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

@stryker: Stop being so cryptic. It's not clever. Be more direct.

I'm pretty sure I know what you're saying, but it loses its effectiveness if I put words in your mouth. So I'm not going to say.
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.
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nynyny wrote:
Tell me, why do you want Permanent Allocation to be part of the game then?

In the end, it adds NOTHING, and I mean literally NOTHING else but make it easier for you to get loot. You get rid of the risk of losing items when not paying attention. Is there anything I am missing?


Isn't that enough?

Since the recent change I probably played in a group more often than I did in all CB and pre-patch OB together (except for races obviously), so this is a good enough addition to the game for me.

Not being able to play at my own pace (which might be faster or slower than playing in a group depending on the circumstances) is already driving me away from group play so I don't want to have to worry about the loot as well.
Last edited by Victo#0265 on Jun 19, 2013, 5:08:20 AM
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nynyny wrote:
Tell me, why do you want Permanent Allocation to be part of the game then?

In the end, it adds NOTHING, and I mean literally NOTHING else but make it easier for you to get loot. You get rid of the risk of losing items when not paying attention. Is there anything I am missing?


Your missing everything, and its already been beaten to death in this ridiculously long thread over and over.

Removing the competition changes the game itself. Now people who have no interest in competing with teammates can acutally enjoy it. This does not coorelate with removing difficulty because the difficulty WAS NEVER the problem. If it was the problem then the same people would be hating on everything else in the game that has difficulty. Such as exp penalty, one shot deaths, no full respec blah blah blah. This is not the case because difficulty itself was not the issue. The focus of the game was the issue, some people like it and some people don't. Its that simple. We don't want to fight over loot with the teammates, we want the loot to be a simple drop for playing the game (killing the monsters). I have never ever played any ARPG saying (Sweet I can't wait to fight over the loot drops). People like me simply want the cooperation in PVE, mixing the two is annoying and sucks the fun out of it for us. If GGG wanted to make a competitive only game then thats their call but apparently it wasn't that important to them which I think is great.

Thats just a part of why this isn't about difficulty.

p.s. Again, I don't think trying to explain anything will make a difference since some people just don't want to listen to it. If you think people only had their drops ninjaed because they just "weren't paying attention" then your point of view is just a million miles away from theirs.
Standard Forever
Last edited by iamstryker#5952 on Jun 19, 2013, 5:09:58 AM
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Victo wrote:
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nynyny wrote:
Tell me, why do you want Permanent Allocation to be part of the game then?

In the end, it adds NOTHING, and I mean literally NOTHING else but make it easier for you to get loot. You get rid of the risk of losing items when not paying attention. Is there anything I am missing?


Isn't that enough?

Since the recent change I probably played in a group more often than I did in all CB and pre-patch OB together (except for races obviously), so this is a good enough addition to the game for me.

Not being able to play at my own pace (which might be faster or slower than playing in a group depending on the circumstances) is already driving me away from group play so I don't want to have to worry about the loot as well.

He himself said that they dont just want PA because its easier to get loot. Thats why I am asking what the hell he thinks PA is good for then because it adds nothing but the assurance that you will get the items that dropped for you.

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iamstryker wrote:
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nynyny wrote:
Tell me, why do you want Permanent Allocation to be part of the game then?

In the end, it adds NOTHING, and I mean literally NOTHING else but make it easier for you to get loot. You get rid of the risk of losing items when not paying attention. Is there anything I am missing?

... Its that simple. We don't want to fight over loot with the teammates, we want the loot to be a simple drop for playing the game (killing the monsters). I have never ever played any ARPG saying (Sweet I can't wait to fight over the loot drops).


Thanks for confirming.
Last edited by nynyny#3398 on Jun 19, 2013, 5:13:33 AM
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nynyny wrote:

Thanks for confirming.


And thats surprising? Since when is it a problem that loot is a reward for playing the game? Why is it a crime to not require pvp to obtain loot? Why does this make sense in single player but its a big crime in multiplayer?

