Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
Not sure if this has been suggested before (88 pages of thread is a bit too long to read for me... Sorry!), but another version of the "allocated time" system might be to have monsters not drop items immediately on death, but after a short while (indicated by a timer) when no other monster is active within a radius around the dead monster.
Example: You kill a mob, instead of dropping items, there's a visual indicator that some loot has been dropped, but you can't click on it yet. Maybe just drop the items, but they're not clickable (or mouse hovering over them doesn't do anything). If there are any mobs around, you have to kill them all in a specific radius around the mobs that are already dead to make them lootable. When there are no more mobs alive in that radius, the indicator or the unclickable items get a short countdown to give everyone time to get closer. When the timer runs out, the loot becomes clickable (or the indicator explodes in a shower of loot), then it's FFA loot to get that cut-throat feel, without having to choose between furiously killing over furiously looting. Last edited by Elisirion#6027 on Sep 21, 2011, 3:28:55 PM
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" Something as this would be ultimately beyond boring. Why ? Cause What if f.e i want to pick up the loot of something unique, and wanna use against the boss within radius ? So will i have to kill the boss before picking up that item and using against ?! That is impossible, even a turtle never have that much patience. And anything relates about waiting in general shall be contrary to what game is all about: speed. Sorry but It's completely a fun-breaker, and annoying as it gets one idea. "This is too good for you, very powerful ! You want - You take" Last edited by BrecMadak#3812 on Sep 21, 2011, 10:54:47 AM
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I guess we have different playstyles. I usually kill mobs first, then loot after, when there's no immediate threat on my screen.
I'm talking about gear here, not health/mana restoring items btw. I don't really see myself picking up a shiny new sword in the middle of battle, opening my inventory while still being attacked, finding the item, identifying it, comparing its stats to what I'm wearing, then equipping it before resuming my killing spree. I'd rather kill all the mobs on screen first... The suggestion was made to keep people focused on killing first (non stop action), then worry about the loot later, while giving both melee and ranged classes enough time to get a chance at picking up loot. But if it's not fun for you, I respect that. ;) |
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Actually what i meant in my previous post is; "restrictions"
Restrictions generally regarded as negativity, cause it contains a lot preventings, such as unable to do something even it is matter of time. So things changing in this very moment, if someone dropped a unique item or a rubbish item which doesnt matter cause of the habitual acts/playstyle of users in general. Hope i'm more clear now. "This is too good for you, very powerful ! You want - You take"
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Yeah, I agree that restrictions in game design aren't usually fun, except when they force you to make choices and make you think differently about how you play.
Personally, I would prefer that players can only see their own loot and not have to worry about people with a better connection or better reflexes picking up all their loot. The devs prefer a more "cut-throat" approach on loot and suggested a countdown timer where items are allocated to a player for a short while before becoming FFA (to make things more even between melee and ranged classes). Then someone said in the beginning of the thread, that this suggestion would make people stop fighting monsters and rush to pick up their loot, before the timer ran out. Hence my suggestion above, tweaking the original dev suggestion, to keep the focus on the action first. Hope that made more sense too? :) Last edited by Elisirion#6027 on Sep 21, 2011, 3:28:31 PM
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Guys, this is supposed to be an action RPG. When I get into a fast-paced killing tempo, I don't want to wait for a loot timer to expire for an upgrade because it was assigned to someone else. Some of you may say, "Any upgrade is worth waiting for." However, when I have to wait for an imaginary timer to pick something up, it ruins suspension of disbelief.
The answer is simple: Every party member has their own loot that only they can see and pick up. This eliminates standing around or running back to pick up loot that was flagged to FFA after the timer expired. ARPG games should have as little interruptions as possible, the act of trading with other players or "inventory tetris" should be the only thing we have to wait for when it comes to loot. Loot timers don't play well with loot fests. |
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What about no loot at all ?
Just randomly give tokens after a kill. Have different types of tokens (from trash to epic) and be able to buy items from that when you get back to the lobby. No downtime at all ... no boring clicking ... no ninja's and grief. |
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" But that would be quite boring, wouldn't it? "Go, get tokens, go get tokents, repeat, repeat > get shiny weapon" :S Isn't it more exciting to be like: "now there's a chance for an amazing drop, can't wait!! !!!" ....._______
..../...........\ ...|.............|_____...._........… ...|......o................V..VVVVV..\ ...|.............________________/ ....\_______/ I heard having keysus in your sig increases chances of receiving a key by 2mil percent! |
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" Ooohh ... nice staff. But, but, why did the warrior pick it up? ... *warrior disconnects*. I played spiral knight recently ... it was one big loot fest where noone cared about the anonymous 3 other players. |
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I'd have too see it in game first.
I really liked the free-for-all loot you were going for. But as said, with my ranger I only get loot if a players is so friendly to pass it on to me. With my duelist I can get every drop i want. Trow it into the beta and this question will answer itself. (well people will on the forums affcours. :d) |
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