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

The devs have spoken on this, and the setting description in the intro makes this clear - you are a criminal (possibly falsely accused) and an outcast, shipwrecked among strangers in a world where you don't know who to trust, and yet may need the assistance of strangers to progress as you'd like.

FFA loot is appropriate to this setting, refusal to take seriously the story the devs have chosen to tell (however sparse it might be), is causing some players to cry foul when the loot time runs our before they grab "their" loot. This is their own fault for playing this game like its a contest to grab the most and advance the farthest and level the highest as fast as possible, all while adamantly refusing to even acknowledge the roleplaying part of the story. Wraeclast might be the wrong place for them, and they might enjoy a game like this more:

http://en.wikipedia.org/wiki/Progress_Quest

The loot timer was added, near as I can tell, to address only two legitimate concerns:

1. differing connection specs disadvantaging some players
2. distance from drop disadvantaging some players

the point was NEVER to "assign" loot to a player, it was to normalize chances for all players in a party to grab high value loot.

A possibly simple solution would be to have the timed loots only visible to the player who has dibs, so to speak, until the timer runs out. This would eliminate the cognitive problem caused by putting a name on the loot in the first place, and also eliminate some of the mechanics issues like camping on top of or spam clicking timed loot.

but the main issue, from my standpoint, is that no one gives an eff about the story - there just treating it as window dressing for a purely mechanical exercise of rapidly clicking stuff until you get some stuff that lets you rapidly click some other stuff.

that's a pretty impoverished and unimaginative gameplay experience, and probably accounts for a lot of the moaning.

I'm not normally a "like it or lump it" type, but seriously, if the story and setting are just obstacles to the game YOU want to play, go play something else.
"
Vooodu wrote:
I see alot of people who defend FFA loot that never, ever post in this thread.


And I know a lot of people who hate FFA loot that never post in this thread.
"
dollsteak wrote:
The devs have spoken on this, and the setting description in the intro makes this clear - you are a criminal (possibly falsely accused) and an outcast, shipwrecked among strangers in a world where you don't know who to trust, and yet may need the assistance of strangers to progress as you'd like.

FFA loot is appropriate to this setting, refusal to take seriously the story the devs have chosen to tell (however sparse it might be), is causing some players to cry foul when the loot time runs our before they grab "their" loot. This is their own fault for playing this game like its a contest to grab the most and advance the farthest and level the highest as fast as possible, all while adamantly refusing to even acknowledge the roleplaying part of the story. Wraeclast might be the wrong place for them, and they might enjoy a game like this more:

http://en.wikipedia.org/wiki/Progress_Quest

The loot timer was added, near as I can tell, to address only two legitimate concerns:

1. differing connection specs disadvantaging some players
2. distance from drop disadvantaging some players

the point was NEVER to "assign" loot to a player, it was to normalize chances for all players in a party to grab high value loot.

A possibly simple solution would be to have the timed loots only visible to the player who has dibs, so to speak, until the timer runs out. This would eliminate the cognitive problem caused by putting a name on the loot in the first place, and also eliminate some of the mechanics issues like camping on top of or spam clicking timed loot.

but the main issue, from my standpoint, is that no one gives an eff about the story - there just treating it as window dressing for a purely mechanical exercise of rapidly clicking stuff until you get some stuff that lets you rapidly click some other stuff.

that's a pretty impoverished and unimaginative gameplay experience, and probably accounts for a lot of the moaning.

I'm not normally a "like it or lump it" type, but seriously, if the story and setting are just obstacles to the game YOU want to play, go play something else.


A couple of us have been trying to say that, I know i have at least brought in the story argument to the way looting is, but it seems people are insistent that their names were written on that beach, so it has to be theirs, even if it isn't there anymore.

Overall, you summed it up pretty well.
"
MrH wrote:
"
Vooodu wrote:
I see alot of people who defend FFA loot that never, ever post in this thread.


And I know a lot of people who hate FFA loot that never post in this thread.


