Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
individual loot- every player gets their own randomized loot that only they can see for X-amount of time.
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To be honest, in PVE it doesnt matter much as players dont have to see other people if they want to.
In PVP, looting should be FFA, and durability either drop to 0 or the item simply get destroyed on drop chance. To offset this, the chance of items getting dropped should be much less. As players drop stuff in PVP, I suggest allowing them to make reliable craftable of relatively decent quality. Like say, something drop 90% of the time from the final boss that can be forged with 30-40 something else common for some gold. Please pardon my bad english
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The compromise is a step in the right direction. I think several people have voiced the same objection I have, which is that it will cause people to focus on loot when they should be fighting. What if you add an additional change - no loot drops until the party has been out of combat for 5 seconds. Then all of the loot drops with its assignments, giving you a short time to pick up the pieces you want the most. The remaining loot is a true free for all, and the loot game is slightly separated from actual combat while still being fast-paced and somewhat cutthroat.
My apologies if this was posted previously...the last few pages of the thread seem to be on the same page as the first few, and I can't read the entire thread at the moment. |
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Jumping into the middle of this one without seeing the whole picture, but hopefully enough where my thoughts are at least slightly useful.
From what I've seen, I like the "entire party being out of combat for 5 seconds before loot is dropped" being the best option, or something close to that. For ranged classes or just plain people who are focusing on getting the monsters killed before spam clicking the ground, this actually gives them a chance to get in position to get some loot drops. I know this was a HUGE problem in D2 for ranged classes. Whatever you guys come up with I'm sure it will be better than simply free-for-all. Free-for-all looting makes people run solo a lot more, or just play with friends, instead of playing with random people who would be able to "steal" their loot. |
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I like the individual loot system idea where each character has there own set of items that drop instead of free-for-all where everyone is franticly clicking to get the best loot. but i do like the idea of the cut throat system like this its definitly more exciting and quite an adrenaline rush.. i have faith w/e the devs choose it will be good they have made this game amazing so far and i bet they will finish it the same way. Thanks again so much for listening to your gamers it really makes me feel like a part of the community... NZ4EVA!
<Patience Is A Virtue>
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i really like the individual loot system.
that fixes any and all contention. No one can argue etc, since they get with they get and that's how it rolls. mind you, the game should also have a functional auction mechanic, so if you do end up with loot that is no value to you, don't just vendor it.. sell it to someone that may be able to use it. |
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I love that the developers are listening. I play primarily ranged characters and I always get the shaft with loot using the current system.
I would like the Individual loot system, but this is a good compromise. |
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I like the idea of the loot not dropping until the party has been out of combat for 5 or so seconds that keeps it competitive and helps build anticipation in the players without getting in the way of combat
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If you go with the roll system with a timer, please make the timer short. Anything more than 15-20 seconds gets horribly annoying.
The Black Dahlia Murder > Your favorite band
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Personally, I like the idea of allocation.
Although I'll play this game mostly with friends, so I don't care about it that much. And I think it's better than in D3 (where only you see your loot and you have to pick up and drop it), because that can get annoying if you want to share something with someone. |
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