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

I have a question in regards to looting.

When an item drops for player A, and player A does not see the item and player B and player C are standing at the item, holding their left mouse button down on the item waiting for the timer to expire, how is the loot allocated then? To me it seems that there are two possible scenarios:

1. Randomly (as it should be)
2. Based on ping (which I have a suspicion it might be)
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maxwolfie wrote:
I have a question in regards to looting.

When an item drops for player A, and player A does not see the item and player B and player C are standing at the item, holding their left mouse button down on the item waiting for the timer to expire, how is the loot allocated then? To me it seems that there are two possible scenarios:

1. Randomly (as it should be)
2. Based on ping (which I have a suspicion it might be)
Holding the mouse button down does nothing, you have to click the loot to pick it up. So whoever clicked first after the timer ran out would get it.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's
wow page 400. just had to post on it :)
Amazing how such a non-issue-just-adapt-noobs is so large.
Almost like... hmm theres something to be gained from Loot options.
Nah clearly this is teh hardcoers gaem with dem FFA lootz.

(On a more serious note, the fact that so many object to FFA loot is a clear indication that something needs to change.)
Last edited by Planetsurvival#1516 on Jan 31, 2013, 7:12:31 PM
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Chris wrote:

- The allocation time is intended to be very small (enough time to compensate for a little latency, reaction time and travel distance). We're thinking a base time of something in the order of 1 second when standing next to the item.


Compensating for reaction time, travel distance and latency? Great.

Now can you compensate for:

- Walls, stairs and ramps.
- Monsters blocking the way. Monsters that will move into a blocking position after the drop, such as flowing through a doorway.
- The toughness of the current players build versus the monsters attacking that area.
- Whether or not the player has died 1ms after the drop and is in town and where they will re-enter the zone.
- Players blocking doorways.


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Chris wrote:

- The time would be increased by the time it takes for the character to run to the item.


In a straight line? (see above)

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Chris wrote:

- An item allocated to a ranged player might unallocate after two seconds, for example.


What if they have a ranged attack but fight in melee or very close range? (Point Blank)
What if they fight in melee and use a ranged attack to kill that enemy (using shift + left click to "throw" Ground Slam?

What if they do both? What defines a "ranged" player, or do you just mean someone who is standing at range?

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Chris wrote:

- It's important that the time is low enough that the player can only get the item if they are paying attention and make an effort to immediately grab it.


Right so, be forced to permanently have all loot names visible and be aware of everything everyone else is attacking at the same time.


All this instead of a simple party loot system decided by the leader. CHOICE.
What if you realized that the system does not need to compensate for any of those scenarios? Especially dying.

If you use a bow in melee range, you're not ranged. That's obvious. The fact that you made such a ludicrous statement says a lot about your post as a whole.
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SL4Y3R wrote:
What if you realized that the system does not need to compensate for any of those scenarios? Especially dying.

If you use a bow in melee range, you're not ranged. That's obvious. The fact that you made such a ludicrous statement says a lot about your post as a whole.


The fact you ignored the mention of the skill Point Blank and can't realise how my facts effect the fairness of the loot system says a lot about you in general
The really pointless arguments FFa'ers make says a lot about their position as a whole.

Slows down the pace? Cutthroat feel? Realism? LOL
Standard Forever
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Pinchyskree wrote:
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SL4Y3R wrote:
What if you realized that the system does not need to compensate for any of those scenarios? Especially dying.

If you use a bow in melee range, you're not ranged. That's obvious. The fact that you made such a ludicrous statement says a lot about your post as a whole.


The fact you ignored the mention of the skill Point Blank and can't realise how my facts effect the fairness of the loot system says a lot about you in general


I agree this guy slayer or what ever he calls him self, is a real TOOL. made a statement like this. " ludicrous statement says a lot about your post as a whole." every word slayer said was ludicrous.
Last edited by AaronGR#2030 on Jan 31, 2013, 11:49:03 PM
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iamstryker wrote:
The really pointless arguments FFa'ers make says a lot about their position as a whole.

Slows down the pace? Cutthroat feel? Realism? LOL


Wether you like it or refuse to accept it... Well, its not your game and you didn't make it.

Its a FFA loot game and thats how the creators want it. Thats how it is and will be, for a while at least.

So really, its pointless to keep refusing the so called "pointless arguements" FFA'ers make. They are just repeating what the devs stated and enjoy it.

In the end, maybe this game just isn't for some of the people who continually complain about FFA loot. No ones forcing anyone to play this game. There are many games out there that do it in many other ways, including exactly how most of you complainers want it. Why ball and chain yourself to this game and demand a change?


....I mean the games called Path of Exile not Path of Least Resistance. :D














Last edited by Vooodu#7002 on Feb 1, 2013, 12:23:33 AM

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