Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
" Maybe an option so that you don't get to make useless posts. FFA loot = Single Player Game
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" Ridiculus reasoning, adding options would not kill the "interesting group dynamics" for you, and would help to prevent driving away those not interested in your idea of "interesting group dynamics". This would be counter productive to the ultimate reason for developing games which is to draw consumers to the entertainment a developer is trying to create which, in return, increases revenue. Not everyone likes the same things, while we all may agree that Path of Exile is shaping up nicely it shouldn't restrict the freedom of choice. |
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" Keep in mind, that for most players who don't like FFA, you will never have us in your group. We prefer solo over FFA. So there is no loss to you to add a non-FFA option. In a very grind heavy game the death penalty equates to...more grinding.
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While we are in the beta, why don't the developers temporarily implement a party leader option for FFA or instanced loot and then track how much each is used? It could be measured in player-hours: if two players play for two hours with instanced loot, that would be four player-hours; if four players choose to run with FFA loot for 3 hours, that would be 12 player-hours. I think this would give a clearer picture of what the community wants. . .if they are interested in that information.
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Just as a side note:
I managed to runs teams where we agreed that ninja style was 100% unacceptable. The rules were simple. If you saw the name on the loot, it belong to that player and you say it in team chat "Hey, orb for you" If you find items and dont know for whom it dropped, it is yours. And just as trust based trading, this really worked! We had great nights and nobody was being an asshole. People even start to ask, "you need this?" when found weapong for other classes and stuff "i already have this gem, you need it?" So it is possible to ignore the FFA since it turned out so many players really like to play groups if your loot is yours. Even outlaws can have honour :) |
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" This is anecdotal. Also, what you're describing is A) not ninja looting and B) completely different from the typical pick-up game experience. Last edited by Ladderjack#2496 on Sep 28, 2012, 12:37:09 PM
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" That's really cool. I tend to encourage the same behavior, as well. :) IGN: Royal_Princess, Princess_of_Wraeclast, Vaal_Princess, Diamond_Princess
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" You feel like a cool guy now? Get real. Leaves are falling all around, It's time I was on my way.
Thanks to you, I'm much obliged for such a pleasant stay. But now it's time for me to go. The autumn moon lights my way. For now I smell the rain, and with it pain, and it's headed my way. |
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" Not to mention those loot explosions where no one sees what name was on what item.... Standard Forever
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If I wanted to train my reflexes against other players then I'd just play DOTA or Starcraft since it's part of their gameplay; the games are actually built around these PvP aspects - because they're PvP games.
I don't see anything competitive, hardcore, or challenging in ninja-ing all the loot from people you're teamed up with. I understand the devs' idea to make the game gritty and whatnot, but in practice it feels like legalized griefing, or an outdated loot mechanic left as is because of laziness and that's it. I don't see anything competitive, hardcore, or challenging in PvE games' concept to be honest, I just wanna kill monsters and get loot afterwards and that's what 99% of people who play PvE games feel like, no matter how big your skill tree is, it's still a PvE game. My humble suggestion: focus on making the PvE gameplay fun instead of shooting yourself in the foot with these petty things. There's so much to be done to keep the genre fresh and this game has good potential to do so without the need for FFA loot. Also it's going to be a lot worse when the game gets released. Instances eliminate the problem. Last edited by TNO#3121 on Sep 29, 2012, 5:37:44 AM
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