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

As far as the subject of the amount of items that drop I don't think you necessarily have to increase the quantity of item drops for group play as their are other options to promote groups but limit item numbers.

For example I used to play a MMORPG called Dofus and in that game they had a stat called prospecting points or PP for short.
This stat increased the drop rate of items but it also locked out all chances of dropping certain items unless you reached a certain cap so there might be an item that i will call "rare hat" that has a 0.5% chance of dropping from a certain enemy but is only dropped at 800 or greater PP so a players with 100PP would never drop it.

But in Dofus PP from players in a group is combined to form a groups overall PP that can break into theses items thresholds so 8 players with 100PP could group together to make 800PP over all in order to have a chance to find "rare hat".


this is just an example of a system that doesn't have to increase quantity of items drops by a group but can increase quality of items instead as a method of promoting groups.

(ノಥ益ಥ)ノ ┻━┻
I trust you guys will make the right decision, take always in mind that free looting + F2P is like rotten meat in Africa, vultures will come in numbers, this would result in a dissapointment for regular players who team up with this kind of none group-working players, so, some moderations are to be taken in mind. thanks for the oportunity to add my opinion.
"A man of faith, a man of purpose"
"
Ambrush wrote:
I trust you guys will make the right decision, take always in mind that free looting + F2P is like rotten meat in Africa, vultures will come in numbers, this would result in a dissapointment for regular players who team up with this kind of none group-working players, so, some moderations are to be taken in mind. thanks for the oportunity to add my opinion.


I have to agree, but since the game is instanced that's likely not to happen. I think most players will have people they trust partying with them. For those who don't, it could become a problem with FFA obviously.

The system in place seems pretty sound, I don't think the looting will be an issue.

They could make the bosses drop personal items for each player that actually contributed to killing the boss.
Then make those items semi-public after 5 seconds so only other players that contributed also see them, and in the end, after 30 seconds make the items totally public.

I don't know if the "destroy item" is an option, but it could be -> if 20 level lower dude is standing next to party waiting for their items to go public, they could choose to destroy the items instead of letting them go public for the guy to loot perhaps make destroyed items leave some essences for crafting or something...
Don't believe everything you think!
Not having read this giant thread, it seems that your proposed solution is a workable one, if maybe a little overcomplex.

If you're concerned with fairness for ranged classes, you could simply have items drop near the player who landed the killing blow instead of on top of the monster itself.

If you're concerned with low-ping players spam-looting everything, you could just put a cooldown on the looting action that increases in duration for each player in the party/proximity.
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"And 'Do what thou willst' shall be the whole of the law." -- Aleister Crowley
"First, love; then, do what thou willst." -- St. Augustine
"Whatever is done out of love always takes place beyond good and evil." -- Friedrich Nietzsche
For looting I will give better advice. What I didn't like in other MMO games, what You need to share loot when You in party. Question what is different between party player and solo player? Is the same player. I suggest, what everyone should get separate random loot. No need to flood what everyone see what is on ground, because You will flood server, only You can see Your loot on ground. In this way game will be more interesting go with party and enjoy in Journey.
this is by far the worst idea ive seen from this dev team.

THIS GAME IS NOT WORLD OF WARCRAFT

if u wanna fix latency issues make regional leagues

i connect to a texas server, i do not wanna cater to high latency users.

why should my game play be changed due to someone else's issues with latency

either get better hosting for the servers or make regional leagues

this looting system will make ANY hardcore diablo fan upset and discouraged

we dont play poe for anything other than the fact its a diablo style game
I think this is a good feature. keeping free for all looting with allocation timer. Helps players keeping focused!
Very controversial topic here. I believe Blizzard found a way to quash any petty arguments by having loot drop on an individual basis. Players can choose who they share with and who they don't. I am most interested in playing Cut-Throat, so it doesn't much matter to me. If people want to be greedy, don't group with them. Join a decent guild ect... There are plenty of ways to avoid the "dirt-bag" online player. Any system will work and people will adapt to make it work, as part of the game.
Let everything drop for everyone, and currency items (And possibly Uniques) collectible only by the player that killed the mob (The player could subsequently drop said item if they wish)

On that note, this thread is getting huge (Almost 100 pages)

Drop it down into a poll with all available options (Let users vote for multiple options), and every X time delete the lowest option, and reset the poll, until only the most popular option is left.
Caution: Typo's can get you banned :P

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-= Reelix =-
Last edited by Reelix#4097 on Oct 7, 2011, 3:06:32 PM

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