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

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Jackel6672 wrote:


Have you ever played a game with "Kill stealing"? Instanced loot becomes a nightmare under those circumstances.

If you guys don't kick people now, for ganking and not contributing, chances are you won't under instanced since they no longer effect you.

You also didn't choose which one is the style you are debating for. %heath based drops also lead to problems.

My demographic argument seems to still stand.


I am not in favor of kill stealing. Like I said before I think anyone nearby and contributing deserves to have a chance at some of the loot.

I never said that I wouldn't want to kick someone who isn't contributing. I would find that very annoying.
Standard Forever
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SMRD wrote:


I can’t reply to all points you make here, but honestly we really only disagree on a few things.

1) Offering loot choices for public games will mean NO FFA loot games because FFA loot is an added difficulty.

So what to do about it?

>Do you further incentivize with more drops for games that are FFA? We have seen the screenshots of insane amounts of loot on the ground already – and complaints about it.

>Do you reduce the drops for instanced games? As it stands, the IIQ does not add enough to keep pace with each new player so they would already be seeing MUCH less loot then they would in a single player game. If it was made worse it would be just plain pitiful.

I can’t think of much else that could be done without getting unnecessarily abstract.

2) Also: “it's about creating a situation where POE's multiplayer is appealing & accessible rather than niche & restrictive.”

At what cost? Does GGG have to sacrifice design principle and their philosophy in order to appeal to more masses? It seems like they are doing damn well appealing to this “niche” to me. I would even say they have MUCH to lose by giving in on these kind of issues.

I’m still not convinced about “play style” either, if you don’t want to pay attention to what drops while fighting you DO have the ability of just playing with friends when you want to group. I have a few friends that NEVER loot until after everything is dead, we even clear maps before picking up anything sometimes. You can have it both ways already with only small effort.

Thanks for the well thought out reply, I understand your position much better.


I disagree that FFA should ever be about added difficulty. It should be a playstyle choice. The added difficulty is simple pvp which unless this game wants to seriously force pvp onto ALL of its players it should never be the only option in the game. People act like this is about avoiding difficulty and its not. Give me a non pvp option and make the game HARDER and I will be happy.
Standard Forever
Personally, i dont see why Party Leaders cant *choose a loot system of all the possible options. Wouldnt this be the best way to make *everyone happy.

I dont care what GGG does with loot system honestly, as i dont play public unless im in a *i dont give a fuck* mood.

Cheers.
GGG - Why you no?
Most players think Co-op = easy mode.

Increase the difficulty and tweak the current loot system and I’ll be happy.
IGN: Wrathmar * Paulie * Client
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lethal_papercut wrote:

I personally don't agree that FFA should be considered 'an added difficulty' but if we do then would the same not apply to the concept of Hardcore? People still play that, how would this not be the case for FFA?


If you play FFA you need to watch what falls (even with friends) – in a pub group you need to loot fast or you may lose the item – you may very well get your character killed running into danger to pick up loot. That’s not more difficult?

I like playing HC for many reasons, and that’s a different topic for sure - but all HC players can only compete / travel with other HC players. There is no “option” to make your character HC or Default at will.

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lethal_papercut wrote:

As far as I am aware many gamers relish added difficulty & complain when games are too easy or don't have a 'hard mode'. I don't agree with you that people would choose to not play FFA because they didn't want to take on any added difficulty but I feel it would be for other reasons entirely.


If someone wanted a real “hard mode”, they could just equip their characters with only white items or take horrible passives. No, they want to build the very best most powerful character and stand out not look weak. This only works when “difficultly” is forced on everyone equally. (I don’t think this fully applies to the loot system, but it’s your question – dealing with FFA loot is not really the same as game “difficulty”)

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lethal_papercut wrote:

For me the issue isn't that I want the game to be easier, its that I want the focus of playing in a team to be defeating the enemy and not for that enemy to also be on my team.


Yes. This is a problem (also sometimes it’s fun too) public games can REALLY be this way - I have been in games where I would swear that people are trying to get each other killed as well, dragging tough monsters together and then leaving you alone in the area etc. This happens on accident I guess also. But bad waypoints/portals are a real issue too in HC.

For this problem, I would suggest using the friends list. When you do find good people get them added. Once someone is on your friends list, at least in my experience, they will not ninja loot (nobody likes getting unfriended!)– the more you play with the same people the more of a vested interested they have in you being powerful and alive too. In addition, once you get to a certain level you will need friends for groups for maps, people are very guarded about loot in maps because of finding more maps is so important. Building a trusted group at late stages of the game is a huge deal if you want to stay in the ladder. – I am sure you know all this, but it’s an answer to anyone reading.

