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

If I have to "fight" with other players over loot I will not party at all, because I do not find it funny, there should be some loot options, but different for every type of things (by default everything is ffa).
First of all for orb and spells we all need them so players wil vote what they want for them:
-ffa
-round robin (no matter who pick up the guy in order gets it )
-random (same as above just random guy gets it

Items:
White items, scrolls :
-ffa

Magic Items:
-ffA
-Round Robin
-Random

Rare and Uniqes Itmes :
-ffa
-Round Robin
-Random
-Voting who wants it (They dont drop every 5 seconds so pop up will not be annoying, plus it just needs to pop in corner of map as to not get in my way when I Kil stuff and accepting or refusing to vote will be some buttons like f/e f-vote, v -dont care and it will last only few secs before assuming you dont care )

As to the worry of my inventory will get full of stuff I dont even want this way (rr/random ), just to make option menu so players can choose wich things they dont need f.e:

I am Bow Mara, in preference menu (wich I will be able to customize while not being in any party or even in the web too) for this guy I Choose:
Weapons :Bows
Armors: Armor based
Amulets:Mana reg ones
Rings: Hp based ones
etc etc.
So If Sword drops on the floor I will be ignored by rr or random system and vote system

And if someone thinks its too complicated and likes just ffa he can still play it no problem at all

Also I dont have anything against legaues desgined to be only ffa loott system and/or pvp f.e I just want normal league to be well normal :D
My Item Filter : http://pastebin.com/7AsWX5jb
Last edited by Olej#0386 on Apr 11, 2012, 6:57:02 PM
I don't like FFA looting.

I think the Allocated Loot Method as explained is way to complicated.

What needs to be done, is something I will call Instanced Loot;

Everything that drops is only available (in fact, only visible) to my character, and everything that any other characters can see is only available and visible to them.

Of course in certain leagues, various loot methods can be in place, like cutthroat, etc.

An example;

4 people in a party kill a Boss monster. I see it drops items A, B and C.

Character #2 sees that it dropped items D, E and F.

and so on and so on....
so we're a couple of months down the line, and a hundred+ pages into the topic, and I wonder if there's any plans to implement the original or modified loot scheme anytime soon?

only ask as im tending to avoid grouping due to the FFS loot mechanics currently in play. There's very little incentive as a character with high quantity/rarity to join into parties when everything gets hoovered up in an instant.

for the record i support the original suggestion, a cool-down on rare drops for a few seconds to give the allocated player the chance to snaffle their lootz.
This will probably never be read, but...

Regarding the initial thread topic, isn't this EXACTLY the kind of issue that custom paid leagues would be PERFECT for?
DEXTERITY: How to rehaul it to be compelling
http://www.pathofexile.com/forum/view-thread/997273
Last edited by Wolfpox#1645 on Apr 17, 2012, 6:13:32 PM
Free-for-All is indeed a bad idea since it hits the ranged players pretty badly!

The best idea that comes into my mind is to give the players the possibility to chose between multiple looting options! Like free-for-all, random, sequence loot and roll loot.

It would be also nice to have a looting timer that everyone can see. For example: "The Greatsword" drops and player "X" has the right to loot it. Player "Y" tries to loot it, but instead of getting the item he will get a system message like "You cannot loot this item for nminutes, because it doesn't belong to you". After n minutes if player "X" still didn't loot that item, player "Y" is free to get it instead.
"
Sabinox wrote:
Free-for-All is indeed a bad idea since it hits the ranged players pretty badly!

The best idea that comes into my mind is to give the players the possibility to chose between multiple looting options! Like free-for-all, random, sequence loot and roll loot.

It would be also nice to have a looting timer that everyone can see. For example: "The Greatsword" drops and player "X" has the right to loot it. Player "Y" tries to loot it, but instead of getting the item he will get a system message like "You cannot loot this item for nminutes, because it doesn't belong to you". After n minutes if player "X" still didn't loot that item, player "Y" is free to get it instead.


Minutes is kind of brutal in a fast-paced game like this, so just like the header post says, if it were only a couple seconds for the allocated player to get it, I think that'd be fine.

Keeping with the cutthroat vision, something along the lines of 1-3 seconds or so should be good enough for a ranged character to run over if they pay attention, and if not, it'd be up for grabs.

I personally wouldn't implement a player-based choice on how to loot with Free-for-All and Round Robin and such as that's hardly cutthroat at all. Not to mention people will be socially pressured into doing it fairly if they want to group in a round robin or roll-based way as who wants to group up with the dick melee character who's going to only group if you pick Free-for-All?

