Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
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So, I just "beat the game" finishing Act III merciless. I soloed the entire journey. My only group experience was with an IRL friend on an alt. Having finished, I just tried my first map, and under the advice of another player, I joined a 6 person group. Here's my biggest problem with the whole loot system. It's one thing for it to be cut-throat, but it's another thing for it to be massively inequitable.
As a ranged squishy type character that relies on summons + a totem + running away, I'm at a huge disadvantage compared to a beefier character. Let's say we're fighting a big group of mobs and the beefy character is in there swinging away and I'm standing out of melee range nuking everything down and then a really good item drops and it's assigned to me. What do I now? I either have to charge in while there are still lots of mobs around which is both A) Bad for me because I'll get 2 or 3 shot by most of the mobs because my build is about doing high damage and avoiding being hit as opposed to tanking. And B) Bad for the group because by forcing me to play in a, frankly stupid manner, I'm being less effective. By forcing me, a semi-glass cannon witch to charge into a group of mobs I'm going to be doing a lot less damage and also putting myself at risk of death, both of these being clearly deleterious to the group. Why not just have the loot timer begin once the last mob in the pack it is associated it with dies? This still makes it cut-throat without it being massively inequitable to certain builds. |
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" Quite true, but that's not the most egregious part of it. The worst part is that the devs know this and want this. Yep. The devs of this game wanted a game that promotes shitting on your group members. You know, the ones who are supposedly fighting by your side? In a very grind heavy game the death penalty equates to...more grinding.
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I think it's fine the way it is now, especially for a game like this. I really don't want to see people having options like rolling for loot above a certain threshold because everybody and their mom will use that system and there will be a ton of drama and whining as a result.
Whatever you do end up doing, don't give people multiple options to change the loot system because it will just be a major hassle. If people don't like whatever decision you make (which I personally think you should keep it the way it is) then honestly that's just too bad. |
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" They are.fighting by your side. |
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" not when this orb of regal drops tho When you judge another, you do not define them, you define yourself
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Should I post a video of Kripps death?
Cause it was epic |
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" Anything involving something bad happening to Kripp is great entertainment. Few things are as satisfying as watching that wanker cry. |
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Simple solution to looting problem for GGG guys.
Remove allocation for a week Put it back enjoy this thread Since it won't probably happen I'd like to see few fixes/upgrades to current system: - If there are more then one allocated items dropped for certain player timer for both of them should be a bit longer. Say 1 item at players distance = x timer = t seconds but 2 items at players distance = x timer = t + 1 second. It could be limited to t + 3 seconds (for 3 or more items dropped) to not slow pace exccesively. Still more then 3 item allocated to one player is rather rare occurence except end bosses loot. - Speaking about end bosses. Trying to pick anything dropped from endboss in 5-6 ppl party is pretty impossible task. There's huge loot explosion, sometimes there's so many items that rare names are obscured under rest lower q loot, at least from certain perspectives. I don't have idea how to improve it but it has to improve. Also that timers on multiple allocated items dropped should apply here. - item pickup radius. Since apparently items be can picked up only by standing directly over them or very very near it creates some stupid situations. Like melee players pushing bosses to corners to make other harder to reach loot or standing over allocated loot and other chars have to go around them to get to the loot. It should be a bit enlarged. The rest is stability which I hope will be improved. Otherwise it's ok (at least for ranged) | |
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I understand the vision that the developers have for this game. And whole heartedly agree with it. The one issue I have, and it's more of a personal one. Long story short, I was injured while deployed over seas a few years ago. While i'm a fully functioning adult, i'm not a rapidly fully functioning adult. Were I able to legitimately compete with the average person for rapidly clicking on small objects, I wouldn't have an issue with looting. And realistically, it's not anyones problem but my own. But I do enjoy the game, and would like to continue playing it.
With that said, I am currently on my 3rd reroll character (level 32 Shadow and level 36 Templar) and have only grouped 1-2 times because unfortunately I end up completely empty handed on everything when I'm in a group and it completely takes away the enjoyment of grouping when I'm attempting to click on an item but am unable to hold my hand steady long enough to get the click on said item for me before someone else does. My recommendation is as such, leave it up to the party leader as to the loot timer. Allow it to be a chosen amount of time between 0-10 seconds. |
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I like the loot timer myself.
The gripe I have is that you have to stand really close to the said item when picking up. Sometimes the sheer amount of enemies can block you and on other times random obstacles can be a problem. You click the item but you cannot grab it and it can be quite hard to see where exactly you need to navigate to to pick it up. Also on large loot explosions, all loot is centered around a tight spot, while the labels will be spread out over the entire screen or more. So you have to actually move AWAY from the loot to see it and when you try to pick it up you will move up close. Maybe give us a tad larger pickup radius so you don't have to actually stand above the item. |
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