"Features" I dont understand...

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Molmoch wrote:

1. FFA loot system only. My friends are great people IRL, but in games like this are terribly greedy. If I was playing a witch and a unique wand dropped from a boss we all helped kill, the melee player would scarf it up before I got there and save it for an alt. If you dont want to have separate loot instances, at least have a roll system feature for parties, especially for rares and up.


I agree. Having FFA loot really adds nothing positive to the game. People are greedy, they slow the pace down by squatting on other ppl's loot. Timer's in general slow the pace way down. Having things that are earmarked for you taken by other is a major source of frustration. People are forced to play net cop if they want to pub in 'no-ninja' games. If you don't ninja loot and you see something nice drop and the owner speeds off into the next room you are compelled to ask if you can have their drop, this further slows the game.

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2. Completely RNG boss drops. I know RNG is a harsh mistress, but when I kill the Act 3 boss, I shouldnt only get 9 blues. There should be a minimum number of items at set rarities. I mean, it is the final boss in each difficulty. Same thing for unique mobs. Should never drop only whites. At least one blue should be guaranteed.


I have to disagree here. The game is already flooded with rares in trade chat. This system was a major flaw in D3 and led to the flooding of the AH with so many rares that only perfect rolls with exact mods were really worth anything.

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3. Vendor Recipies. I get the concept. I like the idea. But unless you read the forums or the wiki, there is no way to know they exist or what they are. I wish there was a way to disclose them somehow.


Very true. I still see people running around not picking up linked tri-color items but they will risk death for a alteration orb. There really should be a overhaul of the vendor UI in this game with a full color exchange rate chart, all in game. Better yet, make currency trading's interface operate at the stash.

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4. Armour and Evasion. In a recent thread, it was disclosed that armor is not a flat reduction in damage. Thats fine, but it is not disclosed. When I see 46% damage reduction, I dont think "except for big hits". Disclosure to avoid frustration. Even a "from standard enemies" at the end would help.


5. Unclear Terminology. If I hear one more person ask if critical strike affects cast spells, or if added lightning damage affects minions, I might scream. I get that some of it is lazy or dumb players, but its also unclear wording.


Agree 100%. LCS is bad.

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SEXYSUPERSATAN wrote:
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Wittgenstein wrote:
In regards to descriptions, they are wordy and can be confusing, but it is either that or have descriptions on the passives be a paragraph long.


There is nothing wrong with them being a paragraph long. Nothing.

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In regards to the loot system, I do not like it and I never have (at least we have a timer now, was purely FFA for a long time) and frankly I am at the same time in awe and furious on GGG's unwillingness to change this in the face of -seemingly - overwhelming support for allocated loot.


There is nothing to be 'in awe' of. Game developers are supposed to be the bitches and cave in to what the overwhelming majority want. They are just acting as a whiny kid with their whole 'we want the game to be played in ways [x] and [y] because we say so' stance..


If you read my initial post I talk more about the descriptions, and I never say there is anything wrong with them being lengthy - only that they would be lengthy.

As for the loot, the "awe" bit was exactly because 99% of dev's do cave to whatever the majority wants, that GGG has not done this - is the reason for the awe. However, they aren't acting like children, they are acting like it is their game and they can do with it what they will, which is 100% correct
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Well the problem is you have to figure out just what the "majority" is. People typically don't speak up unless they have a complaint and not everyone with a complaint posts. So it's up to a lot of guess work to figure out if it's just a vocal minority or a serious problem. Either way though, there's a sticky at the top of the sub-forum saying that they are looking into changing the loot system so whatever.
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TheSwampDog wrote:
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SEXYSUPERSATAN wrote:
I agree with all points except #2. But all of your points (except #2) can be summarized with GGG doesn't know what 'clutter' actually means and try to avoid their definition of 'clutter' by making everything unclear and confusing as fuck.


I feel the same.

The problem with guaranteeing 'better' drops from a level boss is that people will then farm it repeatedly. Actually, I don't see this as a problem, it worked quite well in D2.

