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TremorAcePV wrote:
What I think should happen:
The loot system should be set up as such that ranged are not given time to get loot as much. This would give melee the distinct advantage of getting first dibs on loot. But that's a loot system debate, so not going there.
Is that not already the case?
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Posted byDarkZenith#0557on Feb 19, 2013, 7:11:22 PM
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DarkZenith wrote:
Is that not already the case?
Nope. The timer takes into account how far the players are away from the loot. That means if you are ranged, you get a distinct advantage.
It also takes into account lag. So if you are melee but have enough lag to counter-balance the ranged players lag+distance, your name is on the timer.
The idea behind the timer was that no one get the loot with the timer still on it. It was set up so that whoever it would take the longest to get the item had his name on it, that way the moment he got to it, everyone could get it. That way, everyone would have a chance. Equally.
It fails. Obviously. But not the point.
That's why everyone thinks the loot is theirs. It's not. They just have the worst lag+distance combination.
And that's why everyone gets mad because others take their loot. The system assumes the player will go straight for the loot the moment it drops, so they rarely get to it with the timer still on it.
However, the lag you had the moment it dropped is not the lag you have while you travel to it, so that changes things too. Meaning that if I have massive lag the moment it drops, it has a large time on it (related to whether its unique or magic of course, that matters too), but my lag goes away immediately after it drops, so I can walk up and pick it up, as the timer is still on for me.
Last edited by TremorAcePV#7356 on Feb 19, 2013, 7:18:58 PM
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Posted byTremorAcePV#7356on Feb 19, 2013, 7:17:02 PM
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TremorAcePV wrote:
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DarkZenith wrote:
Is that not already the case?
Nope. The timer takes into account how far the players are away from the loot. That means if you are ranged, you get a distinct advantage.
It also takes into account lag. So if you are melee but have enough lag to counter-balance the ranged players lag+distance, your name is on the timer.
The idea behind the timer was that no one get the loot with the timer still on it. It was set up so that whoever it would take the longest to get the item had his name on it, that way the moment he got to it, everyone could get it. That way, everyone would have a chance. Equally.
It fails. Obviously. But not the point.
That's why everyone thinks the loot is theirs. It's not. They just have the worst lag+distance combination.
And that's why everyone gets mad because others take their loot. The system assumes the player will go straight for the loot the moment it drops, so they rarely get to it with the timer still on it.
However, the lag you had the moment it dropped is not the lag you have while you travel to it, so that changes things too. Meaning that if I have massive lag the moment it drops, it has a large time on it (related to whether its unique or magic of course, that matters too), but my lag goes away immediately after it drops, so I can walk up and pick it up, as the timer is still on for me.
bullshit
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iniquitouslegion wrote:
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TremorAcePV wrote:
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DarkZenith wrote:
Is that not already the case?
Nope. The timer takes into account how far the players are away from the loot. That means if you are ranged, you get a distinct advantage.
It also takes into account lag. So if you are melee but have enough lag to counter-balance the ranged players lag+distance, your name is on the timer.
The idea behind the timer was that no one get the loot with the timer still on it. It was set up so that whoever it would take the longest to get the item had his name on it, that way the moment he got to it, everyone could get it. That way, everyone would have a chance. Equally.
It fails. Obviously. But not the point.
That's why everyone thinks the loot is theirs. It's not. They just have the worst lag+distance combination.
And that's why everyone gets mad because others take their loot. The system assumes the player will go straight for the loot the moment it drops, so they rarely get to it with the timer still on it.
However, the lag you had the moment it dropped is not the lag you have while you travel to it, so that changes things too. Meaning that if I have massive lag the moment it drops, it has a large time on it (related to whether its unique or magic of course, that matters too), but my lag goes away immediately after it drops, so I can walk up and pick it up, as the timer is still on for me.
bullshit
As much as I feel compelled to berate you for being so callous and brutal, iniquitous, and would encourage you to be more elaborate in your disagreement in future, I cannot entirely say you're wrong in your dismissal of this assessment of the loot timer's function.
What I can say is if this turns into another loot discussion thread I'll lock it quicker than you can say 'hey that was mi--'
If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period.
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Posted byForeverhappychan#4626on Feb 19, 2013, 7:39:23 PMAlpha Member
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Hey that mirror was mi---
;=P
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Posted byCourageous#0687on Feb 19, 2013, 7:43:46 PM
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Charan wrote:
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iniquitouslegion wrote:
As much as I feel compelled to berate you for being so callous and brutal, iniquitous, and would encourage you to be more elaborate in your disagreement in future, I cannot entirely say you're wrong in your dismissal of this assessment of the loot timer's function.
What I can say is if this turns into another loot discussion thread I'll lock it quicker than you can say 'hey that was mi--'
lol sorry, will do better next time.
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Sorry for being unpatient but all I read is that the melee balance is top priority and we get changes that we will love sometime, but in the meantime the only changes I see are cosmetic stuff and small fixes.
And now the update about races?
Can you fist fix melee please and start races when melee is viable please?
I'm really not going to participate in races when melee is still so weak compared to ranged. Particiapting in races as melee will only be frustrating as hell!
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Posted byStartkabels#3733on Feb 20, 2013, 5:26:50 AM
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TremorAcePV wrote:
The idea behind the timer was that no one get the loot with the timer still on it. It was set up so that whoever it would take the longest to get the item had his name on it, that way the moment he got to it, everyone could get it. That way, everyone would have a chance. Equally.
That is simply ... not true. Play the game once in a group and you'll see that.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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Posted byVideoGeemer#0418on Feb 20, 2013, 5:44:25 AM
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ThirstyGhost wrote:
You make it sound so easy. "Just fix melee" is much harder than that.
In a game like this, difficult progression only has so far that it can go without increasing mob damage output. One-shots suck when they happen to you, but I feel like they are a necessary part of difficulty progression in a game like this. Maybe one-shots vs trash mobs shouldn't be a thing, but getting crit by 4 Pyromancer balls with Vulnerability on you really needs to kill you regardless. That's the problem with melee, in order to do damage, you need to be in a situation where you are going to get one-shot in end-game maps and there isn't really anything that can be done about that.
By nature of HC, some builds will just NOT be viable end-game, why should melee builds get some sort of exemption from this? No build that does not take any +Life (or +ES in the case of CI) will ever be viable in HC, why are we not allowed to say the same for any build that focuses on melee? It's just the nature of the beast.
I guess you wherent around in early CB then.
I fully expect them to get it right. They managed to go from Melee being more viable to ranged being rediculous. Eventually I imagine they will get it much closer. There is just a large combination of things that have led to melee being virutally useless in comparison. lmp/gmp, chain, insane damage by melee mobs ect. Plus nerfs to an admittedly OP as hell melee game in earlier CB.
I think most of us who want to play melee realise ranged will always be more powerfull and are fine with that. What we want is to be able to play melee without it being a frustrating experience.
And before some moron comes in saying melee is fine that has never played one past normal difficulty. It says alot when some of the more skilled players who use tanky builds have stopped playing them because the risk vs. reward of losing thier character in HC just isnt worth it anymore.
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Posted byxenogias#2915on Feb 20, 2013, 6:02:22 AM
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xenogias wrote:
I think most of us who want to play melee realise ranged will always be more powerfull and are fine with that.
Ehh no, should be balanced
Last edited by Startkabels#3733 on Feb 20, 2013, 6:17:55 AM
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Posted byStartkabels#3733on Feb 20, 2013, 6:16:41 AM
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