Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
how about this,
An automatic latency compensation system for all items that drop, for each player. so it calculates the ping difference for all the players and delays the lower ping players item drops so its sync'd with the highest ping player in the party. so if theres players with 20ping, 100ping, and 250ping. the first 2 (low ping) players will have their drops delayed by a calculated time so all players show an item as dropped at the exact same time. for the ranged players, a fix would be all classes being able to pick up items at a set range. This would be adjustable by the dev's so the ranged players can be in the pickup radius and still be far enough back as to not get hit by melee monsters. There could even be a little effect as the item zooms off to the player that clicked on it. The advantages I see in this are: no annoying timers. equal item looting opportunities. the item drop delay is always being calculated, so its always sync'd togeather. The disadvantages I see in this are: possible hack as the item drop delay is proberly clientside. the item pickup range might be hard to get used to. ps: if a ranged user really wants loot, they will get within the nessesary range. they can also hide behind the tank. | |
Ok, i realized that a "take all" option wouldn't work but tonight the following new idea came to my mind:
If i understood everyone correctly than a good system should be fair for every class (that means that a range class should have the same chance to get an item as the melee class), there should some kind ofcut-throat feeling without interrupting the combat and it should be easy to handle with as few timers as possible... I think i have a new idea which considered all the points mentioned above and is easier to implement as the allocation system: Every class gets the following ability (it is not really an ability that fits in the lore but i have no other word for it...): By pressing a button the highest rated item (e.g. unique is higher than a set item which is higher rated than an normal magic item or with colours like gold-green-yellow-blue-white) in a defined radius is taken automatically (it means that the char gets it without moving to the item). To avoid spamming this "ability" should have an cooldown of course (i think of something between 5 and 30 seconds but it really depends on the general drop chance of rare items) Pros: - Cut-throat feeling because it depends on the reaction time of a player whether he get an item or not - There is no combat interruption because the item is taken automatically and independent of the position of the player - There is only one timer for each player (which is invisible for all the others which makes it even more interesting) - There is some kind of tactic involved (should i use my "ability" for a normal magic item at the risk that i won't have it when a unique item drops in the next 30 seconds) - It should be easier to implement it in the game because there is only one variable (the cooldown of the ability) instead of many (e.g. the distance between player and item, the reaction time component,...) - You do not have to wait for an item timer if you want the item and the other party members don't want to have it Cons: - The kind of reaction is easier than the one with the mouse (one iteration (button) vs. two (moving the mouse and press the left mouse key) - What happens if there are two items with the same rating (=> Solution: In this case the item is selected randomly) Do you have any oppinions regarding this idea?? |
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Well, there is the latency issue right? Your system isn't only reaction time, but reaction time + latency. For me this system is like adding a minigame to PoE that doesn't really fit into the atmosphere.
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" This is untrue. All you've done is added one second. There isn't an "adrenaline rush" to get items, there is an unnecessary nerve-grinding fear that some stranger you are playing with online could make null and void the hours you have spent gaming by grabbing the items. This is an arpg, compared most often to Diablo. In Diablo, I would quite often be fighting hordes and hordes of monsters, only to come back later to pick up the loot. Or at the very least, finish off the pack I was fighting before looting. In either case, this system would demand that I immediately stop fighting and go pick up loot or risk it being taken. This system is not a compromise. All it does is alienate parties on both sides of the issue. FFA players might not have as much of an issue because you are only adding one second, but as for the other side...well, you'll have a bunch of instances with single-player folks. I hope the devs read this. I know many people are simply happy that you see it was an issue to some of us, but this is not a solution. I wouldn't even think 5 seconds of personalized loot is a solution. FFA for the cut-throat league(s) and individual loot for the "softcore" league. Heck, make it FFA for the standard league but make a "carebear" league. I don't care what you call me, but give me the option of playing with others. I hope to play against the game, not other players. When I want to do that I play pvp. But loot stealing sucks the fun out of a game like this so fast that if the risk is always there I have to either accept playing solo or just not play at all. |
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" That's true but that's the case in every game which is based on reaction time and nearly every game which isn't round based requires at least some reactions of the players... So if you say the latency is the big problem, then a fix that work only for the apperance of items wouldn't make any sence since you have the same latency problem for killing foes and reacting on spells of the opponent in pvp matches or even trinking potions in tough spots at the right time... Edit: And i think the allocation system is a mini game as well even if it is "hidden" better :) (In that case: Am i fast enough to get the item in time just at it is in my case only without an other type of reaction required and the guarantee that you get the item if you are fast enough) @FruitLord: I totally agree with you! |
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" I have suggested that before but it looks GGG didn't consider it probably because it needs too much work and ping can be manipulated by the client. As for picking items from far I suggested a skill like "Tlephaty" for ranged users before and it looks it was shot down also :) He who fights with monsters
might take care lest he thereby become a monster. |
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I like the idea but share the same sentiment that ranged players are still going to get screwed.
Insanity is overrated unless you join me in mine.
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" Its cool just let the marauder die before the boss then collect all the loot use magnets for extra effectiveness :) problem marauderfags???? thats a jab at troll science case you were wondering. Yes good sir, I enjoy slaying mythical creatures.
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It looks like we're all commenting the same things in circles.
The system seems fine for now. It's just really difficult to comment on such a timing based system without being able to experience the feel and flow of the game first hand. Forum Sheriff
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This is cruel game with cruel reality, I like that solution.
The same Was in UO.( ultima online - best online game ever ;p ) If you are weak you must obey stronger players, or trick them ;) And how abut pvp ? In UO it Was great, every time, every where you might loose all your stuff if murderers have come, killed you and took your stuff. And the mobs ? Can they loot players corpses ? It would be great :) |
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