We could all try and argue till the end of time which side we think has more support, but we'll never really get a concrete, solid answer. So it doesn't do anybody much good to try and pose that sort of argument.
"
DallasStarz wrote:

"public games" and "public games".
The thing we're after is the feeling that you get when the item with your name on it is successfully looted, not the made-up meta's you describe.

I'll give you my reason why i play this game, i like to shredd creatures while improving my gear. therefore, i lay more time on what loot dropped, than running onto the next mob pack. and this is what we're discussing here. you're obv not interested in hearing what others are saying here, so why are you even here?

Did i expand your mind even the slightest?


Made up meta?

Im just keepin' it real

Last edited by Vooodu#7002 on Mar 5, 2013, 1:02:09 PM
"
dollsteak wrote:
The devs have spoken on this, and the setting description in the intro makes this clear - you are a criminal (possibly falsely accused) and an outcast, shipwrecked among strangers in a world where you don't know who to trust, and yet may need the assistance of strangers to progress as you'd like.

FFA loot is appropriate to this setting, refusal to take seriously the story the devs have chosen to tell (however sparse it might be), is causing some players to cry foul when the loot time runs our before they grab "their" loot. This is their own fault for playing this game like its a contest to grab the most and advance the farthest and level the highest as fast as possible, all while adamantly refusing to even acknowledge the roleplaying part of the story. Wraeclast might be the wrong place for them, and they might enjoy a game like this more:

http://en.wikipedia.org/wiki/Progress_Quest

The loot timer was added, near as I can tell, to address only two legitimate concerns:

1. differing connection specs disadvantaging some players
2. distance from drop disadvantaging some players

the point was NEVER to "assign" loot to a player, it was to normalize chances for all players in a party to grab high value loot.

A possibly simple solution would be to have the timed loots only visible to the player who has dibs, so to speak, until the timer runs out. This would eliminate the cognitive problem caused by putting a name on the loot in the first place, and also eliminate some of the mechanics issues like camping on top of or spam clicking timed loot.

but the main issue, from my standpoint, is that no one gives an eff about the story - there just treating it as window dressing for a purely mechanical exercise of rapidly clicking stuff until you get some stuff that lets you rapidly click some other stuff.

that's a pretty impoverished and unimaginative gameplay experience, and probably accounts for a lot of the moaning.

I'm not normally a "like it or lump it" type, but seriously, if the story and setting are just obstacles to the game YOU want to play, go play something else.


I believe the "normal" reply to this, is, "Then why can't I go hostile on the party while out and about?" Though I don't per-say subscribe to that line of thought, I feel it's a legitimate concern if you want to bring the story (as it is) into this debate. Go back in those shoes. Some dude you were with just grabbed something they can't possibly have a use for. Upon asking if they would mind trading or something, they refuse. All you can do right now is seethe in silence. If you want to emulate the atmosphere the game is trying to set up, I do feel there should be some way to duel, or SOMETHING over that piece of loot. Just my two cents on that issue.
"
Kalriostraz wrote:

I believe the "normal" reply to this, is, "Then why can't I go hostile on the party while out and about?" Though I don't per-say subscribe to that line of thought, I feel it's a legitimate concern if you want to bring the story (as it is) into this debate. Go back in those shoes. Some dude you were with just grabbed something they can't possibly have a use for. Upon asking if they would mind trading or something, they refuse. All you can do right now is seethe in silence. If you want to emulate the atmosphere the game is trying to set up, I do feel there should be some way to duel, or SOMETHING over that piece of loot. Just my two cents on that issue.


I would love for a hostile button to exist.

But, pvp currently is pretty wack in POE. Its still a huge work in progress. So a hostile button is kind of lame at the momement.



Besides dueling over drops is lame. Its a butthurt idea.


People who get butt hurt over not gettting drops after the timer expire would probably rage, hostile, get their ass kicked and RAAAAAAAAAAAAAAAGE all over these forums non stop.