BTW your short reply is exactly why I didn't want to waste my time going in depth. The only person who appears to want a discussion is Scrotie, everyone else appears just to come in to these threads to complain and put people down.
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Last edited by iamstryker#5952 on Jun 19, 2013, 6:01:31 AM
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ScrotieMcB wrote:
You can't consistently implement a core difference-in-kind mechanic if you allow players to turn it on and off. I guess you could inconsistently apply it; but that's like inconsistently applying the Standard death penalty by making it optional, or inconsistently applying the requirement that sockets be linked in order to support each other. You don't take a mechanic you actually care about and give it an off button; if you do, it's a clear message that the developer isn't emotionally invested in it, and that it can safely be skipped. That severely limits the possibilities.


But can essentially turn it off by playing solo or withtrusted friends anyways! That is my point. It's a horrible differences in kind mechanic to cling to.


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ScrotieMcB wrote:

A good loot tension mechanic deserves GGG's full, unreserved sanction.


So they should add NPCs (that you can't kill) that try to steal your loot when playing single player?

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ScrotieMcB wrote:

But enough of that, and onto the atrocity of trying to claim that option-lovers subsume our entire position platform.

First: you cannot simultaneously believe "altering loot tension to give a competitive edge to an otherwise co-op mode presents some very interesting design opportunities" and "There is no reason to force multiplayer and single player to be different in that way." You'd probably focus on the word force -- I get it, you like options. But there is still a reason to do so, a reason that would, in your pluralist dystopia, compete with several other reasons. In order to truly believe in options, you need to believe that the options are balanced against each other, that they are all valid on their own mutually exclusive merits.

But that's not the case here; advocates of the current PA system are in fact only rarely true believers in options, and instead use "options" as a blanket dismissal for suggestions they find critical.

Second: You cannot simultaneously believe "Party play should always make the content easier and/or more rewarding" and "Party play should make the content equally hard and rewarding." The truth is that making party play no more rewarding than solo (especially with maps) would utterly destroy PA partying, since it would enjoy no significant advantage over solo.

Although I disagree with them, I can at least respect the current breed of PA supporters. I cannot, however, look at one who pretends to agree with SA principles and not smirk -- his true intent is not to agree, but to undermine.


You missed my point. I am not saying that everyone on the loot options side hold all those beliefs at once, I am saying that you can hold any of those beliefs and still support loot options!
ScrotiuM, you will never get it when you are ignoring the essence of what we are saying. You are so convinced that the game is most enjoyable for everyone if there is some sort of forced loot competition. But that is just not true.
I think the game is more fun when I don't have to compete with my friends for the loot. That is a fact (It's a fact that I hold that opinion). You can tell me to learn to play or that I just don't understand all day long, but that fact will still remain.
You keep trying to come up with new arguments why the game gets objectively better with forced loot competition, but you forget one thing: we have tried it both ways and we KNOW what we prefer.

But I also realise that alot of people do like the competetive element. It would be arrogant and foolish for me to tell them that their opinion is wrong and that if they just understood things as well as I do they would change their mind.
Therefor I support loot options. And they truly are options. The argument that PA has so much advantage has been stomped to death over and over and over, and over.
Now people can AND DO play the game the way they prefer it. So it works.

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Sickness wrote:
Therefor I support loot options. And they truly are options. The argument that PA has so much advantage has been stomped to death over and over and over, and over.
Now people can AND DO play the game the way they prefer it. So it works.


As it's been said previously in multiple posts in this thread, there are no options anymore and there never will be if this system stays in place, which it very likely will.

If you're not familiar with the concept of critical mass, here:

http://en.wikipedia.org/wiki/Critical_mass_%28sociodynamics%29
As long as any number of players do play and enjoy each choice then there is a choice. I don't really see how thats at all debatable.

They might not be used in the manner that some people would prefer, but they are still choices and they are still used.

PA of course being used the most.
Standard Forever
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exit_zero wrote:
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Sickness wrote:
Therefor I support loot options. And they truly are options. The argument that PA has so much advantage has been stomped to death over and over and over, and over.
Now people can AND DO play the game the way they prefer it. So it works.


As it's been said previously in multiple posts in this thread, there are no options anymore and there never will be if this system stays in place, which it very likely will.

If you're not familiar with the concept of critical mass, here:

http://en.wikipedia.org/wiki/Critical_mass_%28sociodynamics%29


You are opposing reality. People do play FFA and SA. That is fact. So you are wrong.

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