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

i like this idea and approve
In my opinion quite normal system loot, very much it was pleasant that at prompting of the cursor of the mouse on a subject lying on the earth in a screen corner there is an icon with the description - very conveniently.
It is possible to add the button to pick up everything, but in this game of sense in it isn't present because to select all there is no sense, players take subjects selectively.
Approved
Time countdown on loot will cause hours of bottle necked playtime, or say down time, grouped players should just get what they can, and move on, like any other full loot game, get what you can, in the end pixels are pixels, its funny to see loot cried over in the last decade of gaming...
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Chris wrote:
We initially announced that looting is free-for-all in Path of Exile. Players would be able to see and pick up any items that dropped.

It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players. We do not feel it is an option to arbitrarily hide items from players who have not been allocated them.

As we saw here and here, many players really objected to this.

Several legitimate problems with free-for-all looting were raised:
- Ranged players are unable to get to the items in time.
- Items might just get scooped up by one player with substantially lower latency than the other players.

Over the past few months we've thought long and hard about this topic, and have come up with a system that we feel captures the cut-throat feel that we're trying to go for, but helps mitigate the valid complaints.

We're proposing the following system:
- All white text items are free-for-all.
- All magic/rare/unique/currency/gem items are allocated to a nearby player for a very small amount of time.
- All players can see the item, and a countdown of how much time remains until it's available to anyone is shown.
- The allocation time is intended to be very small (enough time to compensate for a little latency, reaction time and travel distance). We're thinking a base time of something in the order of 1 second when standing next to the item.
- The time would be increased by the time it takes for the character to run to the item. An item allocated to a ranged player might unallocate after two seconds, for example.
- It's important that the time is low enough that the player can only get the item if they are paying attention and make an effort to immediately grab it.
- The allocation times can be lower or non-existent in hardcore or cut-throat leagues.

Players who wanted an allocated looting system will hopefully be happy that this system mitigates item loss due to latency and travel distance.

Players who wanted a free-for-all looting system will hopefully be pleased - with this system they can take any item they want if the allocated player is not paying attention to the drops.

This is a concept based on feedback only. It's not locked in stone, but we like the direction it's going in.

What do you guys think about this suggestion? Please don't just post "allocated sucks", or "I won't play if it's free-for-all".


u still have to make up for the time it takes to kill the other 8mobs on the screen first.. ranged people cant just stop fighting cause something dropped, put their bow away and run for every loot that drops..that just makes the game a looting frenzy rather then a group scenario. Like playing bad defense in basketball, just so u can get the rebound and get your own shot off..
Balz has a point.

One solution could be that you cannot pick up items when engaged in combat. And as long as the battle is on, items your dead opponents have dropped stay locked until everything calms down. THEN there could be that small allocation time.

..Might be too much.
As many have pointed out I think a system like this would put too much stress on players attempting to loot their share before it gets snatched up by someone else.

One second for melee and two seconds for ranged is incredibly short and gives very little reaction time to the player. The effect of that will be players who break away from combat and rabidly click on colored loot that drops. Likely people won't even care to check who the loot is assigned to because that will simply be a hesitation you can't afford. The game will turn into a backstabbing loot-grab. If this is what you are truly aiming for then the system is perfect, but take this into consideration.

Cut-throat loot systems are fine, but something like this will detract from the actual gameplay. Do you want players to flee combat frantically every so often, or charge suicidally into a pack of monsters just to make sure their "teammate" doesn't gobble up what they've earned?

I'd predict the multiplayer aspect of the game to be limited to trusted friends only, and how many people like that do you come across in an online game? A lot of people will likely be running solo for the majority of their time, because while a lot of people fist pump and crack their knuckles at the thought of 'hardcore' looting like this in practice everyone gets burned.

Again, if this is what you want for your game then go for it. However, this topic tells me that your team isn't quite sure of it yet so here's my recommendation.

When an item is assigned to a player mask it from everyone else and have the item drop at that player's location. When three seconds are up the item is revealed to everyone in the area and becomes up for steals. The window is still short, but allows for some thinking time and breathing room. However, it's not so long that your group is moving on to another area before the item shows up.

Inattentive players will still get burned, but that seems to be what you're aiming for. Most important of all, it's equally fair to melee and ranged players. "Better chance of stealing loot" shouldn't be what helps you decide on a class/build.
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Bloodyscissors wrote:

When an item is assigned to a player mask it from everyone else and have the item drop at that player's location. When three seconds are up the item is revealed to everyone in the area and becomes up for steals. The window is still short, but allows for some thinking time and breathing room. However, it's not so long that your group is moving on to another area before the item shows up.

Inattentive players will still get burned, but that seems to be what you're aiming for. Most important of all, it's equally fair to melee and ranged players. "Better chance of stealing loot" shouldn't be what helps you decide on a class/build.


I like it. Other players shouldn't be able to see the assigned loot. Indeed, even though it's randomly assigned, it still feels a bit unfair, except if you never know about it :)
Build of the week #2 : http://tinyurl.com/ce75gf4
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zriL wrote:
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Bloodyscissors wrote:

When an item is assigned to a player mask it from everyone else and have the item drop at that player's location. When three seconds are up the item is revealed to everyone in the area and becomes up for steals. The window is still short, but allows for some thinking time and breathing room. However, it's not so long that your group is moving on to another area before the item shows up.

Inattentive players will still get burned, but that seems to be what you're aiming for. Most important of all, it's equally fair to melee and ranged players. "Better chance of stealing loot" shouldn't be what helps you decide on a class/build.


I like it. Other players shouldn't be able to see the assigned loot. Indeed, even though it's randomly assigned, it still feels a bit unfair, except if you never know about it :)



Sound like a step towards casual and dangerously close to auto pickup/identify/dismantle/sell trend in latest f2p MMORPGs that require you to purchase timed boosts to enable such features.

Allocation time is pretty much straightforward.
If you are playing with friends there is no problem even without it, and while playing with strangers it gives you that little "forced equality of chances" you might want if you aren't too keen of on cutthroat playstyle, but still requires you to keep some room in backpack ready as timer in not long enough to repack everything to make some more room.

Lets just wait and see this system in action, its not something that cannot be changed with future patch if it proves lacking.

Also less hardcore setting might be selectable in custom, paid-for leagues.
I think we def need loot protection or at least a timer on it or something.

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