Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.

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still_the_best wrote:
I'm glad D3 introduced "my loot" into this genre. Never before have I seen so many entitled ARPG casuals.


What is the purpose of posting stuff like this? It's not going to change anyone's opinion on the issue. All you're doing is infusing hostility and elitism into a debate that doesn't need either. I've read through the last 10 pages and I've seen dozens of similar comments. It seems to be an unfortunate trend among some players to label anyone that disagrees with them as "entitled D3 casuals." It's childish and sidesteps an actual discussion, which I hope to get into now:

For the record, I've never played D3 but I suppose I fit into the dreaded "entitled casual" category because I dislike the loot system. That is, I dislike that FFA is the only option. The funny thing is my favorite online RPG's have all been MMO's that are FFA, full-loot PvP: arguably much more 'hardcore' than PvE w/FFA looting... I'm fine with loot being FFA in those games because you can and do kill the ninja-looter.

In this game, I think group leaders should be able to choose, and I honestly can't figure out why more choices is a bad thing. Those who prefer FFA could play with like-minded players, and those that want assigned loot could play with similarly like-minded players. Everyone wins.

The best argument I can think of against this is that those who prefer FFA worry people will only join groups w/assigned loot if given the choice. As a result, they would no longer have as many people to run FFA groups with. Of course, this would only happen if a majority preferred a different system. In the end, it's another point for adding more options because if a majority of players prefer a different system then there's no reason to limit them to the current one. If most people prefer the current system, then there's no harm done, people who prefer FFA will still have plenty of people to run groups with.

Finally, I want to address the counter-argument of "giving people what they want isn't always a good thing." That is true, and my main justification for adding additional loot options is not because it's what people want. Indeed, people can be terrible at predicting what will truly improve their gaming experience, so giving them what they want is a dangerous thing. In this situation, however, it would seem there is a large segment of players avoiding multiplayer entirely due to the current system, myself included.

It's not as though the current system forces us to experience a different gameplay style, or endure hardships that improve gameplay depth/pacing like death penalties or travel restrictions. Those are things you have to deal with if you want to play the game at all, so I understand the argument for enforcing penalties even if players "think" they would prefer the game w/o them. In this case though, we have the option to avoid an entire sphere of gameplay, so all the current forced-FFA rules are doing is keeping a large segment of players from playing this game w/other people, the way it's meant to be played.


edit: I wanted to clarify that I am not advocating for an option of "instanced loot." I just think group leaders should have the option of extending the timers, or removing them entirely. That way those who want to "play nice" and not have to stress out over getting to their loot in time can join groups with 20s timers, and people who want that cut-throat feel can join groups w/o any timers whatsoever.
IGN: Jihokinetic
Last edited by Jihoko#4926 on Jan 25, 2013, 3:22:39 PM
Reposting this in this thread (it's obviously the master loot thread)

Options when creating a game (not my idea, but a great one)

* Free-for-all
* Free-for-all with timer (>1 second...)
* Instanced

Or even a separate league...

I know the devs want to keep the "competitive, cut-throat" edge on the game, but guys, let's face it, most people (myself included) will just solo and NEVER play in groups. That's a fact. If that's what you want, then so be it. It's your game and I'll still play it. BUT - this is a game about character progression. I don't want to FIGHT over loot, or even worry about it, ever. So I play alone.

Path of exile is all about options and customization, is it not? I mean, you have a skill tree with 1350 points but yet you limit the loot mechanics, which are INTEGRAL in progression and go alongside builds. Think about it.

The crazy thread page count speaks for itself (likely over 500 with this 300 page thread and all the others combined). The majority of us dislike the system. What harm is there in giving people more freedom of choice?

I love you GGG but IMO this is first and foremost your biggest concern in gameplay mechanics right now. I ask you to reconsider, that's all. Still a great fucking game and I don't for a second regret giving you guys $100, even if you told me right now "Not changing it, go fuck yourself" lol :)
One of the turn off for groups imo is that I can't get the items I need when they are dropped. It is hugely annoying when there is something I need dropped by a mob picked up by someone else only for them to sell. Although it is a minor issue compared to the game as a whole, I really think the game could be improved if the items can be picked up by everyone who wants it.