The best soltuion for not getting a drop is to fogetabouit.
Last edited by Vooodu#7002 on Mar 5, 2013, 1:22:56 PM
The other problem with a hostile button would be how terribly terribly long it would take to go anywhere in group play... I mean lets face it, we can split what would happen between HC and normal leagues.

HC: Nobody would do it, because it's even a risk of losing the whole char over a single piece of gear, would be crazy to even consider it.

Normal: Nearly EVERYBODY would spam it, constantly slowing progression because they figure that 15% or so exp might be worth that one piece maybe... if not oh well.
"
fragmaster92 wrote:


A couple of us have been trying to say that, I know i have at least brought in the story argument to the way looting is, but it seems people are insistent that their names were written on that beach, so it has to be theirs, even if it isn't there anymore.

Overall, you summed it up pretty well.


I like your metaphor - particularly as it pertains early in act 1, where your name is, often literally, written in sand next to a loot drop. ;)

I do think it's important to keep bringing up the story, particularly in this thread, where noone could possibly be reading every post.

Partly because, selfishly, I want the devs to flesh the story out more, and I think doing so will lead to solutions for many of the "problems" people have with the game mechanics. I'm firmly of the belief that a believable reason for a mechanic is just as satisfactory a solution as changing the mechanic.

But I also keep bringing story up here and there because my gaming history dates back to PnP RPGs where story was really critical (otherwise you were just playing a weird game of Yahtzee) and I don't know how to understand any entry in the RPG genre without talking about it. Without story, this is just an arcade game with different wallpapers after you clear each level. A glorified pacman game.

So the people who clearly aren't even interested in honestly engaging the story, and are meta gaming 100% of the time just baffle me.

Hell, I started out thinking "ninja" looters were the worst thing on earth (and I still find their gloating kind of juvenile) but realized it stopped bothering me when I placed in the context of the world and story explicitly describe in the game intro.

"
Vooodu wrote:
"
Kalriostraz wrote:

I believe the "normal" reply to this, is, "Then why can't I go hostile on the party while out and about?" Though I don't per-say subscribe to that line of thought, I feel it's a legitimate concern if you want to bring the story (as it is) into this debate. Go back in those shoes. Some dude you were with just grabbed something they can't possibly have a use for. Upon asking if they would mind trading or something, they refuse. All you can do right now is seethe in silence. If you want to emulate the atmosphere the game is trying to set up, I do feel there should be some way to duel, or SOMETHING over that piece of loot. Just my two cents on that issue.


I would love for a hostile button to exist.

But, pvp currently is pretty wack in POE. Its still a huge work in progress. So a hostile button is kind of lame at the momement.



Besides dueling over drops is lame. Its a butthurt idea.


People who get butt hurt over not gettting drops after the timer expire would probably rage, hostile, get their ass kicked and RAAAAAAAAAAAAAAAGE all over these forums non stop.



The best soltuion for not getting a drop is to fogetabouit.


I agree, it is. But just like the looting situation, and the desync situation, it's something that needs help. This is a bit more long term than short term I'll admit, but it's an interesting idea, and I was mostly referencing the posters call towards the Lore of the game (such as it is).

"
fragmaster92 wrote:
The other problem with a hostile button would be how terribly terribly long it would take to go anywhere in group play... I mean lets face it, we can split what would happen between HC and normal leagues.

HC: Nobody would do it, because it's even a risk of losing the whole char over a single piece of gear, would be crazy to even consider it.

Normal: Nearly EVERYBODY would spam it, constantly slowing progression because they figure that 15% or so exp might be worth that one piece maybe... if not oh well.


I think Normal would normalize (no pun intended) eventually as the economy settles some, and some of the drop only gems become a bit more widespread. For HC, duel option/idea doesn't need to kill the character, and indeed might just be something disabled in HC to prevent griefing (especially considering as you said, it's unlikely to be used anyway).

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