Do you think PoE needs a "Loot 2.0" overhaul?

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Arrowneous wrote:
Just getting a refresh on what Blizzard has in store for us with Reaper of Souls and found this:

Josh Mosqueira – Game Director
Josh Mosqueira: "What we're doing, at least the way we use the term here, or the way I use the term "Loot 2.0." Not necessarily that we're revamping everything, but like the way people used to throw around "Web 2.0" back in the day. ...I think it's just the reaffirmation of our evolved philosophy behind items. The way our items ideas evolved from launch until now, for the team to have a simple rallying cry around it. At the heart of it is the fact that Loot is a fundamental part of the game. Every time you're clicking the mouse, you're killing something because you want something awesome to drop. And we just really want to be sure that we're keeping in mind that core fantasy. And that when items drop, players feel that there's a utility to them and an intrinsic game play value to them. So I guess Loot 2.0 is a simpler way for us to say that we want to keep evolving the itemization philosophy and making sure that it's focused on players and that players feel they're getting cool stuff."

So the immediate question for PoE fans is: Does PoE need an overhaul to the loot drop system?

 Right now for me personally PoE is good until I level up into the 60s and then the loot progression slows down to a glacial pace and finding better gear becomes much harder. While it is true that as we reach the higher levels we have already seen most of the normal loot PoE has to offer it is still disappointing to feel like the item well has run dry when you can go for long periods of time and not get a better drop to upgrade a piece of gear you are using.

To quote Josh, We aren't "getting cool stuff" frequently enough at the high levels.


lmfao. this is ironic on so many levels.

Have you even played/ watched, or even read about RoS and how loot ACTUALLY works in the game?

IF you honestly think that sounds good, then just go play RoS and uninstall PoE, because it's not the game for you.

In RoS... loot is on a timer. 1 legendary. Boom. Timer starts, 2 hours till another (but in beta people are reporting times a LOT LONGER than two hours that he is claiming (some people say it's because they're counting bugged drops that people exploited to hell- lawl) Blizz is half a**ed again.

The drop rates are so unbelievably shitty, that 99% of endgame is farming quests (or some shit I forget their dumb arse name for it) to get SHARDS to trade in TOWN to a vendor to GAMBLE legendaries. Which have RANDOM STATS.

LIKE THIS F&^KER, for EXAMPLE: http://bayimg.com/dahdPaafM

WELCOME TO "LOOT 2.0"

And just like Battle.net 2, it's LITERALLY a steaming pile of crap!

VI
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Arrowneous wrote:
To quote Josh, We aren't "getting cool stuff" frequently enough at the high levels.


Also, quoting the game director whose previous director was fired, of the game which lost nearly 93% of it's playerbase in a little over one year, whose previous director said, and I quote: "We know a lot of you are looking forward to PvP, and we’ll be focusing our post-launch efforts on making sure the Arenas are as brutal, bloody, fast-paced, and awesome as we know they can be"

IN March OF **TWO THOUSAND and FREAKING TWELVE**.

These are quite literally the LAST people you need to be quoting on Game design. and THAT Is the irony of the century.

Also, they're the same people selling an expansion with both a feature that was in diablo 2 (waypoints back and forwards whoa!), and an NPC from vanilla D3's beta as NEW CONTENT in a $40 DLC. (in this day and age, what they are releasing is DLC. I get MUCH more content out of a borderlands expansion pack for F#&ks sake!!!! For less than HALF THE FREAKING PRICE.

The ignorance is strong in this one ;p.

VI
Last edited by ConanTheGamebarian#5995 on Jan 25, 2014, 3:56:57 PM
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FatesDefiler wrote:
I made a sale thread yesterday with 1.5 ex rat's next, a bunch of other decent uniques like Diedre's, Sin Trek, Queen's Decree, Blood Dance all priced at 1 chaos and several other lesser uniques at 1 alch. Not a single thing sold. That tells me that everyone still playing at this point basically has what they need, so these 'decent' uniques have essentially 0 value.


There was an old build (which I spec'ed out of a month ago) where I would've needed Blood Dance and I would've happily paid a Chaos for it. But when I think about how I need to try my luck PM-ing you, HOPE you'd reply without knowing for sure, then spend another week trying to arrange a successful meet-up time...

Nah. There're plenty of new and/or unlucky players like me who can't even get simple uniques to drop. We'd buy, but trading is so half-baked in this game we really can't give a rat's ass about jumping through hoops to arrange a sale for something worth a chaos.

Also - Crafting is crap and not even truly crafting.
Crafting (aka throwing away your currency) and map system need an overhaul. Loot drops are perfectly fine.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Last edited by tackle70#1293 on Jan 25, 2014, 4:42:00 PM
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tienbasse wrote:
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GeorgAnatoly wrote:
I think people are forgetting just how good crafting is in this game. You can craft very powerful items with much less rng than you realize especially when compared to how long it would take to get those same items to drop off a monster. PoE has one of the most generous crafting systems in any arpg that lets you modify nearly every aspect of an item, what more could you ask for?


You misinterpret people's request.
Obviously you can craft good items, but the part that needs deep revamping is mainly socketing/fusing, it is completely retarded.

You already have to spend time (farming) or ressources (trading) to get a good item, which most people DO accept.
But then you still have to socket/link so you can actually use you hard-earned item (it kills me when you find a unique chest/weapon that you desperately need to use, but you still have to 5-6 socket it, and 5-6 link it). It's triple punishment and makes no sense whatsoever.


