0.9.10 Information and News

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OnmyojiOmn wrote:
The more I think about this looting change, the more disappointed I am. It does absolutely nothing to solve the problem and the implications for what GGG thinks grouping should be like are pretty unfortunate. Rather than just being greedy jerks about loot and sometimes being too far away, we can all be greedy jerks and be equally rewarded for it. It doesn't look like I'm ever going to be able to group with people in this game.


I agree wholeheartedly with you. It is especially discouraging for me since my main character is a ranger. Just pre-purchased this week and so far this system is my only disappointment about the game. But it is a huge disappointment because I refuse to party with strangers.

A toggle option between FFA or a party leader controlled loot division (or need/greed) would be a way to satisfy all.
Last edited by triggerhippy#6780 on May 28, 2012, 12:01:55 PM
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VideoGeemer wrote:
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Raycheetah wrote:
Oh, man! My skellies are actually my main offense with my Necros. Sure, they're slow, but you can cast 'em pretty much where you want 'em, including across obstacles. With a swarm of even a few all juiced with an aura and mebbe an elemental damage support gem, they kick much more tail than you'd think. Throw in Minion Instability, and they're also bombs!

(snip)

Try it, you'll like it! =^[.]^=


Yeah, I have to try this out, man. I hadn't thought they could ever have enough power to whomp enemies like that.

Can you keep up in a party like that? Or is this build mainly designed for solo play where you can take your time a little more?


I've only solo'ed, thus far. Not sure how welcome my li'l army would be in a party.

But it is an extremely self-sufficient build. There's a certain satisfaction to be had clearing a zone of bandits, then raising up zombies and spectres from them, walking up to the bandit lord, dropping a swarm of skellies, and clicking through the "talk" as if to say, "let's rumble."

Usually, I dun even have to do any more than simply stand out of the way, mebbe raise another zomb or two (they're surprisingly robust), and keep the skellies coming.

But it is surprisingly fast-moving, even if you occasionally have to recast zombs and specs that have wandered off. Once GGG unkinks the minion AI, it should get even better! =^[.]^=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie
only read some news about patches, but i want play the patch.
i want to play the game without knowing my char will be wiped :D
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Vlatar wrote:
about the traiding system
sometiems the easy way is the right one...
make a rom where you can get from enywhere and the trade is one on one (in a small window) no problems XD



I'm sorry to say, dude, but this doesn't make any sense at all for this game.

Please **PLAY** the game before you make suggestions like this, so that you know what you're talking about.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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Chevette wrote:
I don't like free for all loot in pickup parties because there's almost always someone who snags all the loot while everyone else is still fighting. Unless the timer locks all loot until combat in the immediate area is over, you'll still have this problem with the short timer assigned loot. Hopefully there'll be that combat lock?

Also, the rest of the new stuff looks cool and I can't wait!


Maybe just not party with that person?
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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Fellbatzen wrote:
The short timer seems not satisfying for me either, because it reduces your chance of getting rare stuff for your class even more. Sounds frustrating to me, to find something that would be really useful for you and you can't grab it, because it was allocated for someone else, who picks it up and maybe doesn't want to trade.



Indeed. At least the way it is now, you can grab that special thing that might work for your class.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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Fellbatzen wrote:
So.. why not combine the systems and give rare items and currency and such stuff a 50% chance of being instanced? If so, each player gets his own random drop of an item of this type. Example: an orb of alchemy was generated to be dropped. Now, the 50% chance resulted in an instanced drop. Each player gets a random orb, which is only visible to him.
If the 50% chance failed, it would drop free for all.

That's one idea. Another one would be a rare chance of getting "soulbound" items to be dropped, which can only be picked up and used by the allocated player - but they're specifically useful for his class.

But the easiest way - which I would prefer - is, that you get FFA when in a party with friends (from your friendlist) and instanced loot in a public party. Friends tend to communicate and share stuff.



These are good ideas as well. I hope they are read by GGG.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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Metronomy wrote:
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Greybear1andonly wrote:
Basically, they are busy clicking the loot while your the only one fighting
Personally, this is my only issue with FFA loot. As a party member, I want others to pick up items for me and drop them later so as to not waste time. I also do this for the people I party with too. However, if someone is picking up the loot too much and taking ALL the items all the time, then I also think they should be penalised.



Kick them from your party. But yeah, I still see the point.


What if ... ALL the items dropped FFA, but they had a timer of a couple seconds before **ANYONE** could pick them up?


That way, you'd know fully well what had dropped. and have time to react, but there's no favoritism in who can pick up what?
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Looking forward to the changes, nice job.
I am the greatest

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