Although I understand that you want to have us competing against other players, I personally make and join parties for the unity aspect and not the competition. The competition side of things really pulls away from why I would join a party in the first place.
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rizaloo wrote:
Reposting this in this thread (it's obviously the master loot thread)

Options when creating a game (not my idea, but a great one)

* Free-for-all
* Free-for-all with timer (>1 second...)
* Instanced

Or even a separate league...

I know the devs want to keep the "competitive, cut-throat" edge on the game, but guys, let's face it, most people (myself included) will just solo and NEVER play in groups. That's a fact. If that's what you want, then so be it. It's your game and I'll still play it. BUT - this is a game about character progression. I don't want to FIGHT over loot, or even worry about it, ever. So I play alone.

Path of exile is all about options and customization, is it not? I mean, you have a skill tree with 1350 points but yet you limit the loot mechanics, which are INTEGRAL in progression and go alongside builds. Think about it.

The crazy thread page count speaks for itself (likely over 500 with this 300 page thread and all the others combined). The majority of us dislike the system. What harm is there in giving people more freedom of choice?

I love you GGG but IMO this is first and foremost your biggest concern in gameplay mechanics right now. I ask you to reconsider, that's all. Still a great fucking game and I don't for a second regret giving you guys $100, even if you told me right now "Not changing it, go fuck yourself" lol :)


Exactly this. Well spoken, Sir.
DMT:

Load universe into a gun.
Aim at brain.
Fire.
A temporary compromise would be to increase the timer by 2 seconds. I hope most of us can at least grudgingly accept this.
Just wanted to post on here since they want to close new posts.

This still sucks
The initial post answers a lot of questions about this system, but not all of them.


What exactly does "allocated" mean?

All OP says is "the loot is allocated to player because they were nearby".

Well, why, when I play with 1 other person in party, does it "allocate" something to someone who is a screen away looking at their inventory and wasn't even in on the kill, such that i have to sit there and watch the timer for 3-4 seconds? Shouldn't it have been allocated to me, since I was "nearby"?

And why, when we are both in on a boss kill, does it "allocate" 80% of the drops to him, even though we are both within 2 feet of each other, and where the monster died? (Literally, 8 out of 10 blues had a timer, for me.) It was a "quest drop" for him - does that make a difference?

Does class make a difference?

Does anything else besides proximity and pure randomness make a difference?

TYIA for clear answers.

(And where is any of this on the wiki?)


-------------============-------------


FWIW: I don't like this system, simply because I do like to co-op and this discourages co-op play, flat out. Competitiveness, schmompetitiveness. :P When I'm feeling "competitive", I'll PvP, or look at the ladder.

I'm afraid u have to count me among the "will probably never co-op with pubbies" contingent, and that's sucky and sad.

Instanced loot is not perfect but it's better than this.

What was wrong w/ a system where u "roll" on loot, anyway? Or a weighted roll based on class, etc.?

None of these systems is perfect but some sort of hybrid would be preferable to the current system.

And btw just for the record: I'm a fast clicker. I'll take your loot! I just don't want to play that way.
Last edited by xSTGx#4066 on Jan 25, 2013, 6:04:35 PM
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danonon wrote:
A temporary compromise would be to increase the timer by 2 seconds. I hope most of us can at least grudgingly accept this.


I hope that was a joke.
And if it wasnt, you need to realize that wont do at all.
30 s *atleast* for timer is good.
So you don't care about making a compromise that enough people would be ok with you want it your way?
WOW the second time they took a thread off the main page today. You would think we were selling children or something. I said in the last thread not to bother it would get dumped in a corner. Never a reason other than we dont want to.


Still they refuse a simple

drop down

5
10
45
FFA




or the like

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