I'm not misinterpreting what people are asking for. It's pretty self-evident. I was just hoping to provide some perspective to those who say there isn't enough rewards from crafting as it's already far more rewarding than trying to get those same items from a drop as I also mentioned.

In regards to your issue with socketing and fusing etc while I agree, I don't think this is a crafting issue because now you are talking about skills and builds etc. I do share your opinion on this particular matter. I feel like having to worry about sockets puts an unnecessary rng burden on your build through items. Especially items from drops which socket rng will reduce a lot of otherwise good gear to useless trash which then forces you to rely on crafting just to make it usable again. I'm not sure how I would fix that though. I'd prefer build enabling and related issues to not be rng based but effort or time put in based. Similar to how leveling up a skill gem or building a character's passive tree isn't rng based. It's kind of silly to make all the effort gone into leveling your character, gems and build be then completely at the mercy of RNGesus.

But then again this is why I've said before that I love GGG and their game but some of their mistakes are a bit daft and baffling.
Last edited by GeorgAnatoly#4189 on Jan 25, 2014, 5:45:30 PM
Preferably, I would like to see lower end items drop out of the drop-hopper at higher level instances.

I'd much rather farm a low area for a Redbeak then see one poop out in a 72+ map instance.

It would reduce the number of items in the hopper and would give a positive return on what is seen in the drop aspect of it all.
I think that especially rares need more useful stats.
Currently there isnt a lot of customizing. Besides a few nieche builds everybody needs the same stats, the only difference is weather you are life based or ES based.

So everybody is looking for either life+triple resist+armour/Evasion or flat ES+%ES+triple res.
For 90% of all builds other stats are more or less crap or only needed to wear xy armor or having enough mana to cast your 2-3 auras...


One start would be to get more (flat) base health and base ES (and maybe more resist or even flat armour/evasion) from passives, so you dont need all those "standard" defensive stats on every item and could focus on some cool stats (like e.g. crushing blow from D2 or some skillgem related stats).


But also a lot of uniques could need a buff. There are still too many uniques wich are almost unused and/or worth nothing. (even at the start of a league becasue almost nobody needs them)


I also think that especially caster gear has to be more important (=better). Atm going crit is everything most caster (except those spells with built-in "more" multipliers) can do to get high dmg in lategame because their base dmg and base speed is fixed and wands/sceptres/daggers only give some 'increased" multipliers wich are not that good (having a mediocre wand with 70 spell dmg and 10% castspeed isnt so much worse than a high end 100 spell dmg wand with 20% castspeed.

Crit is almost the only way to get a reall ynice "more" multiplier using most spells.
Using Attacks you can boost your dmg so much more with high-end items...
Last edited by azraelb#0313 on Jan 25, 2014, 7:21:06 PM
Yep, something needs to be done about end game loot progression. This feels worse than an MMORPG.
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Xavderion wrote:
For everyone who is interested how RoS turned out:

http://us.battle.net/d3/en/forum/topic/11307900907?page=1

The greentexts are a very interesting read.


I think more so, the blue.

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Now with that said, the data that we have has shown us that drop rates are in the right ball park but that's not to say they are final. A big piece of the pie that was missing was that we always intended for Kadala to be able to generate legendary items. More specifically she was intended to help give players more direct control over their ability to find specific items they were after. Not to the tune of "I want X item so I buy it" but we wanted players to have a degree of control by saying "Man I really want X helm, so I'll spend all my Blood Shards buying helms and try to get the one I'm after eventually".


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Diablo is an ARPG and killing monsters should always be the most rewarding thing to do


Someone gets it.

Wow, it gets better...
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We added a system in the expansion that tracks the amount of time you spend fighting creatures without finding a legendary and after a certain period of time will slowly start increasing the legendary drop rate. Once a legendary drops for you, actual item not crafting recipe or material, we reset that timer. This is meant to be a safety net so that the random can never be too extreme to the negative end.


That's fucking amazing!!!
Casually casual.

Last edited by TheAnuhart#4741 on Jan 25, 2014, 8:27:29 PM
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TheAnuhart wrote:


I think more so, the blue.

"
Now with that said, the data that we have has shown us that drop rates are in the right ball park but that's not to say they are final. A big piece of the pie that was missing was that we always intended for Kadala to be able to generate legendary items. More specifically she was intended to help give players more direct control over their ability to find specific items they were after. Not to the tune of "I want X item so I buy it" but we wanted players to have a degree of control by saying "Man I really want X helm, so I'll spend all my Blood Shards buying helms and try to get the one I'm after eventually".


"
Diablo is an ARPG and killing monsters should always be the most rewarding thing to do


Someone gets it.

Wow, it gets better...
"
We added a system in the expansion that tracks the amount of time you spend fighting creatures without finding a legendary and after a certain period of time will slowly start increasing the legendary drop rate. Once a legendary drops for you, actual item not crafting recipe or material, we reset that timer. This is meant to be a safety net so that the random can never be too extreme to the negative end.


That's fucking amazing!!!


I hate D3 with a passion, but these changes are incredible tbh. These changes are custom made for the hardcore 24/7 grinder, and now I am rethinking my decision to never play D3 again. I might actually give RoS a shot now.
Last edited by nGio#1658 on Jan 25, 2014, 8:32:36 PM

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