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

I would rather all blues/orbs/yellows/etc to be claimed by a party member for some amount of time.

I always roll with friends and never PUGs do it doesn't affect me, but I'm sure PUGs aren't so cooperative together to pool drops or leave stuff that belongs to another armor class alone.
Do you guys know why they put the timer in???

There were almost 0 public groups before the timer was added. Everybody said, Party play wouldnt make much sense...

But yeah sensless discussion, im sure ggg is already aware of the problem and the ongoing discussion. We cant do anything else than wait for a dicision, playing with known "greens" or adapt to be unsocial and greedy...(with a good ping, which i dont have with skelletons, arctic breath, ice shot)...so thx

bb&hf
The elements are my allies.
The dead are my servants.
And fear...will be my closest friend.

Deutscher Global Channel "/global 4745"
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Vooodu wrote:


Agreed... You should all gather together in a room, pull the shades down, lock the doors, break out the tissues and have the biggest QQ party in the history of mankind.

All 60 of you.... You can call QQapaloooza.


Aren't you the guy in here arguing about something that wouldn't effect you at all?

Now that's QQing.
Standard Forever
Last edited by iamstryker#5952 on Jan 29, 2013, 4:11:00 PM
This has probably been said a thousand times in this thread but I'll say it again.

The concept of ffa loot is fine. I like it.
What I don't like is when people run ahead of the group. They break every vase and open every chest just so you can't possibly have the time, or even know that an item with your name has dropped.
I was dungeon crawling with a few other pubs. One guy opens a chest in the middle of a fight. That's fine, what bugged me was that people were too focused on grabbing the loot instead of killing the mobs.
The game feels wrong when everyone pushes and shoves each other to get at the good loot.

One way to fix this would be to not have a loot timer. Loot drops, it has your name, it's yours. If some guy runs around breaking vases way ahead of the group, he doesn't get 80% of the orbs and scrolls.

I rarely play with others anyways, global chat is also turned off.
My usual attempts at partying up always end by me leaving the group.

Hardcore by the way, I can imagine the problem being much worse in softcore.
of course this thread is going to have hundreds of pages..... =/

IMHO i think GGG has a good system going right now in OB, and I hope that they do NOT change it much at all

the limited "allocated" timer on items that randomly assigns is a great idea, and quantifying for distance of ranged characters is even smarter

someone else in this thread mentioned "greed marks" if a single character gets "randomly" allocated several times in a row or is consistently picking up all the yellows/golds and then have the system limit them with a few extra seconds of timer (trying to free it up for others)

that sounded neat but also more complex

but anyways, every time I've heard Chris Wilson talk in interviews, the dude knows that tension is what makes the game fun and interesting, you take that tension away, and the game get boring fast, so good on you Chris and GGG, the video game world needs MORE developers that think like you do

as far as the people citing examples of how a FFA-ish loot system "harms" socialization and makes friends in the same room argue with each other..... srsly?

it IS NOT GGG's or PoE's fault that YOU as a gamer/player/team cannot communicate or co-operate

learn to interact with other people and stop being such cry babies, it's just a game FFS

have fun, kill baddies, get loot, and don't stress out in a negative way (like how HC players don't rage when they die, they just learn and continue)
Why don't you make two different modes that party members can choose. Maybe one for free for all and another for loot belonging to the person it drops for and he/she is the only one that can pick it up.
sure no hc player do never cry when he dies...^^...common..

and we are not the ones who cannot play as team, we want to...but some of the "Pro ffa´s" wouldnt let us..

and still what would you say if i cast ice wall until i can get your mirror of kalendra?

you would cry i bet...

"
kinoshi wrote:
Why don't you make two different modes that party members can choose. Maybe one for free for all and another for loot belonging to the person it drops for and he/she is the only one that can pick it up.


and that is all we want...
The elements are my allies.
The dead are my servants.
And fear...will be my closest friend.

