Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
"Wow, that's a good point. With permanent loot allocation in this game, if GGG adjusted the group bonuses such that it had no significant advantages over solo, virtually no one would group at all. Unfortunately, that's what happens when you work to transform Multiplayer into Solo+. Which, of course, is exactly what everyone was clamoring for. Under the old system, all the QQ about solo clearing through areas easier... that was actually okay. Groups had advantages and disadvantages that you couldn't just equalize with a formula. Now? Eradicate differences in kind, leave only differences in scale, and everything just becomes numbers in a spreadsheet. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jun 17, 2013, 10:31:11 PM
|
|
" People who enjoyed FFA may not have liked the new system in D3. That doesn't mean looting was the reason that most players thought D3 was a failure. There's a long list of reasons people didn't like D3 and looting was hardly near the top. Looting wasn't even on the list for people like myself. We loved the change, it was the best part of the game. I was in the D3 forums a lot for a long time even after I left and I never saw any threads about looting. I saw a mega crap ton about itemization, customization, AH, storyline etc etc You can have your opinion but yet I find that idea completely ridiculous. Standard Forever Last edited by iamstryker#5952 on Jun 17, 2013, 11:40:51 PM
|
|
" Then you have always been wrong! Maybe my google skills are lacking, but I could only find one complain about instanced loot on these forms for the first month after D3s release. You should try it yourself though, for science! I defended D3 alot on these forums so I saw and replied to all the different complaints and instanced loot was probably the thing that most could agree was actually good. " What now?! Instanced loot the biggest change in playstyle? That is just so ridiculous that I don't even know what to say. " Yes, you are extremely biased. " I don't see how your anecdote even begin to make an argument for FFA loot. Here is something I can construct from your post though: FFA loot is harder -> people take the easy way out -> people play solo -> people quit the game. |
|
" OH please you have called me a retard like a 100 times in this thread. If you honestly think I ever cared what you thought about me then the only retard around here is your stupid ass. Seriously.. OK im a big huge retard.. Get over it. |
|
Non-permanent allocations for loot aren't harder for everyone. The allocation type doesn't make the average loot per player go down.
Grouping is already easier for everyone. It would take a lot of ninja action to make a player so loot-blocked that they're not better off from partying. Thus: "FFA" (actually short allocation) loot is harder -> people try playing solo -> people remember group bonuses are awesome -> people go back to playing group even if they don't like the loot allocation ...which, by the way, is pretty much exactly what things were like before the change; huzzah for maps. Hopefully, though, we can implement changes that make it less about penalizing solo map runs and more about properly finding the right group to run with. Speaking of less blind choices, an alternate idea for my karma system: Instead of having it be vote-based, it could be based purely on how often you actually take items allocated to other players.
Details
You would get +1 blue (good) karma every time the loot allocation timer expires for a party member; distance would be irrelevant, because we don't want people backtracking to be withing loot pickup radius to karma themselves. However, every time you picked up an item previously allocated to someone else, you'd get -1 blue karma and +1 red (bad) karma; although the timer would be gone, the name would remain so that you'd be aware of what you're doing. Both karma scores would be displayed wherever the party member's name is displayed (on attempting to join the party, party status bars, etc); below it would be a 1-to-x ratio (ex 4/122, 1:31). Party leaders would get to see the player's name, class and karma before accepting him into the party, and party leaders could kick people out of the party.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jun 18, 2013, 12:21:09 AM
|
|
" :) |
|
" Group bonuses mean absolutely nothing to people who don't enjoy FFA. No small incentive will entice people to play something that they dont think is fun. Standard Forever
|
|
"That's why it's not small. Right now a member of a six-man group enjoys 3.5 times the non-map loot per map vs solo (after splitting loot, also splitting map cost), equal maps per map, and 71% faster killspeed/XP gain (but not movement speed). Right now the only drawback is portal consumption. Although having your maps ninja'd was pretty devastating (no margin for error there), under the old short-allocation system you could have had 2/3 of your allocated non-map loot never reach you and still get more loot per map and gain levels much faster by joining a party. (Which is part of the reason why I thought all the "I'm sick of ninjas" talk wouldn't ever amount to anything.) When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jun 18, 2013, 3:40:28 AM
|
|
loot per player is maximized when playing solo. it's 100%
when in 6 player party, loot per player becomes: 100+50*5 = 350/6 = 58.33% any party member who is getting more than 58.33%, is getting it at the expense of another party member who is getting less than 58.33%. hence the term ninja also, try playing solo with 150-180% increased item quantity, see how many drops you get. Last edited by mobutu#5362 on Jun 18, 2013, 3:44:29 AM
|
|
"I said per map. Solo you front the entire map cost; in a six-man it averages to 1/6 a map per run. 350/6/(1/6) = 350. Also, the party IIQ bonus was and still is multiplicative. Seriously, it's so absurd I can't believe I'm not making it up. 775% effective IIQ? Possible. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jun 18, 2013, 3:43:23 AM
|
|