2: Oh! One more thing I forgot to mention. The proposed system also still creates tension between players, which is the driving motivation behind GGG's "vision" as people call it. The benefit, is that it is a shared tension that comes about through cooperatively overcoming challenges (seriously, the difficulty should be such that no one player could solo in a 6 player party like we can now in the current timed-ffa system). We still get to experience GGG's "vision" while doing so in a manner that doesn't immediately turn some people off from it (those who deplore PvP).
Devolving Wilds
Land
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@CanHasPants
I don't really get what you wanted to suggest. Maybe its because of my englisch but could you please summarize the lootsystem you want to some sentences? :)
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Galbors wrote:
@CanHasPants
I don't really get what you wanted to suggest. Maybe its because of my englisch but could you please summarize the lootsystem you want to some sentences? :)


His suggestion 2 Options for group play-

-If you Choose FFA (Free For All)-, you would get items (and would have to compete with the others to loot them)

-if you Choose PvE (player vs environment), you get ONLY experience, no loot.



Not sure how his suggestion would impact solo play, but if this happenned, I would still never group, except with people I already knew.

Last edited by Rhandom911#1839 on Sep 2, 2012, 8:19:58 AM
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Rhandom911 wrote:
-if you Choose PvE (player vs environment), you get ONLY experience, no loot.


And a significantly greater challenge, thus maintaining tension between players, but focusing it on the environment and not each other.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
"
Rhandom911 wrote:
Not sure how his suggestion would impact solo play, but if this happenned, I would still never group, except with people I already knew.


I think he has a point. When playing with other player you dont trust enough would force you to fight in a not proper way. For example a ranger would fight in meeleerange to have a better chance to get the items.

There should be a lootingmode which gives you the possibility to do your best without having such a disadvantage from that.
I would prefer different timer based on league and/or choosed by the party leader.
I often go solo because i feel to stressed playing with other people (not only for the loot but I tend to play more relaxed).
I like the idea of FFA loot but I don't enjoy playing it.

If you play cut-throad it would add up to the feel but for default or hc (especially, because it gives you a much more carefull mindset) I dont like it that much.
I hate FFA, it's forcing people to take on a PvP mentality, even under default (thought we had a cut-throat difficulty coming for that). Every game thrives with a large variety of options, the more options you have the larger audience you can appeal to, the PvE exclusive happy go lucky co-op crowd would be less then pleased.

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