Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
i dont think that you have to repeat one of the few mistakes diablo made.
The suggested timer system isnt any better in therms of chance equality but just more confusing. Any ideas posted including party decissions seem to be misplaced in a arpg, just a wasts of gameplay time in my opinion and causes more problems then it solves (how to handle leaving and joining players?) Hc league should be hc because of the death penalty and shoudnt differ in the looting system. Just because its hardcore it doestn has to be unfair... Last but not least you dont give pick up tools a chance and their would be plenty of Just make an allocated looting system where you just see your own loot but can deallocate items in a simple way. |
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I personally think that looting in different leagues can be different. Like looting in 'harsher' leagues can be set to free for all or the seconds based system and in 'not so harsh' leagues a group leader is given an option to choose from various ways to distribute items like free for all or rolling dice or according to characters disposition ect. This way the amount of use of different looting system and how it affects the actual gaming and players can be observed.
I am concerned about players teaming up only with friends or ppl they thrust because you cannot thrust a random player to actually support you in a battle in event of a rare drop and not rush to loot it and let group die in a process. |
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" I agree with this post. The worst looting system ever was made in D2. In a group of players u always had a ninja or two just standing there doing nothing and waiting for the loot to drop. This system caused lots of frustrations to some players and is not suitable imo. |
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" Just because you're too much pansy to take the disappointment of losing a few drops to other people doesn't mean everybody has to be subjected to this new wave of easy gear nonsense. I played D2 for years and derived a great deal of fun from competing for drops. The sudden rush when you see what could potentially be a great piece of gear would be greatly diminished by the knowledge that you'll get to see it no matter what, not to mention the feeling when you actually get that piece is amazing. If you really feel the need to be fed loot on a silver platter without the chance for failure, I'm sure they'll make a sissy league just for people like you. Meanwhile us real gamers will be playing the game the way it's meant to be. |
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" I´ve also played d2 a lot. If people are able to concentrate on loot grabbing its just a sign that the game isnt hard enough at all. How awesome was the feeling of dont having a chance to get a single item when there always was somebody with a pick up tool running? And that will happen for sure in PoE and it will happen in every league. I just think that loot grabbing isnt a gameplay aspect that should be focussed on. But with a ffa system it will be. |
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" Really? I've played D2 pretty recently. It's rife with bots and spam, but I didn't see a single grab that I would deem fast enough to be pickit. I was also around when pickit was in vogue, so I know what it's like. Now, I wonder why nobody would be using pickit if it is so viable for getting first dibs on drops? Maybe because it's so ridiculously detectable that even an automated process made for an old game that's been all-but abandoned by it's creators can detect and ban the users. Pickit won't be a problem. EDIT: Also, if you're not quick enough to snatch up items while also doing battle, I feel sorry for you. It has nothing to do with game difficulty. Last edited by Magni_Steelheart#2903 on Aug 15, 2011, 5:39:46 AM
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If you can concentrate on grabbing items and its a gameplay feature its for sure a sign that there is lack of enjoyable gameplay.
In d2 you could outpace a pick up tool user when you played a melee or had a lower ping. And there are undetectable pick up tools. I have a pretty lame connection so i will have to play solo or with friends to get loot. p.s. If you keep insulting me just because i think loot grabbing shouldnt be a game aspect i feel sorry for you. |
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There are a lot of things I'm excited about with this game.
I seriously don't think a cut-throat feel is something the game needs to associate with looting. It is nice the developers have a vision for the game and stick to it. I don't think the looting segment of the game is something that should fall into the "cut-throat feel". I have virtually no latency problems and I definitely plan to play a Marauder. I can already see myself being one of those players that tries to grab everything as fast as possible just so it could be distributed to the appropriate classes who would make use of the gear. Please don't make me do this. It wastes my time. The ensuing verbal punishment from the rest of the party who doesn't know you gave the item away isn't necessary. Please do anything except make the looting system "cutthroat". Rokk
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After having some time in the beta to play, and re-reading Chris's idea, I have some new feedback for this idea.
1. All white-items being FFA. This really is a bad idea, maybe it's because we're still early in beta, but it seems that most the good items people get are from searching long and hard for a High quality perfectly socketed white item, then it's rolled using either the Alchemy orb or Orb of Chance in hopes of getting the perfect item. 2. The timer system will just add unneccessary and unwanted confusion. As I had hoped, this game is quick paced. However, some groups of monsters can take anywhere from 3-30 seconds to kill. If an item drops from the first monster, it will either be a FFA drop by the time the group kills everything, or people will stop fighting to run up and loot it before they finish killing which hurts your group as well. 3. Splitting different leagues into different loot methods. I honestly have no idea how many people plan to play this game, but between Hardcore, Softcore, Cut-throat, and any other leagues you have planned you are going to be making the playerbase dangerously spread-out to the point it might kill your chances at succeeding. If you want to allow the option for different loot methods, make it up to the Party leader, and make it so that once the loot method is selected, it cannot be changed unless the party disbands. (So a leader doesn't change it to FFA right before killing a boss and not tell anyone.) 4. I have said it before, so I will say it again. FFA systems destroy communities. People will hide in private games to farm items. I still would prefer the system where everyone only sees their own drops, and these drops are based off their own item find stats. But if this is too "Carebear", I think best alternative option is to have round robin loot based off each color of items. For example, we kill monster A. 2 rares and a white drop. So Player A gets a rare, Player B gets a rare and player A gets a white. However the next monster we kill also drops 2 rares and a white. Now player C gets a rare, Player A gets a rare and Player B gets the white. I believe this is fair in the sence that everyone should get an equal amount of items in terms of quantity and quality with there only being a 1 item difference at most. |
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I personally love how much GGG takes into consideration the feelings of the gamers and aims for a middle ground that pleases the gamers, but retains their own ideal methods that were intended and created by the creators.
That being said, I vote that WHITE items and maybe even Magic items are FREE-FOR-ALL Rare+ items have a 5 sec countdown timer, or something. Basically it requires the users to pay attention, but it gives a caster/ranged player time to react and get to the area so each player is hovering and ready to click-n-grab. Latency in the end may still be a factor, but this eliminates the class issue,which is important. Streaming [url]http://twitch.tv/insidethesun[/url] tue/thur/sunday 11am-3am mon/wed/fri after 10pm and sat 11am-3pm then after 10pm [pacific times]
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