Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
" Here's why I think White FFA is a bad idea. Everyone will be grabbing every item that drops in hopes of it being valuable, they will pick it up, open their inventory and analyze if it's any good. Then if not, they will drop it. The next person will most likely try and pick it up to see if they can use it. After one or two people check it out, it will probably be deemed useless and the party will move on. For a game that's meant to be about non-stop action, a 5 second break every time a few items drop will slow the game horribly. I know when I'm playing, I won't bother to pick the item up. I mouse over it and make a 1/2 second decision on if it's any good. But when you are racing to get the item, no one will do this and pick it up first. It's the whole shoot first ask questions later mentality. |
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Let parties choose! Take advantage of the fact that each party can have its own instance. Free for all can be an option, but so could something like the following:
High value items (again, party could choose what this means) go to a communal temporary stash that acts as a sort of "shop" for the members. You would gain currency by dealing out damage to mobs or perhaps also from getting the equivalent of a "like" from party members (if you save their butt, for example). It could also be time based, where you get points just for being in the party X amount of time... it could be chosen by the party members on creation depending on the already existing levels of mutual trust. High value items would then be bid on by party members using this "currency". |
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From the videos I have watched the items are very easy to distinguish. It seemed all items that were dropped were visible te entire time, but there was a toggle that could turn off showing white items unless you held down alt.
In a FFA loot situation I imagine most people would have the white item toggle turned off. So there shouldn't be the case of people frantically grabbing every item available. I like the idea of a short cooldown to run in and grab the item before it's up for grabs. Regardless of having a cooldown or not or even just having items drop for one person only, people will still run in immediately to grab their shinies, even in the middle of a big fight, at least this way the ranged get a chance. |
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" White items are almost as useful as yellows, as you can craft yourself some bad ass items. White items are much easier to get to higher quality, which is a big bonus. You use a few stones on it to get it 20% quality, and then use an orb to roll it into a rare item. This is generally easier than finding a rare with the socket layout that you want. |
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im sorry but this sound like a terrible idea if you have a ranged character and your path get's blocket for whatever reason and when you get there someone take the drop just because you have a ranged character and not a melee one.
Also this gives hack developers a very annoying advantage with auto pickit and dropnotify messeges very easy to develop. |
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It appears as though you all have put quite a good deal of thought into the looting for this game. I like what I have read and look forward to experiencing it 1st hand.
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The OP has some great ideas. Anything is better then a straight up free for all.
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I think this would work well with a timing of around 5 seconds, although it would reduce the cut throat feel quite a bit.
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Cutthroat very good game atmosphere 8-p.
Meh slowly....losing.......hope x_x
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this just makes you run back and forth as a ranged character for loot when you should focus on doing your job at range.
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