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

No you wouldn't know if that dude got any loot and there would be no arguing. However this system would then 1/5 your chance of getting the item you wanted(depending on the party size). You would also be spam telling your party "did this drop" "did anything like this drop" because you couldn't see what dropped.Wouldnt this just be frigin anoying. Also you wouldn't trust any of your party because they would just tell you nothing dropped.So in return you would do the same to them.Sounds real friendly.

Your still avoiding the point where the player that picked up that item first can trade or gift it to you if you really need it. However with your system this could never happen.
Cheaper than free... Speedtree
Well the best way to solve this problem is to play with people you know. But the game is big and not all players have friends to play it with. I think we have some really smart people on the forum and we will figure it out. Remember that nothing is perfect. There will be always some assholes that will steal,scam,chat ,we face these problems even in real life.
Im sure you guys will figure this out ,if not - oh well then GGG's current system is still better then FFA looting.
Repent! That's what i'm talking about!
Guys.. so we need a system of rating! :)
When you play a game with someone who ninja loots, who is selfish, not talking, keeping a useless loot for him but very good for you, you just leave a comment on this player.

When players join a game you can check these comments and votekick from the game.

Rating could be good too, and maybe making ranks before the name, so you can see what kind of player is joining your game.

Players will be friendly, you will made ingame friend, your friend list will be full, enjoy the game :)
Yeah that's probably not going to happen either.

It's too easy for groups of people to grief an individual by slandering them on the voting or commenting section. There doesn't even have to be validity to it.

When you party with people you will get a fresh start, and that'll be part of the gamble of partying in a "cut-throat" game.

There are huge social problems associated with systems of FFA loot (timed or not,) item drops during battle, and co-op play.

Here is another method of loot splitting:

All items that are picked up get allocated to the party inventory. Individual players earn credit while fighting based on damage dealt and other criteria. Individual players can then opt to buy an item from the party inventory using their credit.

This system has complications as well, like when can people start a bid, does the bid have a timer, does the bid require everyone to pass before it's allocated, if someone leaves or disconnects does their bid still count, etc.

The pros to this system though are also numerous... anyone can pick up loot for the party so there is no stopping combat to do so. There is an opportunity cost to bidding a lot on a single item. There is a direct correlation between your contribution to the party and your purchasing power.
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Nice system zeto but it has some "complications" for sure. for example:
If there are two players who want the same item, its just the same as FFA loot - the player who is faster or more lucky will gets the item.
Some players may be not into dealing damage so much but maybe into helping others.Range classes use ranged attack in that time mele classes hold the front lines that gives them more chance to die and loose points.
Players who do most damage would get the bigest amount of points - not everyone is concentrated into dealing damage.
Repent! That's what i'm talking about!
I think it's possible you give too much credit to traditional balanced classes. I don't think there will be a strict tank and strict healer in POE. Additionally, I said damage would be the primary component, however credit could be given for many action types from healing to control to taking damage.

In the bid system each player gets an opportunity to bid, so it's nothing like FFA loot.
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Its true GGG has stated that each class is basically a killer. There are no support classes each has the potential to clear dungeons and caves albeit they will clear those areas differently.
Yes good sir, I enjoy slaying mythical creatures.
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zeto wrote:
In the bid system each player gets an opportunity to bid, so it's nothing like FFA loot.

So now we get to spend thirty minutes after each instance going in circles deciding who gets each one of the 100+ pieces of loot dropped. Sounds thrilling. PoE is not an MMO. The instance/town ratio should be 90/10 and not the other way around.
Forum Sheriff
The only thing throwing this whole thing off is the notion that loot must be a cut-throat experience.

It's really hard to make that connection while at the same time keeping fun and fair game-play.

Loot is such an important part of the game that I would reckon that it is a major reason people actually play an ARPG like this.
Happy Days Abound.
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tpapp157 wrote:
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zeto wrote:
In the bid system each player gets an opportunity to bid, so it's nothing like FFA loot.

So now we get to spend thirty minutes after each instance going in circles deciding who gets each one of the 100+ pieces of loot dropped. Sounds thrilling. PoE is not an MMO. The instance/town ratio should be 90/10 and not the other way around.


That's an illogical argument. You threw in a worst case scenario and then proceeded to defend with it. Obviously that's not the way such a system would be done.

I'm not saying the system would be perfect for this game... just saying it's a concept to consider, as it alleviates some major issues.
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