Deutscher Global Channel "/global 4745"
Last edited by wisdorin#1020 on Jan 29, 2013, 4:32:51 PM
sorry if this has been mentioned before didnt have time to read the 365 pages x.x but ive always thought that the FFA looting works to a point. a possible solution that could make everyone happy and still maintain the curret system type would be a option for the group leader to chance the base timer by a few seconds at a cost of rarity example :

3 second base timer if standing next to the item could give a -20% global rarity debuf

this would alow players of a more casual nature to still partisipate and be happy as well as giving the FFA option to everyone. this would allow for everyone to be happy and for players that are more HC to have the extreame cutthrougt gameplay that currently exists.

one of the biggest problems ive experianced and seen is that when an item is good drops for a ranged player everyone stands over the item hording over it making it impossible for the timer owner to even pick it up regardless if they clicked on it or not a slightly longer timer would alow this situation to have some reaction time to counter it
"
Hypnagogia wrote:
I'm not going to read through 300+ pages on the topic, so sorry if this has already been suggested. If so, consider this another vote in favor.

I like the loot system as is. I think the loot timers are fine as they are for the most part.
However, it has been brought up that ranged players are at a disadvantage of sometimes not even seeing that items dropped in their favor because others are able to get there first and wait out the timer.

My solution is to have a second, invisible timer after the item has gone "public" and if another character picks up the item during that time they get a "greed mark" for lack of a better term. After accumulating X greed marks, the greedy player would begin to suffer a loot penalty receiving either fewer drops in their favor, or decreased rarity.

This is not a perfect solution, but I think the idea is solid. Obviously the Devs would have to find a way to implement it that makes sense mechanically.

Pros:
Discourages "stealing" loot

Cons:
Potentially hurts sharing


the problem with FFA is not timers...i believe GGG putted the timers as an easy solution because they didnt' know if it worth the time to go deep in variables again and see how they are affected by instanced loot (cause you know there are ALOT of variables in gaming code)...i believe this post has proven beyond reasonable doubt that this is a MAJOR problem for the fanbase...

as for you friend you really hate FFA but for some reason you do not want to admit it (maybe you fear that they call you this funny callings like "carebear" "qqer" "hater of poe") because you know the PURE mechanic is FFA and any compromise to that just make bareable but honestly doesnt' change it true nature

FASTer Clicker = Loot
Slower clicker = town portals

let me say it again and in caps
saying that FFA SUX we DO NOT HATE NEITHER GGG NOR POE in fact we love it so much that we care to post (cause you know as consumers our power is in our wallets) and we all have gave CONSTRUCTIVE posts of why FFA sux and in the other hand we received the response " tis is our hardcorez gamez eazy mode >>>>>> d3 " etc etc
When you judge another, you do not define them, you define yourself
Last edited by killbilly#2346 on Jan 29, 2013, 4:50:32 PM
"
DrekiSal wrote:
sorry if this has been mentioned before didnt have time to read the 365 pages x.x but ive always thought that the FFA looting works to a point. a possible solution that could make everyone happy and still maintain the curret system type would be a option for the group leader to chance the base timer by a few seconds at a cost of rarity example :

3 second base timer if standing next to the item could give a -20% global rarity debuf

this would alow players of a more casual nature to still partisipate and be happy as well as giving the FFA option to everyone. this would allow for everyone to be happy and for players that are more HC to have the extreame cutthrougt gameplay that currently exists.

one of the biggest problems ive experianced and seen is that when an item is good drops for a ranged player everyone stands over the item hording over it making it impossible for the timer owner to even pick it up regardless if they clicked on it or not a slightly longer timer would alow this situation to have some reaction time to counter it


Penalizing player in some way..because he don't like something different is not good way to adjust things.Noone wants be penalized unless he will choose to (aka Hardcore league).. If they want to make players happy, they just can't throw random debuff on them because "We think how players should have fun..and if they don't, just fuck them suckers, we will force them to play in our way"...

Adjusting current system is not a good solution because they are just risking they will make noone happy. How much seconds you can add to allocation before you will remove this cut-throat feel these people who are happy with current system like? I don't know..but I know whatever this number is, it's still not enough for people who hate current system. So adjusting this number will create just another minority which will be so-so with new system..but most player who like or don't like this system right now, won't like it anyway/too..

Provide options..players can already choose how they want play this game.. Loot system should be just another options..

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