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

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Rustychops wrote:
This would be a awesome league if a level cap was put on the pvp.

That's not a bad idea to keep the pvp a little more fair.
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tpapp157 wrote:
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zeto wrote:
If cutthroat (hardcore or not) is a league where anyone can attack you at any time and loot your stuff... that league will literally be pointless.

This is the entire point of cutthroat. Again, if you don't like it then play in the standard league. There's nothing wrong with that. There are tons of people that do enjoy this sort of thing though. Just because you don't like something, doesn't mean it's wrong.


In order for what I posted to be valid, the premises must be upheld by implementation... if they aren't, it's possible that GGG could make such a league viable.

The first is that they must allow players to enter your instance and prevent you from simply leaving at that point.

The second is probably some sort of grief prevention system, ala the level tier system mentioned by Rusty.

I still stand by the fact that with the information we have that such a league would not be viable.
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Ya, but you also have to remember grieving lower levels will not net you the kind of loot that you need. This would allow other players to get ahead of you. Also a ten level difference is fine, but you should allow if both players consent to still allow pvp. Also some people will want full pvp not partial or limited.

Just because a glove doesn't fit for you doesn't mean it will not work out for anyone.
Yes good sir, I enjoy slaying mythical creatures.
Typically you cannot make everyone happy, so you implement things to make the majority happy. Just because the glove doesn't fit the majority does actually mean that you don't implement it most of the time :P

Griefing lowbies is a common practice in all games that permit it, just because they can. I, and you, seem to think that there's no purpose to it and that they are wasting their time... and the time of others... however they do it anyway.

The bottom line with this is that thousands of man*hours are going to be spent fixing such a system and tweaking it to make it work... for a small amount of people. Without significant innovation, it's just not worth doing that, and their development time is better spent maximizing playability for the majority... unless by some magic the majority actually play hardcore cut-throat.
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It doesn't take that long. Just a guess.

Lots of people like hardcore so im sure even more would like the step down from it "cut-throat". I dont see any reason why not to make it. If jack all people play it then take it down. Simple.
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Awesomeasusual wrote:
cut-throat will turn into singleplayer, a ghost town, or involve players wearing complete trash to avoid losing anything of value.


To be honest, this is exactly what makes cut-throat fun. You have to manage what items are expendable at any time. Have you guys played Darkfall Online? (I understand the mechanic was used in earlier online games like UO and that Darkfall didn't pioneer it).

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zeto wrote:
There is *no room* for this kind of thing in POE... none. They should stick to making organized/structured PvP systems interesting and completely ditch the concept of cutthroat main storyline.


This is an optional play mode that will probably appeal to less than 5% of the players (and probably not for their primary characters). The room in PoE for this feature is that it's an amazingly fun and interesting way to play the game for people who like that style of play.

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zeto wrote:
Early players will have a ridiculous advantage over later players, and it'll probably just turn into a system of the older players griefing the younger players for the duration of the league.


There will be measures in place to prevent disparity in player levels. You're completely right that if high level players can arbitrarily grief low level players, it won't be a fun mode. Games such as Darkfall have systems that allow people to attack freely but make them free targets for those who later want to counter attack without also being flagged. We'll investigate these types of rules as playtesting continues.
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Stick with the idea (=

I agree that many many wont like the cut-throat idea, but Ive played Darkfall online (although not much since I found I really didnt like most of the games features but the pvp) and I've played a lot of D2 hardcore and I know that thrilling games = fun games.

There are more people out there like that and as long as its a seperate league there is absolutely no problem for the majority of the playerbase (once again PoE model wins against most MMOS where you have to balance the game for ALL players...which is absolutely impossible).
i could never see why flagging systems like in darkfall (can only guess how it is there, but many games have systems like the one u said)are useful. It wont help the low lvl that just lost his stuff, and only those with already high lvl friends or own high lvl char can counter that.
And lets face it, it will hurt beginners in that league more often then someone who has any chance to counter it.

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Chris wrote:


This is an optional play mode that will probably appeal to less than 5% of the players (and probably not for their primary characters). The room in PoE for this feature is that it's an amazingly fun and interesting way to play the game for people who like that style of play.


I guess my point was that given a finite amount of development time, and the large considerations that need to be made to make a cut throat league viably fair, it's a disproportionately large amount of effort to support a very tiny subsection of POE gamers.

I can accept that any league format is a valid format, even cut throat, however the reason why I state that there is no room for such a thing is due to the aforementioned time vs. benefit analysis.

That being said, there's perhaps nothing wrong with throwing in leagues that are whipped up fairly quickly... and even if they fail or generate a lot of complaints, it's not much lost.

So really my comment was about the practicality of it.
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When it comes to different league types, there’s really little use in arguing over their existence. The purposes of the different leagues are to give a wide variety of play-style options to the player base. Now sure it’s absolutely fine to suggest ways to improve those leagues, but I just don’t see the use of arguing over whether or not they should be implemented.

If only 5% of the player base uses a league, well, what is it 5% of? is it 50 players or 500,000 players? As long as they can help pay the bills it's not much of an issue...
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