Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
Plastic is your theory that everyone complaining about the loot system are just new people who will learn that they were wrong?
I think that you will be disappointed. I have done maps in a group and my opinion is exactly the same as the first time that I got here. You apparently don't know Swamp dog very well if that's what you think. We all know that FFA works well in a group thats working together. This is about trying to have fun in a public game, just socializing. FFA has its place, but its place isn't everywhere for everybody. Standard Forever
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" So if it's just about having fun and socializing then why is loot such a big concern? I can't grasp how making absolutely sure than you get "your" loot makes the game any more or less fun. I hate analogies but every time I hear one of these arguments I picture someone at a birthday party getting pissed off, throwing a tantrum, and stomping away because someone else got the only cherry sucker that fell out of the pinata. Basically what I get from all of these posts is that a bunch of those whiny kids at the party want all of the candy to fall out of the pinata in little plastic bags that have name tags slapped on them..... How boring that party would be. I'm sorry but if you don't think instancing loot would break mapping in groups you need to do some research. Extending the timer on allocated loot wouldn't but I'm not arguing for or against that. Last edited by Plastic_Cup#2372 on Jan 25, 2013, 8:22:46 PM
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Make a league for instanced loot and one for ffa problem solved.
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" +1 |
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" but then the pro ffa guys would cry cause there would be no games for them |
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" +1 +2 +3 +9000 |
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" One man's fun... We don't want the game any easier. We want the challenge to be against the monsters, not against each other. PURE PVE In a very grind heavy game the death penalty equates to...more grinding.
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Right now ranged characters have to stop engaging the enemy and run close to melee allies in order to get their own loot.
This is why having such a short timer on loot is a toxic gameplay mechanic. The mechanics should allow ranged characters the freedom to pursue and engage enemy monsters comfortably before loot becomes urgent. |
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I feel the timer on loot is too short, especially while playing as a minion-based, ranged damage character. The minions tend to clutter the screen and I cant run the distance to the loot before the timer expires.
Also, being colorblind, I cant tell rare items from magicals until I identify them, so having to guess what items to grab first is a pretty big turn-off. I also am not a fan of Free-For-All loot. The FFA system in a very successful previous ARPG (we all know what game I am referring to) led to a ridiculous amount of botting and something called "Grabhack" (I think) which collected everything without player input. |
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" The loot is a major hook for the game and part of what keeps people coming back for more. If you don't understand it then no one will be able to explain it to you. Its simply a difference of opinion and playstyle. No one is right or wrong. As you look at all of the posts asking for a longer timer or isntanced loot you can just remind yourself that it is less fun for a lot of people. " Your anology would be more appropriate to a player who is upset that his teammate is luckier than him and finds better loot. A better anology is a young kid does'nt move fast enough and all of the older kids steal every piece of loot out of the pinata. The kid knows that he was supposed to get some of it so feels cheated. " Instanced loot would be a fine option for players to choose. I will go back and read why you think it would break mapping in groups. Standard Forever
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