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

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sittingonaparkbenchforyou wrote:
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I suppose I just don't recognize that as an issue, however, I do think there is a problem in the fact that you had teammates stop/avoid combat to pick stuff up.


Agreed 100%. I have sworn off joining public games after having lost both an exalted orb and a 5L, 2H sword to this stupid shit. The system is terrible. It makes it convenient for tank Marauders to sit lazily while your less tanky character is killing everything from a distance, so they simply walk over before the mob is even dead and grab your drops.


Not trying to beat a dead horse here. But i do see a problem with what you posted.

Tanking, with a Marauder is not sitting lazily. Melee classes take alot more effort then the ranged classes. Ranged classes, especialy glass cannons usually try to attack safely from a range. With tanky classes drawing all the heat ranged classes can now attack more easily and efficiently. Its safe to say that range classes are the lazy one. They sit bakc spamming the same AOE ranged attacks/totems safely and then complain when they are no where near the drop.

As items drops players pick them up, they are not yours until you are in possesion of it.. As a player from D2 you should be able to understand this very easily.

Also, its rather stupid to complain about when players choose to pick up drops. Even in D3, which has instanced loot i usually pick up drops the moment they land. These are split second reactions. The have no real effect on battles so i fail to understand why its such an issue.
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TwangTang wrote:
Also, its rather stupid to complain about when players choose to pick up drops. Even in D3, which has instanced loot i usually pick up drops the moment they land. These are split second reactions. The have no real effect on battles so i fail to understand why its such an issue.

If I'm melee, I often do this as well, but if I'm ranged then I'm often doing the opposite: running AWAY from the loot as I kite the various monsters that are standing on top of it, and then I come back later and pick up the stuff I want.
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TwangTang wrote:
The have no real effect on battles so i fail to understand why its such an issue.


In my experience they do, but that's my opinion.
IGN: Mibuwolf
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Not trying to beat a dead horse here. But i do see a problem with what you posted.

Tanking, with a Marauder is not sitting lazily. Melee classes take alot more effort then the ranged classes. Ranged classes, especialy glass cannons usually try to attack safely from a range. With tanky classes drawing all the heat ranged classes can now attack more easily and efficiently. Its safe to say that range classes are the lazy one. They sit bakc spamming the same AOE ranged attacks/totems safely and then complain when they are no where near the drop.

As items drops players pick them up, they are not yours until you are in possesion of it.. As a player from D2 you should be able to understand this very easily.

Also, its rather stupid to complain about when players choose to pick up drops. Even in D3, which has instanced loot i usually pick up drops the moment they land. These are split second reactions. The have no real effect on battles so i fail to understand why its such an issue.


But what you're not acknowledging is the fact that someone who is stacking massive armor and ehp can sit in a mob of monsters and take significant amounts of damage before having to perform any action whatsoever, whereas my totem witch is built almost entirely around damage (crit/elemental nodes, etc), so I cannot go diving head first into a mob to grab an orb). If you're telling me there's nothing wrong with people that stop attacking and simply stand there waiting for an item to become a 'free for all', then you're simply defending a broken system without merit (or perhaps you're capitalizing off of this system by employing said techniques yourself).
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sittingonaparkbenchforyou wrote:
But what you're not acknowledging is the fact that someone who is stacking massive armor and ehp can sit in a mob of monsters and take significant amounts of damage before having to perform any action whatsoever, whereas my totem witch is built almost entirely around damage (crit/elemental nodes, etc), so I cannot go diving head first into a mob to grab an orb). If you're telling me there's nothing wrong with people that stop attacking and simply stand there waiting for an item to become a 'free for all', then you're simply defending a broken system without merit (or perhaps you're capitalizing off of this system by employing said techniques yourself).


The game is killing monsters and picking up loot. (for now anyway) So you build a character that can’t handle picking up loot, and you say it’s a system without merit? You did that. As it is, with the timers there is really no excuse.

You complain about the loot system, we take action to deal with it. We feel it is designed well for the very same reasons you feel it is flawed. The game is killing and looting, you build a character that can’t do one of those it’s not the games fault.