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lethal_papercut wrote:

maybe GGG are a bunch of hipsters who aren't interested in making lots of money, maybe to them the artistic side & vision is most important & not to be sacrificed by any means.


As a fellow artist and hipster of sorts, this is why I am a supporter and fan of GGG! Seriously though, I not only think they will make lots of money, but will continue to make more and more provided they stick to their vision and principles that got them this far.

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lethal_papercut wrote:

Let me ask you this as a hypothetical, if the game was changed to fully instanced loot & it resulted in more people playing multiplayer, would that be a good or a bad thing?


It would be better in the short term sure. pro and hardcore gamers would be the first to leave with such changes IMO, and the longevity of the game would then be in question. look at D2... this november I recieve five-six emails/pm's from people I have met in games over the last 10-12 years telling me that the ladder is going to be reset and asking if i was going to play... for a game that old? that IS AMAZING. (needless to say I told them to play PoE instead and STFU - eventually they will get here)
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I have met in games over the last 10-12 years telling me that the ladder is going to be reset and asking if i was going to play... for a game that old? that IS AMAZING. (needless to say I told them to play PoE instead and STFU


As 10+ year vet of D2, i agree. Good game is good game , but its time for it to be laid to rest.

Cheers.
GGG - Why you no?
First I thought that free looting COMPLETLY SUCKS, but after I tested the new system I arranged with it and was ok.
Not as bad as I thought.

BUT, after a while my opinion has changed back again:

Free looting leads to the situation where people CAMP LOOT instead of fighting monsters.
Additionally its very uncomrotable for playing if you always have to care about not getting ripped off INSTEAD of focusing on the fight.


Overall opinion: MEH

I think "private loot" is the better solution.

Really, I dont see the advantage of cutthroat loot


The disadvantages are:

-you are alwayas stressed
-people camp loot
-people dont concentrate on fighting
-people COMPETE with each other. How can this be a positive thing if you play TOGEHTER as a party? The one who are playing with are STEALING from you? Positive atmosphere?
-timer are distracting


And the positive aspects?

-Its more thrilling?!? Not for me!


The longer I think about it the more it sucks. Just because you dont gain anything from it.
Last edited by Nasabot#4956 on Dec 29, 2012, 5:44:36 AM
cutthroat party loot will be epic come the finished product. "you stole my wand, hahaha fk you here's 2 fireballs in ur ass eedjut, now whos laughing" - picks up wand from charred remains of pesky summoner.


if we dont get options soon ill be very suprised, this game is the nuts and the devs listen and respond to the feedback. this development process is the blueprint for modern games. i love it!
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Nasabot wrote:
First I thought that free looting COMPLETLY SUCKS, but after I tested the new system I arranged with it and was ok.
Not as bad as I thought.

BUT, after a while my opinion has changed back again:

Free looting leads to the situation where people CAMP LOOT instead of fighting monsters.
Additionally its very uncomrotable for playing if you always have to care about not getting ripped off INSTEAD of focusing on the fight.


Overall opinion: MEH

I think "private loot" is the better solution.

Really, I dont see the advantage of cutthroat loot


The disadvantages are:

-you are alwayas stressed
-people camp loot
-people dont concentrate on fighting
-people COMPETE with each other. How can this be a positive thing if you play TOGEHTER as a party? The one who are playing with are STEALING from you? Positive atmosphere?
-timer are distracting


And the positive aspects?

-Its more thrilling?!? Not for me!


The longer I think about it the more it sucks. Just because you dont gain anything from it.


Easier to build an actual in game friendship and find REAL teammates.
People don't camp for loot.
Keeps the pace up.
People help each other progress.
More likely to run maps with other players

A party =\= team

Also, people aren't stealing anything from you, since it wasn't yours in the first place. You must be in possession of, or be the owner of, something for it to be stolen.
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SMRD wrote:
If there are loot "rules" set by someone then the only public games played will be instanced loot games.

An assumption not supported by evidence.


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SMRD wrote:
1) Its easier game play to not have to pay attention to half of what’s going on.

How many gamers do you know that always set the game to the easiest setting?


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SMRD wrote:
2) Who would join a FFA game by choice when everyone would assume the reason someone made the game FFA was with the intention of stealing your loot?

People join FFA public games now, and that's voluntary. Anyone who joins said game could just play solo and completely avoid the loot risks now.

In a very grind heavy game the death penalty equates to...more grinding.

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