Loot system discourages group play

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Freewendy wrote:

In the many weeks months that follow you will get so much stuff you will ahve to vendor it and buy more stash tabs.
And
You outlevel items fast early on in the game as well


Ah yes but you never out level currency. Unless the game includes a loot log and the ability to create a white list this issue will not go away.
IGN: Wrathmar * Paulie * Client
I like the loot system but in my experience it could use some fine tuning by slightly increasing your pickup range. In large group play, a valuable currency will drop and it'll be immediately surrounded by everyone. Often I can't get to an item one step away because I have 4-5 group members physically blocking me from getting to it.
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Strill wrote:

The problem is that this game's loot system is designed around being a lottery, and there's always the potential for you to get an amazing item. A single perfect item could easily be worth hundreds of runs worth of loot. Losing out on that item because you're in a party is too much of a risk.

Agreed.

There are tards who will just grab everything, and then there are the real scammers who will pretend to be nice until they see an amazing item like a 6-link or high-level unique, then snatch it out from under you.

The former is not a big deal, since you just kick them out and avoid grouping with them. But the looting system really leaves you vulnerable to the latter, unless you only group with trustworthy friends.
Last edited by Silty#2454 on Jan 24, 2013, 2:22:54 PM
the loot system is why i play solo
Loot system is fine.
Encourages to interact.

No need for change

regards
Hold on to yer shite load o´ bloody barnacles on me arse-cockles, me hearty!

IGN: Trapsdrubel
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overture2112 wrote:
Instanced loot has a crucial flaw in that either the economy gets 6x the influx of items or dropped loot has to be toned down so that it's nearly worthless


Stopped reading here. I only assume the rest of your post is equally inane.

You realize that the instanced loot would be the same amount of loot you see soloing right? This doesn't mean you would get the party bonus loot for every player. Think before you type. Take the exact amount of loot there is currently in the party and divide it evenly among the players... no extra loot.

Current loot system is bad. I will never play a public group and I obviously many people feel the same way. It makes the game a single player experience much like the massive HP and Dam bonuses did for D3 at launch.
Last edited by thepmrc#0256 on Jan 24, 2013, 2:18:19 PM
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Strill wrote:
...there's always the potential for you to get an amazing item. A single perfect item could easily be worth hundreds of runs worth of loot. Losing out on that item because you're in a party is too much of a risk...The only way to avoid losing out on that perfect item is by not grouping.


It's not that you're incorrect, but you're forgetting to factor in that a good group can run through a map multiple times in the time it'd take you to solo it and thus get more chances of that item dropping in the first place- so even if you miss it once, you'll have a chance to get another good item later and let the law of big numbers make things end up in your favor.

Let D be the chance of some wondrous item dropping, L be your chance of successfully looting it, and R be the rate that items drop over time relative to a solo (based on clear time and party bonus loot).

When solo, L=100% and R=1, so your chance of getting the item is LRD = D.
In a good 6man group where everyone pulls their weight, R should be over 6 (though obviously the difference between solo and a good group is more apparent lategame) and if you're paying perfect attention L is exactly 1/6.

So whether grouping or soloing is superior is actually a factor of how competent your group is and how capable you are of grabbing your reserved items in time. The better your group, the more you can afford to miss good items. If you're group is slow or you're noticably worse than average at the loot minigame, then perhaps soloing is best.

That said, aside from universally useful items like currency (which, due to sheer quanity are most affected by the law of big numbers and tend to even out unless you're chronically bad at paying attention to reserved items) most people don't need what they pickup and are perfectly willing to trade stuff to you quite cheaply since they were just going to vendor it anyway, so L is more like 90%+ for those, making a group drastically superior.
Last edited by overture2112#1306 on Jan 24, 2013, 2:29:06 PM
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thepmrc wrote:
Stopped reading here. I only assume the rest of your post is equally inane.

You realize that the instanced loot would be the same amount of loot you see soloing right? This doesn't mean you would get the party bonus loot for every player. Think before you type. Take the exact amount of loot there is currently in the party and divide it evenly among the players... no extra loot.


You're not factoring in increased clearing speed. Even if you remove the party bonus, the rate of items dropping over time would be greater than someone soloing unless they nerfed drop chance when in a party (a third possibility which I didn't bother including because it'd be a very unpopular idea), maybe not by 6, but easily a few times for a full party.


P.S. Your tone seems a little angry? If I said something to cause that please tell me so maybe I can rectify it, as I like to keep my posts constructive.
The game needs to be coded to handle this. People shouldn't have to resort to the convoluted process of social engineering to try and prevent loot griefing. It is truly the only triumph of Diablo 3. Not everyone can schedule time with a full group nor should they be punished when they cannot. Also anyone, even your friends have the free will to take that uber drop (temptation and all). Kicking them, yelling at them, etc does nothing. It needs to be handled by the game.
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overture2112 wrote:
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Strill wrote:
...there's always the potential for you to get an amazing item. A single perfect item could easily be worth hundreds of runs worth of loot. Losing out on that item because you're in a party is too much of a risk...The only way to avoid losing out on that perfect item is by not grouping.


It's not that you're incorrect, but you're forgetting to factor in that a good group can run through a map multiple times in the time it'd take you to solo it and thus get more chances of that item dropping in the first place- so even if you miss it once, you'll have a chance to get another good item later and let the law of big numbers make things end up in your favor.

Let D be the chance of some wondrous item dropping, L be your chance of successfully looting it, and R be the rate that items drop over time relative to a solo (based on clear time and party bonus loot).

When solo, L=100% and R=1, so your chance of getting the item is LRD = D.
In a good 6man group where everyone pulls their weight, R should be over 6 (though obviously the difference between solo and a good group is more apparent lategame) and if you're paying perfect attention L is exactly 1/6.

So whether grouping or soloing is superior is actually a factor of how competent your group is and how capable you are of grabbing your reserved items in time. The better your group, the more you can afford to miss good items. If you're group is slow or you're noticably worse than average at the loot minigame, then perhaps soloing is best.

That said, aside from universally useful items like currency (which, due to sheer quanity are most affected by the law of big numbers and tend to even out unless you're chronically bad at paying attention to reserved items) most people don't need what they pickup and are perfectly willing to trade stuff to you quite cheaply since they were just going to vendor it anyway, so L is more like 90%+ for those, making a group drastically superior.


If someone has to tell you that you are not getting ripped off then most likely you are. You can talk about statistics and clearing speed till your fingers are nubs but people have a good sense when a system is unfair.

I am of the opinion that the current co-op experience is too easy which allows players to clear too fast. They should increase the challenge of the game not introduce a system that rewards players who leach.
IGN: Wrathmar * Paulie * Client

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