"This loot system is flawed and needs to change!!"
"Hi Method. Nice armchair theorycrafting there, but unfortunately the chalkboard just doesn't match up to real experience. (Don't feel bad, I guessed the same thing at first.) What actually happens is: melee manuevers into range, potentially dodging some dangerous projectiles on their way in, and begin engaging at close range. Since they're the tanks for the group, falling back doesn't work well, so they keep aggro on them, maybe get a little surrounded which restricts movement. Then a good item drops, and because big groups really increase the quantity the melee character isn't in range. The ranged character, however, simply stops DPSing the mob for a bit, snags the item, then runs back; it's like kiting but with less route flexibility. There's also Frost Wall. I've heard a couple horror stories about players having uniques drop, then having the item blocked off by this skill until the timer expired and the backstabbing spellcaster could steal it. 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 Jan 31, 2013, 12:15:02 AM
|
![]() |
I typically would scoff at lag problem, but for some reason after close beta my ping is 220+ with spikes all the time. When I'm in a group and an item drops for me, it literally takes the length of the private timer to run out before the game recognizes I have clicked on the item I am standing on and usually someone else gets the loot.
As it is, I am being forced to play single player so I can actually advance my character, it is zero fun unlike I had in beta. Perhaps it's a server issue, but I am still in favor of being given the option. In a game that takes pride in so much player customization, it just falls flat on its face with its dated drop system. Giving group leader the option when creating a party to shorten/extend loot timer only adds to the game, providing players with a choice. Let those that want to have cut throat loot to have at it, they can. While those that want to focus on combat and group cohesion can set the loot timer to much longer. The only valid argument to force cut throat is to enable toxic behavior and actions amongst the community. |
![]() |
In hopes of moving on to solve this issue so people won't complain about it anymore I propose this simple solution.
For the duration of the timer, only the player that has their name on the item can see the item. The item is invisible to all other players. After the timer runs out, the item appears for the rest of the player and everyone has a fair chance at looting it. Possibly even add another second after it appears for the player to get there. The people who can't see the loot can't camp it. They can't block with ice wall. They can't see what isn't reserved for them. They'll most likely be in the wrong spot or off screen when it appears. Though if you don't make it in time (or you don't want it and decide not to grab it), your item appears and anyone can grab it. Developers keep FFA loot, people have better chances at getting reserved time drops. No one knows where the loot dropped, no one can "camp" the loot or "ninja" it. Simple. Edit: This would also help people stay in the larger mob fights and continue to attack rather than drop everything to get that loot. Last edited by Juggernaut448#1888 on Jan 31, 2013, 12:56:04 AM
|
![]() |
" I had a similar idea but there are also disadvantages, at least for my playstyle. Personally, I specifically like the current loot system when playing with friends. If I for some reason do not see an item in time (or its just outside my view), a friend just needs to wait a few seconds and can grab it themself. Its not like I would not get it if I need it. If your proposed change came in, this would no longer be so easy, as they would not see drops for me and may run out of screen before it even becomes visible for them. Worst case: unique drops, noone sees it, it stays on the ground. As unlikely as it sounds, I am sure this will happen. The best solution would be to just fix the "blocking" of loot and increase the timer a little bit, somewhere around 50 to 100% (depending on the distance too, nearer loot should be a longer increase) |
![]() |
I'm so tired of children on the forum going "wel if u don liek go bak to d3!!!". This is the beta feedback section. This is the place where you give feedback to the game. Perhaps it is you who should leave the section? The looting system does have issues - if the point is to have a 100% free for all, why have loot timers? If it isn't, why are they so short? It needs fixing and that's why a lot of people have brought it up. Us giving feedback is not "ruining the developers vision of the game" or "trying to bend them to the majority", we're simply voicing our opinions on a problem with the state of the game.
|
![]() |
" Do you have to quote the whole god damn post? You're the second poster for crying out loud! Sorry, off topic, but forum etiquette sometimes requires feedback too ;) Edit: Just to be relevant, I appreciate the developers' "vision," but this is a beta, and part of our role as testers is to push their vision to the limit. When so many players that were drawn to the game for other reasons, are so turned off by just one feature, kind of exposes a flaw in that vision, does it not? Whether they decide to accept a flawed vision and proceed, or make a change as to not detract from everything else that is so great, is entirely up to them. We're merely here to test the game and voice our opinions. To suggest people are wrong because they have an opinion and are passionate about it is insulting. On the contrary it is a good thing people are so passionate about this issue, it shows there is something in PoE worth being passionate about. Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Last edited by CanHasPants#3515 on Jan 31, 2013, 2:07:59 AM
|
![]() |
" Yeah... and I somehow doubt that adding a second or two to a loot timer is going to ruin the developer's vision of the game, really. |
![]() |
Was going to post this as a second edit, but somebody already quoted me so.. New post.
To be clear, I have no stance on this issue. I do have a stance on this thread and the others like it, having already gone round and round with people and their constant fallacies. No "clap clap clap" for the op. I appreciate (s)he has an opinion, but so long as we keep saying "no, you are wrong, this is right" rather than " I disagree. . . this is why" then these threads (much like the op) will inevitably be nothing more than an e-peen circle jerk. So, I guess the only thing left to say (to all posters in all of these threads, not to single out the op) is, thank you for wasting front page space for what might actually be valuable feedback. There is a looting thread for a reason, please use it, and have a nice day :) Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Last edited by CanHasPants#3515 on Jan 31, 2013, 2:29:51 AM
|
![]() |
" That is why there is a TIMER on the items here. works good imo and should not be changed. If you are scared of "ninjas" then play alone or with friends. Can't get any more easy than that. Unless you went fullretard. There can only be one Box, and that is the BOX from HELL.
|
![]() |
" The timer doesn't work for various reasons discussed on 38 pages in this thread. Making soloing the better choice is just sad for an online game. And why do people on your side keep insulting everyone? I beat cruel, ruthless and merciless and all I got were some maps.
XBone: the beginning of the end. |
![]() |