I give up on party in this game.
" I would be all for a system like that.. No more worrying about being yelled at ( and worse ) for picking up an item. |
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Majority of grouping is either between friends or leechers. The current loot system is nothing but a detriment to group play and doesn't encourage it in the slightest. It also completely 100% favors melee characters.
It's something that really needs to be addressed further if they intend to promote grouping in any aspect, otherwise people will solo so they can obtain items and gear without having to stop midfight and try to loot something. |
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" I had a lot of fun as well for about 20 hours but only grouped once for about 15-20 minutes. It was great but sad that there was not more grouping/requirement to group. One suggestion I would make is to make certain areas or dungeons optional and hard as shit with cool drops for like a 4 or 5 level window, that will keep people coming back to familiar areas for a bit?? |
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" I know this is a widely held view, but it still never ceases to amaze me that people playing a COOP game get most of their pleasure from robbing their "teammates" :/ But the prevalence of this view is absolutely a reason I won't group with strangers. If I team up, I want to know that the people I team with are actually on my side :/ I also want to know that the people I team with know how to communicate, which is why I absolutely won't accept a blind invite. Want to play together? Let's chat first and see whether we actually have compatible objectives. Last edited by Srkandi#3983 on Apr 2, 2012, 8:52:21 PM
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" I have yet to read someone make a solid argument against need/greed roll based loot system. I don't see how it breaks the flow of the game. Currently, if an item drops that you want, you either click it to pick it up, or not click it to not pick it up. If a group leader can set rare/unique and currency items to be "roll" items, then each one that drop could pop up a tiny box that allows the player to click if they want a chance to get it. They can just not press the button if they don't want it. Same amount of clicks. Absolutely no effect on the "flow" of the game. I think the first issue people have with need/greed is the wrong words being used. Want/Pass are the more proper words. It wouldn't be unfair for every player to click "want" on every rare/unique/currency drop. Essentially, a system where you only see your own loot is a Want/Pass system that automatically selects want for every single player every single time. Adding the option of "pass" only increases your chance to get the item, it cannot possibly decrease it. I like the debate.. I just get frustrated because I've yet to read one actual good point defending FFA over a Want/Pass roll system. If I were to make a pro/con list of FFA vs Roll, it would be very lopsided. I'm struggling to find a rational reason to go FFA other than "people that don't understand the concept of randomness will feel cheated". I hate basing arguments on the assumption that stupid people will complain. That isn't a valid reason. " ... to let them know the game isn’t going to be very fair from here on out." - Qarl Last edited by Panda413#5809 on Apr 2, 2012, 9:13:34 PM
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Having a pop up box need/greed in PoE is possibly the dumbest idea I've read, worse than the abysmal FFA they haven't remedied yet.
You know that mucking around with a need greed will get you killed right? I'm sure people would love that in the HC league. Stupid idea. A close second is the suggestion above that it's fun to steal loot from people you play with. Why would you want to group if people are there to compete with you for drops? What a joke. Simply make each player's loot visible only to that player, allow trading and everyone wins, as the enlightened people in this thread have pointed out. Console loot filter for POE2 Please!
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This thread is just...wow. It sounds like a lot of folks are just accustomed to loot systems from mmo's. I guess that is fine, but this is a different type of game. The devs want their to be a challenge between players regarding loot.
That is a good thing. |
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" The first step is to get everyone to agree that FFA is the worst possible solution. It promotes all the wrong behaviors and will result in players leaving the game due to a bad game experience. I am 100% on board that individual player loot is the fairest and simplest method of distributing loot. However, I would hope that these "enlightened people" you speak of are capable of looking at the issue from the perspective of more people than just the player. I'll spare you the psychology lesson, but long story short, randomness = $$$ for GGG and video game developers. As much as we are all unique gamers, the basic rat/cheese concept is always at play. Seeing lots of awesome loot drop, and having a random chance to get some of it appeals to players. Sometimes getting the best items and sometimes getting the worst items promotes replayability and is a big part of what makes a game "addicting". FFA gives you this, but it just comes with negative aspects that are unnecessary since better systems exist. Randomness behind a closed curtain is fair and simple. Having it on display and giving the players an actual (or perceived) method to impact the result is a more addicting game mechanic. Even if this doesn't apply to you.. if you are enlightened you will understand that it does apply to the masses. " ... to let them know the game isn’t going to be very fair from here on out." - Qarl Last edited by Panda413#5809 on Apr 2, 2012, 10:07:43 PM
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" If it's a widely held view, why do you think it should be gone? It is simply survival. One day you try to ninja everything, the other day you meet players who give you a neat item they looted but didn't need. It's all about how you play this game and who you play it with. Take this out, and you cut a game element that gave the game an aspect of competition during co-op. This is not some tactical game with crucial teamwork, it's a very simple action game with a complex loot system and community-based item trading. FFA helps keeping the game dynamic by letting the players always be on the lookout for the next good drop. About the social grouping aspect: Sorry, but having to chat every time with several players just so we can FINALLY go out and kill stuff sounds extremely tedious and boring to me. I don't have the patience to wait for people to make up their mind if they find me charismatic enough to play a game with me. Last edited by Langbogen#4952 on Apr 2, 2012, 10:36:17 PM
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" After more than 10 years Diablo 2 is still the most successful game of this genre and uses FFA. If a player takes something faster than others, you think they're gonna leave? That's like quitting a shooter because someone else got your kill. This is just whiny behavior and has nothing to do with this game mechanic. " This. Last edited by Langbogen#4952 on Apr 2, 2012, 10:39:26 PM
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