The ‘ffa’ style of looting provides for strong characters to have more influence. If you have more killing power than anyone in your group then you can direct fire where you want, and guess what? That is where loot will fall. If you have more defense then anyone else then you can stand in danger and by doing so keep everyone else safer. Both play vital roles and deserve their advantages IMO.
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EgypZee wrote:
The game is killing and looting, you build a character that can’t do one of those it’s not the games fault.


I suppose I can acknowledge your argument, but what many people want is (to add) a group friendly system. With the existence of both FFA and a group friendly environment, GGG would simply have the best of both worlds available.

That is how (I) see it.

IGN: Mibuwolf
Last edited by mibuwolf#7946 on May 1, 2013, 11:53:17 AM
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sittingonaparkbenchforyou wrote:
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Not trying to beat a dead horse here. But i do see a problem with what you posted.

Tanking, with a Marauder is not sitting lazily. Melee classes take alot more effort then the ranged classes. Ranged classes, especialy glass cannons usually try to attack safely from a range. With tanky classes drawing all the heat ranged classes can now attack more easily and efficiently. Its safe to say that range classes are the lazy one. They sit bakc spamming the same AOE ranged attacks/totems safely and then complain when they are no where near the drop.

As items drops players pick them up, they are not yours until you are in possesion of it.. As a player from D2 you should be able to understand this very easily.

Also, its rather stupid to complain about when players choose to pick up drops. Even in D3, which has instanced loot i usually pick up drops the moment they land. These are split second reactions. The have no real effect on battles so i fail to understand why its such an issue.


If you're telling me there's nothing wrong with people that stop attacking and simply stand there waiting for an item to become a 'free for all', then you're simply defending a broken system without merit.


People will stop attacking to pick up items no matter what the loot system is. Im telling you theres nothing wrong with that because there simply isn't anything wrong with that. Complaining about when people pick up loot is pretty pointless since you can't control peoples choices in split second situations.

It seems to me more like bad players, with bad builds complaining about being too slow and weak to pick up drops. If you stack nothing but DPS and are nothing more then a glass cannon whos fault is that? This isn't D3, its not all about DPS only.

The funny thing is range builds, especially totem builds have it easy. With enough speed and HP you can actually be the 1st to every drop since you all you are doing is dropping totems and waiting for drops. Throw in a few melee builds and you have an effective meat shield.

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EgypZee wrote:

The ‘ffa’ style of looting provides for strong characters to have more influence. If you have more killing power than anyone in your group then you can direct fire where you want, and guess what? That is where loot will fall. If you have more defense then anyone else then you can stand in danger and by doing so keep everyone else safer. Both play vital roles and deserve their advantages IMO.


But only the one standing in danger deserves loot? gotcha
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TwangTang wrote:
People will stop attacking to pick up items no matter what the loot system is.


They will stop picking up items while in combat if there's no reason to do so. :/

Look, there's nothing wrong with FFA itself, however, many people would like to not be forced to behave a certain way. FFA enforces one behavior -> loot or get looted from. (kill or be killed? idk)

It's not a behavior I enjoy ALL the time, but it is fun for those groups that are really attentive and we all fight for the loot. It's NOT fun when I'm taking loot from unaware players because they are new or maybe they were fiddling with settings/inventory (who knows).
IGN: Mibuwolf
Last edited by mibuwolf#7946 on May 1, 2013, 11:57:32 AM
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thepmrc wrote:
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EgypZee wrote:

The ‘ffa’ style of looting provides for strong characters to have more influence. If you have more killing power than anyone in your group then you can direct fire where you want, and guess what? That is where loot will fall. If you have more defense then anyone else then you can stand in danger and by doing so keep everyone else safer. Both play vital roles and deserve their advantages IMO.


But only the one standing in danger deserves loot? gotcha


Seriously, is that how it happens? Its not how it even went in D2 with no timers at all. Everyone knows loot falls when monsters die, its very predictable you position yourself, The more solid your defenses/ehp are the less you need to worry about danger, nothing more.

I have played range and melee often and its not a problem whatsoever with the current or pervious timers.

Looting right now only a problem for people who don’t want to loot at all until fighting is over, and soon we will all be doing that...

The only thing I think you could be referring too is white 6s items or items on no-timer. Then yes if you are playing melee you have a slight advantage being closer - but that comes with much more risk, and yes the dangers that melee face in the game as it is now, I would say sure they deserve at least some slight advantage.

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