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

We initially announced that looting is free-for-all in Path of Exile. Players would be able to see and pick up any items that dropped.

It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players. We do not feel it is an option to arbitrarily hide items from players who have not been allocated them.

As we saw here and here, many players really objected to this.

Several legitimate problems with free-for-all looting were raised:
- Ranged players are unable to get to the items in time.
- Items might just get scooped up by one player with substantially lower latency than the other players.

Over the past few months we've thought long and hard about this topic, and have come up with a system that we feel captures the cut-throat feel that we're trying to go for, but helps mitigate the valid complaints.

We're proposing the following system:
- All white text items are free-for-all.
- All magic/rare/unique/currency/gem items are allocated to a nearby player for a very small amount of time.
- All players can see the item, and a countdown of how much time remains until it's available to anyone is shown.
- The allocation time is intended to be very small (enough time to compensate for a little latency, reaction time and travel distance). We're thinking a base time of something in the order of 1 second when standing next to the item.
- The time would be increased by the time it takes for the character to run to the item. An item allocated to a ranged player might unallocate after two seconds, for example.
- It's important that the time is low enough that the player can only get the item if they are paying attention and make an effort to immediately grab it.
- The allocation times can be lower or non-existent in hardcore or cut-throat leagues.

Players who wanted an allocated looting system will hopefully be happy that this system mitigates item loss due to latency and travel distance.

Players who wanted a free-for-all looting system will hopefully be pleased - with this system they can take any item they want if the allocated player is not paying attention to the drops.

This is a concept based on feedback only. It's not locked in stone, but we like the direction it's going in.

What do you guys think about this suggestion? Please don't just post "allocated sucks", or "I won't play if it's free-for-all".

Mod edit:

http://www.pathofexile.com/forum/view-thread/268683/page/1 represents the current state of the loot system. On behalf of GGG, thank you all for your feedback. Please note that as we are still in beta, these changes are still subject to feedback and modification. Any feedback you have about the new loot system should be made in the linked thread, because that is the one the devs will be reading. Not this one. -- Charan
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Last edited by Foreverhappychan on Mar 18, 2013, 2:19:36 AM
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tpapp157 wrote:
An allocation time more on the order of 5 seconds may be more reasonable.


The idea is that there's still an adrenaline rush and that the player has to be alert and aware of what items are dropping.
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Oasisbhrnw wrote:
When an item drops, how do you decide who gets the temporary allocation?


Randomly among nearby players.
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We are still reading this (and all other) threads by the way :)

The discussion is very interesting to read.
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Wittgenstein wrote:
I don't see a reason to restrict the number of leagues. Especially considering that GGG has already said elsewhere that they will allow individuals to form their own leagues. If you wanted to pay to start a league with just you and a friend... though I don't see the point.. I also don't see why you shouldn't be able to.


It's just that the list of public leagues will be kept low so as not to confuse people. It's okay to have a lot of private leagues.
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Skivverus wrote:
...where "times x harder" meant "an extra 50% to their base hit points and experience granted, and an extra 7% (or so) to their base damage".


Do you have a reference for the extra base damage?
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tpapp157 wrote:
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Kyadytim wrote:
On a side note, we seem to be going a little off topic, but I'm going to guess that the developers are finding this discussion at least vaguely interesting, or they probably would have gently reminded us to stay on topic. ¬¬

Considering how little the devs have actually commented in this topic, I doubt they mind too much.


We're always watching. It is (especially this current discussion) very fascinating and does help us adjust the direction that certain undecided things take. We just don't have time to participate in the arguments unless absolutely necessary.

Continue.
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cut-throat will turn into singleplayer, a ghost town, or involve players wearing complete trash to avoid losing anything of value.


To be honest, this is exactly what makes cut-throat fun. You have to manage what items are expendable at any time. Have you guys played Darkfall Online? (I understand the mechanic was used in earlier online games like UO and that Darkfall didn't pioneer it).

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zeto wrote:
There is *no room* for this kind of thing in POE... none. They should stick to making organized/structured PvP systems interesting and completely ditch the concept of cutthroat main storyline.


This is an optional play mode that will probably appeal to less than 5% of the players (and probably not for their primary characters). The room in PoE for this feature is that it's an amazingly fun and interesting way to play the game for people who like that style of play.

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zeto wrote:
Early players will have a ridiculous advantage over later players, and it'll probably just turn into a system of the older players griefing the younger players for the duration of the league.


There will be measures in place to prevent disparity in player levels. You're completely right that if high level players can arbitrarily grief low level players, it won't be a fun mode. Games such as Darkfall have systems that allow people to attack freely but make them free targets for those who later want to counter attack without also being flagged. We'll investigate these types of rules as playtesting continues.
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tpapp157 wrote:
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Vandro wrote:
Another one is to feed parts of the level to the client only when the player is close.

I'm fairly certain that's not how this works. The server sends every client in a newly created instance a random seed. Then the client generates the entire level randomly based on this seed. Since the seed for each client is the same then randomly generated level will be the same across all clients. This technique significantly reduces server loads since you only need to send a single value to the client and not all the complex data of a competed level.


You're right. We can't send just portions of the map to players as they approach. We do that with monsters and chests though - they aren't generated on the client for obvious reasons and have to be serialised as you approach.
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Hey guys,

just a heads up that Path of Exile is not an American company nor is it based in USA. We are not governed by American law inclusive of Freedom of Speech. However, if you would like to have an idea of what ways you'd be asked to restrict your conversation you should read through our Terms of Use - https://www.pathofexile.com/legal/terms-of-use-and-privacy-policy and perhaps return this thread to its original topic.

Thanks so much :)

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