Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
whew 63 pages, lots of repeats and good ideas, we did get a little off topic around pg 37 (I think) talking about DII though it looks like chris was interested.
OK I like FFA though I hadn't thought about latency, so the current system sounds fair. Though I think I'm classified as a loot ninja. I do identify and then gift items to players in my team who (I think) could use them. I agree there should be a trade off between loot and risk. i.e if someone is not in danger from the mob then they should have less chance to get loot, though if they are dealing alot of damage and helping the tank, I know I will be grateful and will be more likely to gift items to these 'friends'. |
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This system is so much better than the instanced loot system almost every other action RPG has been going with.
It is similar to Sacred 2, but the problem with Sacred 2 is it would take maybe 30 seconds for the loot to become free for all, and it would assign the loot to anyone in the server instead of just people in the vicinity. That can be really annoying when playing co-op and your friend is AFK somewhere safe while you are out killing stuff. So, if the timer is just a few seconds, that sounds fair for everyone. The main thing myself and my friends agree on is we want to be able to see all the loot that drops. Even if it is not immediately lootable, it is nice to see what drops. I also like the idea of having the loot system change based on what league you are playing in. I prefer free for all, but I really mainly play with personal friends. If I played with random people a lot I would definitely prefer the timer. |
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Having had something cleared up recently regarding the groups and how instances work, I can't see any issue with FoA loot at all. If you are playing in a cut-throat/pvp league then FoA loot should be expected by you as it is part of the more hardcore gaming experience. But if you aren't keen on the hardcore it's only going to be you in the instance anyway making the loot type completely irrelevent, unless of course you invite someone into a group with you and you would hope you could come to an agreement on loot if you are choosing to play together! Maybe have some kind of rolling system for people who do want to co-operate with each other in groups... loot something roll for it and move on. If you group with someone that just starts ninjaing all the loot then leave and block them simple.
IGN: Amel, Ameladol, Spock, ILoveUniqueThings, AmelPVP
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PVE Class based/Round Robin on rares and such
PVP FFA Last edited by Dertold#3795 on Aug 9, 2011, 10:16:54 PM
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" It sounds a bit like the World of Warcraft loot system :) maybe you pointed at that system ? |
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I love round robin really. I'm not a impatient guy and if a special item comes around its no biggy theres always more. It is after all a random generated loot. I'm not too worried about not getting something special in the future.
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i like the idea behind the Diablo3 Loot, everyone has his own loot. So, no Pickit or disadvantages for ranged attackers.
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I really like this idea. I never thought a hybrid approach would work, but the key here being the timer. I'm in!
This will especially be good for boss fights where you are ready to grab quickly. Just make sure that people don't abuse the "range" thing. For example, make sure a melee doesn't purposefully go back 10 meters because his timer goes up exponentially higher then zooms in and decides what he wants vs. a melee who would get ~1 second to pickup his item. Not that it's a major deal, but just making sure the range/second ratio is fair. |
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I would suggest a per player loot system meaning that items that drop can only be seen by you and you alone but nothing is bound so you can always drop something you don't want or trade it to your party members if something they need drops. This totally eliminates ninja looting and I believe is a very fair system.
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If an item drop anyone should be able to see it and pick it up.
Keep the game as realistic as possible and not to "noob friendly" because a game like that will live longer. |
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