Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
Great minds think for themselves and often collaborate but never settle for a lesser end result.
I love virtual brutality so save it for the Mobs...
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1st: I've only read the first 10 Pages and the last 3 (the others will follow, but i like to state) my 2ct:
I prever allocated loot just for the Reason it's less distracting. I understand that in a world where the characters only goal is to become as strong as he could get the Cutthroat Feeling should be dominating the "Party Feeling", and that seem to be the intention of the DEVs. BUT reallife shows that exactly the most dangerous Situations/Enviroments often create more "stand together" Feeling than others. I'd like it best, when it would be possible for the Partyleader/GameCreator to choose the looting system as well as the difficulty to reflect the style of coming around between the partymembers. But either way is fine with me, because I'm rather a casual gamer wich luck doesn't depent so much on the success of his alter ego. ;-) presently frustrated PS4-player
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I don't know how difficult it would be to implement, but perhaps one more added level of complexity would help alleviate concerns about not being able to notice all the best loot in the midst of a frenzied battle - the more enemies on the allocated player's screen at the time of the drop, the longer the reserved time.
So, say, while a Ranger would normally be given 2 seconds to get to an allocated item before it's free for all when there's only 1-4 mobs on the screen, it could be 3 or 4 seconds if there are 8-10 mobs. - When it pains, it roars!
http://tinyurl.com/3bra9cl = My DxDiag |
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" An excellent idea; seconded. Possibly do it based on the combined effectiveness of nearby monsters rather than simply their number - some monsters are drastically more dangerous than others, after all. I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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I don't know if this really matters, mainly because if your in a group, most likely they will be working together, and share drops anyway? otherwise... hm... I've played games with the loot being free for all before.. and it gets intense... some times really pissing people off and turning them off from the game... Now If your planning on implementing in game real money stuff you can buy.... which is what I think this game would prob due cause it's free to play, well then having it be a free for all loot would be fine,... One thing I suggest though would be to have a 2.5 second countdown for every item that drops that is better then just a *white item when in groups, otherwise just have it be instant.
1 + 2 = 5?
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didnt read the 62 pages of text so forgive me if somebody mentioned this already
but one type of item allocation that can be done instead of random is assign the items to the class that would make best use of the items. bows goes to ranger, 2h swords goes to marauder, staff goes to witch etc ... based on the str/dex/int requirements of the item. it would be better than random. |
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" I second this notion, there definitely ought to be several options for how a group wishes to conduct loot distribution. Otherwise, there will be constant bickering among its members, and players who would seize what they're after on their own without the majority's consent are prone to leave a group hanging afterward rather than contribute to its overall goal. I see no reason for party members to work against one another. Why would they help one another as opposed to going it alone if there's no encouragement from the game to group? I understand that some want everything to have a cut-throat risk, but isn't that the point of different leagues to play the way one wants? Why not leave that sort of system to cut-throat leagues? I really disapprove of team members not getting their share of the overall loot dropped simply because they sought to finish off imminent threat, such as monsters, rather than being a loot whore (excuse the terminology), ogling the shiny pieces and grabbing it all for themselves. That promotes greed, not cooperation. I should make it clear that my philosophy with competitive PvP is vastly different from PvE and how one conducts himself in a group. There's already leagues that allow one to kill and take as they please, why even have a regular mode for more casual players if it's all just going to be one big cut-throat? I urge Grinding Gear to reconsider their stance on this because your current form of universal loot distribution is not only punishing to those that find honor in truly earning a reward rather than seizing it, but it's contradictory to the notion of separate leagues for different play styles. Nothing in all the world is more dangerous than sincere ignorance and conscientious stupidity. --Martin Luther King, Jr. Last edited by Madav#7573 on Aug 7, 2011, 1:42:42 AM
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the better the loot the more interesting the game will be
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I would second the notion of allowing "the group" to choose how item distribution goes for a given game as long as it was really a group decision. Otherwise you would have a lot of people joining random games where the person that happened to make the game selects a distribution method that would most benefit them. It could get frustrating.
Two solutions to this: 1) Voting. At any time, to include people that join a game late, you can vote for your preferred method. If the vote results in a stalemate, default to the free-for-all method with the short reservation time. Votes are saved so that at any time someone can join the game and cast a deciding vote (to include updating the tally to a stalemate). -OR- 2) All public games are free-for-all and only private games have the option for the creator to choose distribution method. - When it pains, it roars! http://tinyurl.com/3bra9cl = My DxDiag Last edited by Solipcyst#0411 on Aug 7, 2011, 4:34:55 PM
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" Last edited by turtuma85#4152 on Aug 7, 2011, 3:35:03 PM
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