/shrug


Actually I do farm act bosses but then again I only play selffound solo no trading bullshit melee characters and I see no way to upgrade my gear in a timely manner otherwise.
About number 2

D3 gives u a garantee rare drop on bosses and elites, look what happened, rares r blues now in diablo 3, this is a terrible terrible idea
Thanks for the folks that have replied so far. I appreciate the encouragement. Some clarifications based on responses.

1. FFA loot. I did not and still do not intend for this to be the big issue. I get it that they want it that way. I just dont like it. I think all it can do is lead to arguments and bad feelings when player A keeps something player B wants because they were closer. I did read the links on the sticky about the system. What about a loot system option for whoever made the party? Then GGG can find out what it is the player base wants most.

2. Guaranteed unique or act boss drops. I dont think its unreasonable to expect one blue or one yellow for a unique or act boss respectively. The issue with the D3 loot system was that they handed it out like candy. If the one yellow is too much for an act boss, put a flag so it only triggers first time the boss is killed. Or maybe make it for at least one orb beyond transmutation or alteration? I just was disappointed to only get 9 blues for defeating the act 3 boss.

3. An in game "database" or "dictionary" of in game terms would be perfect. To me, if the mechanic has been discussed on the forums, then it might as well be described in game.
9 Blues is a lot for a kill. Remember that currency doesn't really improve between difficulties. If they're guaranteed to get better drops from a specific boss, then people are just going to farm that boss all day long with gear that basically lets them one shot it and with our ability to easily reset it, it would cause a major influx. With 9 unid blues you can expect to get about an orb and a half for that kill just straight up vendoring them. Potentially 4-5 orbs when id'd, not including chromatic possibilities(9 chances!). If the quality is bugging you, I suggest you roll with gold accessories which with just base rolls alone you can get a 50% quality increase. If we change a boss from dropping 9 blues to 1 yellow and 3 blues, you have actually managed to decrease the quality of loot possibilities from now.
Last edited by Mordtziel#2912 on Mar 10, 2013, 4:15:50 PM
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ziggro wrote:
About number 2

D3 gives u a garantee rare drop on bosses and elites, look what happened, rares r blues now in diablo 3, this is a terrible terrible idea

95% of rares in PoE are vendor trash, and they are overwhelmingly abundant, a very bad thing IMO.
placeholder for creative sig
Please take the looting discussion to The Great Looting Thread, so we don't get sidetracked from the other very good topics here.

This is a good discussion, but the looting topic has to be contained.
2. While I understand the desire for more rare items to drop from bosses, I believe this is too much, even for a single rare, and that a happy compromise should be something in the way of a bonus to rarity find on bosses if it is not already in place. I believe if anything rare items should be more... well, rare. This is especially considering the fact that we can make them via the use of orbs. Otherwise, rare items do a fairly good job from the perspective of a single character with specific gear requirements, finding the right rare gear can be a challenge; finding the 'right' rare gear becomes just a little easier with each new character in under your wing.

3. Vendor recipes not being declared to the world is something I prefer, actually. Why should someone who just begins the game have all the quirks and perks listed for them right then and there? You could argue that one could simply resort to checking the wiki, but even in doing so you have to leave the game (by alt+tabbing or other means) in order to do so, and this requirement prevents you from remembering every recipe and knowing every quirk. You either have to learn them by continuously checking and double checking, or from experimentation/people helping. I personally found it intriguing when I learned of chromatic gear, because I had wondered why vendors were giving me chromatic orbs in the past. Or when I decided to sell a six socket and got a sweet surprise when I saw 7 jewelers orbs on the vendor end of the trade. It was also fun figuring out what mods on a rare were giving me alch shards, I had wondered where they came from.

4./5. I very much agree with the point about clarification in that a person should be able to click something for further information on a passive skill. I believe this should apply to various aspects of the game and not just skills, passive and active.
"Within their deliriousness it's dark, like sojourners of souls they shall embark."
Last edited by Soul_Sojourner#7318 on Mar 11, 2013, 11:00:54 AM

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