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

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Kirisute_Gomen wrote:

I think your idea of it using more server resources is flawed. With the addition of the timers, it is basically doing this. What they would surely do, is make those items invisible and unclickable while the timer is running. Once the timer ran out they would appear. If the timer was increased to a crazy high number, it would then become "instanced loot"

I do not see this using up any more resources than it does now.


What I mean by instanced loot is that there is a separate "loot instance" for each player in the game (maintained by the game server), allowing all the cooperating players to kill the same enemy but see totally different items drop. These additional instances would require additional server resources to maintain (if implemented this way).

Invisible items would basically be the current system - where all the loot drops into the game instance with all the players - but without the timers being visible. I don't think that would be a good change as players would have no way of knowing what was or wasn't picked up until it appeared, meaning players would kill the enemy and grab their drops (if any), and then wait around to see if anything else was going to appear after a mystery time frame.

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Kirisute_Gomen wrote:
It just really bugs me that the dev's have been completely silent on this topic despite the heated debates that happen here.


The devs have already stated their position on the matter (in the first post), so unless they make statements to the contrary or implement a new system then there is no reason to believe anything has changed.

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Stcecil wrote:

thats it, let the majority decide.

what makes more sense than that ??


To the devs it probably makes the most sense for them to decide seeing as it's their own IP. They have a vision for how they want the game to play and feel, which is important. Basing the decision on the opinions of some unwashed "majority" that 1) happens to read this forum and 2) may or may not have even played any multiplayer PoE is likely less appealing to them. It would be for me.
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Aixius wrote:
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Kirisute_Gomen wrote:

I think your idea of it using more server resources is flawed. With the addition of the timers, it is basically doing this. What they would surely do, is make those items invisible and unclickable while the timer is running. Once the timer ran out they would appear. If the timer was increased to a crazy high number, it would then become "instanced loot"

I do not see this using up any more resources than it does now.


What I mean by instanced loot is that there is a separate "loot instance" for each player in the game (maintained by the game server), allowing all the cooperating players to kill the same enemy but see totally different items drop. These additional instances would require additional server resources to maintain (if implemented this way).

Invisible items would basically be the current system - where all the loot drops into the game instance with all the players - but without the timers being visible. I don't think that would be a good change as players would have no way of knowing what was or wasn't picked up until it appeared, meaning players would kill the enemy and grab their drops (if any), and then wait around to see if anything else was going to appear after a mystery time frame.

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Kirisute_Gomen wrote:
It just really bugs me that the dev's have been completely silent on this topic despite the heated debates that happen here.


The devs have already stated their position on the matter (in the first post), so unless they make statements to the contrary or implement a new system then there is no reason to believe anything has changed.

"
Stcecil wrote:

thats it, let the majority decide.

what makes more sense than that ??


To the devs it probably makes the most sense for them to decide seeing as it's their own IP. They have a vision for how they want the game to play and feel, which is important. Basing the decision on the opinions of some unwashed "majority" that 1) happens to read this forum and 2) may or may not have even played any multiplayer PoE is likely less appealing to them. It would be for me.


I would guess that the devs would have the ability to poll only the people in the closed beta. I agree that based on what they have said that they will probably just go with what they feel is right regardless of what the majority says but making everyone happy does not mean that the default loot system would have to change. What I would like to eventually hear from the devs is if they are against making some kind of option for those who do not want to compete for loot. If they are against it then I would like to hear a well reasoned explanation for why not considering it has such a huge impact on how social the community is within their game. This is strictly just my opinon and not meant to be argumentative with anyone but I personally would think that the devleopers would want to know if a majority of their actual players really don't like one of their systems and I would think that they would want to consider changing some part of it to appease such a large group of their supporters.
Standard Forever
Last edited by iamstryker#5952 on Aug 2, 2012, 4:24:41 AM
not sure why the insistence on "instanced" loot. It's just not necessary. Allow us to specify the timer when we form a group.

then if you have concerns of stuff staying on your screen for a long time (LOL WHAT?) then you can set it at 2seconds, or 5seconds or even 0, whatever. then I, and others like me, can form a group and set it to 9999999999 (or whatever max is).

this option seems like it would have mass appeal.
The benefit of FFA loot is that there are more loot drops when you have a full party, which just feels better when playing with more people. This can still be achieved with a personal loot system if white items were FFA and other, rarer items were personal. That way, if you're searching for a certain item type with certain sockets, you have more loot to choose from, but those currencies and legendaries are all yours.

Setting the threshold of which loot is personal and which isn't might be a good idea too, but that'd mean you'd need a party leader or party vote which might be more troule than its worth to create.
Last edited by Mettle82#6419 on Aug 2, 2012, 11:30:57 AM
Just make it instanced. CBA loot whoring and rushing for loot...
your inventory is full because you picked up too much white items while in combat with a elite mob or boss and a nice legendary item drops that you really need?

bad for you


this policy ist just wrong in my view
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Ijuvatar wrote:
your inventory is full because you picked up too much white items while in combat with a elite mob or boss and a nice legendary item drops that you really need?

bad for you


this policy ist just wrong in my view

Nice one; I completely forgot that my bag can only hold 5-8 large items.

For this gaming option where it's basically a loot-grab, maybe increase the size of the bag or shrink the items so this won't be an issue? But now this is getting to be more work than intended, no?

Not saying that this FFA option won't work for the less than 5% (based on Chris' post), but now devs are really going to have to spend some additional resources to make this work properly. I hope the devs poll the Beta Community to see how many people are interested in this feature and decide accordingly, because there will be unintended challenges.
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pilnomi wrote:
then if you have concerns of stuff staying on your screen for a long time (LOL WHAT?) then you can set it at 2seconds, or 5seconds or even 0, whatever. then I, and others like me, can form a group and set it to 9999999999 (or whatever max is).


With a 9999999999 limit, items with a timer would stay on the ground forever if you didn't pick them up, cluttering up the screens of all the other players in the game (especially as more and more stuff dropped). That'd be lousy.
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Aixius wrote:

With a 9999999999 limit, items with a timer would stay on the ground forever if you didn't pick them up, cluttering up the screens of all the other players in the game (especially as more and more stuff dropped). That'd be lousy.


then don't set your group to that? but it is the way I'd prefer to play -- I want to kill the mobs, then loot.
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With a 9999999999 limit, items with a timer would stay on the ground forever if you didn't pick them up, cluttering up the screens of all the other players in the game (especially as more and more stuff dropped). That'd be lousy.


This doesn't really make sense to me. How long do you plan on sticking around where the loot dropped and the monsters are dead? 2 seconds? I don't see how screens could get so cluttered that it would be an issue. Do you have any examples where this is applicable? In my games, we leave 90% of the loot on the ground anyways, no difference really.

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