I'm not altogether sure how parties work in the game, but if there's a party leader, what's to stop them from changing the system right before a boss dies and ninja'ing the loot?

Instanced loot is pretty boring and is probably the least cutthroat way to go about this, so I'd stay as far away from it as possible.

In the end, I'd just go with your idea, GGG, with the killer of the monster perhaps getting first dibs for a couple seconds, then after, it can be up for grabs.
Last edited by Kyuikaru#0547 on Apr 22, 2012, 1:11:57 PM

I think we are going nowhere (or maybe in circle).
This thread getting longer.

Maybe we should break down the different loot system for different League. Put your Suggestion in there.

So here goes:-

A) Default League


B) Cut-Throat League


C) Hardcore League


D) Others (if i miss any league)


E) Universal Rule (meaning, it will apply to all league)





Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED.
I honestly just can't be bothered to read all 119 pages of posts to know for sure if this particular point has been raised, but the original post doesn't seem to have been updated to reflect this concern and I didn't see it anywhere on the first few pages so I apologize in advance if this was already debated to death somewhere between page 5 and page 118...

The proposed looting system will keep FFA for white items, in most games that would makes sense because the white items are the junk loot... but that's not so in PoE.

I rarely get excited by finding a rare item unless it is a ring, amulet, or belt. It's the sockets that matter most in this game on loot, not the rarity. If six linked white armor dropped it would be more valuable then any rare item. Finding items with sockets you want is way more useful because it is far easier to make a white item rare then it is to reforge an item to have max linked sockets.
I'm not going to make any suggestions about specific looting schemes. I just want to let y'all know that I prefer to play co-op modes as "pure" co-op. I think that game mechanics should reward teamwork and punish tossing your teammates under the bus.

Free for all looting, even with an allocation timer, encourages players to stop fighting to grab loot. I don't see how being the unlucky one stuck with the remaining aggro makes running after loot healthy and fun competition. Tanks will get screwed, and the players who don't grab aggro will win.

I've played a lot of multiplayer games and I'm closer to hardcore than carebear. I've pugged in a variety of game environments and almost without exception, the players that will screw over their team members if a game mechanic rewards them for it, out number the people who will work together.

What I've seen going on in global chat has made me pretty certain I won't be grouping with random folks in PoE without a different looting system. I don't pick up loot when I'm on a pug, so I don't care how it's allocated, it just pisses me off when people stop fighting to run after it.

Be careful what behaviors you encourage in Normal/Default. That's the part of the game where newbies decide whether to invest or move on. I think the league system is such a cool thing, and that the cut throat league should live up to its name, but you need a gentle introduction for new players where folks are encouraged to "play nice".

I'm lucky - my husband and I can duo pretty much anything below raid content (yay for the min-maxing build junkie who is my man). Other folks will want to team up, and if it's a bad experience, they won't keep playing. And they probably won't even to bother to give you any feedback, they'll just disappear.

Carebear money spends just the same as cut throat money, and with the league system, you can easily accommodate both groups.
"
Pandemoniac wrote:
I'm not going to make any suggestions about specific looting schemes. I just want to let y'all know that I prefer to play co-op modes as "pure" co-op. I think that game mechanics should reward teamwork and punish tossing your teammates under the bus.

Free for all looting, even with an allocation timer, encourages players to stop fighting to grab loot. I don't see how being the unlucky one stuck with the remaining aggro makes running after loot healthy and fun competition. Tanks will get screwed, and the players who don't grab aggro will win.

I've played a lot of multiplayer games and I'm closer to hardcore than carebear. I've pugged in a variety of game environments and almost without exception, the players that will screw over their team members if a game mechanic rewards them for it, out number the people who will work together.

What I've seen going on in global chat has made me pretty certain I won't be grouping with random folks in PoE without a different looting system. I don't pick up loot when I'm on a pug, so I don't care how it's allocated, it just pisses me off when people stop fighting to run after it.

Be careful what behaviors you encourage in Normal/Default. That's the part of the game where newbies decide whether to invest or move on. I think the league system is such a cool thing, and that the cut throat league should live up to its name, but you need a gentle introduction for new players where folks are encouraged to "play nice".

I'm lucky - my husband and I can duo pretty much anything below raid content (yay for the min-maxing build junkie who is my man). Other folks will want to team up, and if it's a bad experience, they won't keep playing. And they probably won't even to bother to give you any feedback, they'll just disappear.

Carebear money spends just the same as cut throat money, and with the league system, you can easily accommodate both groups.



You are right.
I would also wana add. Why should a player with higher % of rarity OR quantity be on the loser side when he/she partied with someone else lower?






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