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

If looting is "cut-throat" and strictly based on who is watching the drops and not the hordes of enemies attacking, most people will simply not want to group with other people.

It takes all the fun out of trying to cooperate and work as a team if you're constantly worried about what's going to drop next and getting irritated at not being able to get the things you need.
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Eitr wrote:
If looting is "cut-throat" and strictly based on who is watching the drops and not the hordes of enemies attacking, most people will simply not want to group with other people.

It takes all the fun out of trying to cooperate and work as a team if you're constantly worried about what's going to drop next and getting irritated at not being able to get the things you need.

+1 to this.

Many games became stressful and pointless because of this. Drops should not depend on the speed of Your mouse or eye..

The drop should definitely always be pickable only by the party / person who took the most HP from the monster.

Random disposition of party drops is a solution used in many MMO's and it works, however I do believe that implementing a more advanced model could make it more fair, for instance if the drop would be shown for let's say 15s and only the "interested" eligible players (party members) clicked on it, then it could be randomly disposed between them only. The risk is that it could quickly become a habit that You just click all that drops what You can pick up, however still it is more "fair" than plain random disposition among all party members, I guess.

From the other point of view, the drop disposal by party leader could be the best option, because it eliminates the "leechers".

Summing up, IMHO drops should either be dispatched by the leader or randomly among interested players only.
"Those who cannot remember the past are condemned to repeat it." - George Santayana, Reason in Common Sense, volume 1 of The Life of Reason
Last edited by dynamiczny#7735 on Oct 10, 2011, 8:28:59 AM
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Eitr wrote:
If looting is "cut-throat" and strictly based on who is watching the drops and not the hordes of enemies attacking, most people will simply not want to group with other people.

It takes all the fun out of trying to cooperate and work as a team if you're constantly worried about what's going to drop next and getting irritated at not being able to get the things you need.


this isnt world of warcraft. this is a diablo clone

try playing diablo b4 u qq over ffa loot
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Mmcheetos wrote:

this isnt world of warcraft. this is a diablo clone
try playing diablo b4 u qq over ffa loot


And thats what Blizzard decide to change in Diablo 3. Because ffa loot lead to ninja-looter character builds
Last edited by Sling#3489 on Oct 10, 2011, 4:02:53 PM
without reading all 100 pages (I read about 10 or so) there seems to be broad diversity of opinions. All of them seem to concentrate on fairness and detracting from the main gameplay experience.

I like the timer idea proposed by Chris. Instead of random assignment I would propose that within a party it could be fairly easy to keep a tally with a decay rate of the value of loot any player picks up. Assignment of items then favors players which have the smallest loot tally. If everyone has near even loot tallies it is random. You might tie in a timer buff to account for severe loot tally discrepancies. I think key to this change is still keeping the timer short to preserve the flow of the game and a decay rate as an equalizer over time.

Anyway my two bits.
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Sling wrote:
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Mmcheetos wrote:

this isnt world of warcraft. this is a diablo clone
try playing diablo b4 u qq over ffa loot


And thats what Blizzard decide to change in Diablo 3. Because ffa loot lead to ninja-looter character builds


lol it got changed cause the diablo 3 dev team isnt the diablo 1 2 or lod dev team infact of that diablo 3 dev team they only kept the sound guy

I like this system, mostly because it is almost a free-for-all, though it is slightly more fair. Personally, I like free-for-all loot systems, but I understand that others hate them and feel that they are unfair.
I love the mention of "qq" in regards to ffa loot. The author may very well have been the barb with max resistances and grabbit or pickit running when bosses were killed on hell difficulty.

I do feel for the RDPS classes and I think the allocation solves the issue. It's a bit sad that in a close fight a ranger, witch, or ranged duelist would have to make the choice between helping and possibly surviving an encounter or running in for loot and risking the party, but aside from d3's instanced loot approach, it seems the only way.

Furthermore, I love the overwhelming amount of junk that drops. It could prevent people using software that allows them to pick up everything instantly. The downside of course would be that such programs could be instructed to ignore white, blue, or even yellow items if need be.

I do hope that GGG will penalize such abuses strictly enough to deter people from turning this promissing game into the joke that d2 is today

give us it
DanAbnormal
All generalizations are false.
Free for All loot systems of any kind just don't work. For the nice co-operative people that is. It will work for everyone else.

There is a reason it is called cut throat , I guess. They don't actually want us playing well with others. They want us to slit there throats at the best opportunity. If we can't kill them we will just have to take there loot.

Of course , we can always trade it back to them. If they really need it that badly. At ridiculous rates , of course.
We really need to see how the new system works out. GGG is making changes. I think it's pretty clear at this point that FFA is a bankrupt system in the eyes of most players.

Though if anyone wants to continue discussing FFA, gonna repost something I just put in the loot thread in beta feedback.

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Lebowitz wrote:

There is a reason it is called cut throat , I guess. They don't actually want us playing well with others. They want us to slit there throats at the best opportunity. If we can't kill them we will just have to take there loot.


If the idea is that people party to compete for loot, because competing for loot is enjoyable, then GGG has a real problem on their hands, because almost nobody plays that way.

You'd think people who are taking the trouble to play a beta and grind up to 60+ would be pretty hardcore right? Well, so far basically none of those people I've met partied to compete for loot. They partied because they wanted to cooperate with people.

Obviously people who want to compete for loot exist. But from what I observe, they are such a tiny slice of the population that catering exclusively to them in the "default" game mode makes no sense.

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