Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
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loot per player is maximized when playing solo. it's 100%
when in 6 player party, loot per player becomes: 100+50*5 = 350/6 = 58.33% any party member who is getting more than 58.33%, is getting it at the expense of another party member who is getting less than 58.33%. hence the term ninja also, try playing solo with 150-180% increased item quantity, see how many drops you get. Last edited by mobutu#5362 on Jun 18, 2013, 3:44:29 AM
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"I said per map. Solo you front the entire map cost; in a six-man it averages to 1/6 a map per run. 350/6/(1/6) = 350. Also, the party IIQ bonus was and still is multiplicative. Seriously, it's so absurd I can't believe I'm not making it up. 775% effective IIQ? Possible. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jun 18, 2013, 3:43:23 AM
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" At what point did anyone ever complain about SOLO being easier? |
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" When I read that D3 went with an instanced looting system, I didn’t care AT ALL. I bought the collector’s edition and jumped in headfirst. It was only after playing it and seeing what happened in-group dynamics that led me to think something was wrong. When I compared it to what was happening in D2 I realized that the loot system was at the bottom of almost EVERY design decision that made D3 “uncompetitive” even friendly competition was out… emotionally D3 is flat – there is no lows, but there is also no highs. There are many reasons why people won’t complain about the loot system – mainly, they don’t know that is what the real cause was, and secondly, why bother complaining? If they designed the game a certain way there is no point whatsoever to complain- it’s not like d3 was released to the public as a beta. It was DONE. If you didn’t like it you quit. (or at very least it was not in the realm of possibilities that they would change the loot system anyhow) Contrast that with PoE where everyone who got an item ninja's went to the forums to complain. This whole “ninja issue” itself would have never existed if the short timers with names didn’t happen. It was anyone’s item that got it first before, and it changed to "That was mine! You stole it!"... " Now that instanced loot is everywhere, there is no need to make friends, rely on anyone else or join a guild or a group. The gameplay is just joining random people that you dont even share half the game with or have any need to chat with. So here we are: Permanent allocation loot is easier-> people take the easy way out -> gameplay feels like solo -> people quit the game. " I'm biased because I have spent a great deal of time discussing this issue with many people and I'm convinced I'm right. It is truly not an easy thing to understand, but the game IS more fun when you fight and loot at the same time - competition, friendly and otherwise is what keeps you on your toes and giving players an easy way out of that competition is a big loss for this game, its replayability and its community. |
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" I dunno about quitting but it has made the game seriously dull and rageful. But, that's what people wanted. They don't wanna make friends and they just want what they want. Saw a guy last night rage quit after he was pretty much doing all the killing and getting nothing for drops. Simply because the allocated system was not allocating him anything. Me and few other where basically doing nothing getting everything. It was rather funny. The best part is tho, no more crying about ninjas... Now they blame the game gods. |
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" Well if you payed any attention after release you would know the answer to this. Was there hundreds of threads, thousands of posts, about how the loot system was a problem? I did not see a single negative thing posted about the loot system. There was however hundreds and hundreds of pages posted about the REAL reasons that D3 was not a worth successor to D2. This had everything to do with the easy to attain max character level. Zero player involvement in building a character (every level 60 barbarian is exactly the same). You character is simply the sum of your gear. Item stats are boring and uninspired. The ease of item acquisition through the AH trivialized the game play. I could go on, but THESE are the reason D3 was not a worth successor, there was literally no complaints about the looting system. " Saying that looting was at the top of the list is blatantly ridiculous. This was, in many people's opinions, the only thing they did right. " There was no advantage to partying because monsters got 120% more HP and did 10% more damage for each additional player. This was another very common complaint. Zero incentive to party as the monsters out scaled the usefulness of additional people and the increased damage made taking hits nearly impossible. Again, NOTHING to do with the loot system. " Simple answer, no. It was not the loot system that made party play unappealing in D3. |
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" At this point I'm pretty sure that's what a lot of the PA supporters actually want out of the game. Just "press button receive loot", with as little interaction with anything or anyone as possible. PA parties are eerily silent. |
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" I remember that. I bashed that game sooo hard, you and Aucto were always sticking up for it. Is it to late to say 'I told ya so' hehe. Last edited by thepmrc#0256 on Jun 18, 2013, 12:46:14 PM
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" Well, I can say in farming in D2 with friends or good players would only lead to an amazing amount of drops. D3, this feeling doesn't exist. Its indeed a bubble. |
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" If you don't want it to be silent then ask for voice chat. Its kind of hard to keep up with a group and type at the same time. The whole "get loot for free" has got to be in the top 3 most absurd critiques of allocated loot that I have ever heard. If that's the best you all got then please give up. Standard Forever
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