Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
Oh hai again every1!
Back with two new ideas! I hope you like them!
Spoiler
I actually don't care if you like them.
What about these: 1) While in parties, Commodities, Magic, Rares, and Uniques are obfuscated as "Enemy Legacy" 2) The contents of an "Enemy Legacy" is only revealed to a specific player. 3) Most "Enemy Legacy" packages contain excessively strong Spell Totem Traps which attack nearby players. This should encourage team communication and discourage ninja looting while potentially adding some gambler's tension that can be mitigated with sturdy builds. 1. Good Drops are "assigned" as normal, without a timer. 2. If a player other than the one who was assigned the object attempt to pick it up, they are damaged and knocked back. 3. The damage and knockback effect is on a cooldown. 4. The amount of damage and knockback scales up with item level, and has a chance to Critical Hit, but cannot deal lethal damage. This would hurt Hardcore more than Default, but Hardcore is all about knowing how to pick your battles.
Spoiler
in b4 being told to accept the current system or leave
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"So first person there will fail but the 2nd or 3rd person there will succeed? Also if you kill an enemy and a Magical/Rare/Unique item drops and everyone is still fighting powerful enemies when it happens, 5/6'ths of the party will be knocked away/in to danger and receive significant damage, possibly enough for the enemies to finish them off before anyone realizes wtf just happened. Also The loot isn't meant to be a specific players loot, it's for the party. 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 Last edited by Nicholas_Steel#0509 on Feb 2, 2013, 8:51:52 PM
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I agree that making items invisible to other players until the timer is up would be a fairly elegant solution. I don't see why it shouldn't be possible to select the loot system on a per-party basis though.
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Taking into consideration what has been said on this thread by others, I came up with a user interface design suggestion for an instanced loot system with a PoE feel. I posted the design over in the suggestions sub-forum in this thread: http://www.pathofexile.com/forum/view-thread/95930#p1013235
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Making loot invisible to others during the timer uptime is actually the best compromise I guess. Do it GGG!
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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" people saying that FFA is fun are totally out of facts or they absolutely lieing.... what else? ad with the motto " Chuck norris loves FFA, why not you? " seriously there is no fun,skill whatever in FFA and with IL there is no boredom...after all the loot comes AFTER the killing of the mobs .....seriously get some facts straight for one time When you judge another, you do not define them, you define yourself
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Out of all the ARPGs I have played so far I think Torchlight 2 has the best way of distributing the loot by having separate drop (instances) for each player thus eliminating the possibility to grab other peoples loot but I am not aware how much work it would be to implement that or if it is even possible to achieve this. That is off course not even including the fact that a good amount of people either favor free for all drops or are fine with the current system.
For me personally there is no issue at all since I will probably always play this game either solo or with IRL friends and once I got used to the current system, I felt that it is already a pretty good solution given that everyone is being fair. At first I felt like the timer was a bit too short but after playing a couple of hours I realized that a longer timer would have a negative effect on the pace of the game. Obviously there has to be some sort of solution for people who play in groups with 'strangers' that takes a number of situations into consideration, for example, a group with tanks and ranged characters. For some classes/skillbuilds it is really not that hard to pick up an Item even during the fight while a lone ranger would have to risk his life to get to his item. Important part: My suggestion is implementing an option to change the way loot is distributed once a public game is created including a symbol in the social screen so everyone would be able to join or create games that are suitable for their habits. These options would basically include the current system(standard), a free for all option, maybe an option where loot is never shared and anything else that people might suggest. This way it would be fairly easy to implement and everyone would be happy. I hope this helps. Last edited by MrKn4rz#6692 on Feb 3, 2013, 4:05:17 AM
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" Again, nothing of value from you. How am I not surprised. Closed beta player, August 2011 Last edited by BitmapFrogs#6778 on Feb 3, 2013, 1:24:35 AM
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Maybe own lot for everyone ? It will be cool...
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" Hypocrite |
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