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

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Crizaig wrote:
Again, somebody who cannot provide a valid argument and just chooses to make some pointless smart-ass remarks.


You talking about yourself again? Haven't seen you come up with a reasonable argument yet. You've posted dozens of times in this thread, yet your only contribution has been calling other people names.
What have you become when even nightmares fear you?
Last edited by Minttunator#0262 on Feb 6, 2013, 5:15:52 AM
Can't compare with CB at all.

Way smaller communnity, much more friendly overall.

What worked then might not work now.

It's a different kind of game when gems used to be given around except the really rare/high quality ones, compared to nowadays when the crappier normal hillock reward gems require an alchemy orb to get.

And yeah I know there are exceptions and there's still a few nice people around, but you get the point.
Closed beta player, August 2011
dis Thread!



Keep up the good work guys I sure am enjoying all of this.
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Vooodu wrote:
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XCodes wrote:
It is screwing over if you intentionally stop fighting monsters (the primary objective in a gruop) to run around and grab drops (particularly drops you don't need or drops marked as someone else's).




LOL!!!


OooHhh.. The Drama.

So basically you can't multi-task and don't understand how the loot timer works?


And because you fail to grasp these minor issues its screwing everyone over?



Funny, why is it i lack these issues you claim?

As if someone who stops attacking for barely a split second to snatch a drop ruins everything...plllLleaasse.













If it's not his drop, its not a split second. More than 2 to 8. In merciless, which probably you haven't played, unique drops like flies. And everyone runs around and camps them
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Minttunator wrote:


Question: why do you want to kill the poor ranger if he picks up an item that's laying on the ground? How is he 'ninjaing' it from you if you didn't pick it up yourself during the timer and it no longer has your name on it?

Honestly, I think GGG should just remove the names from the timers as that's what seems to be creating all this entitlement.
Because it is supposed to be a cutthroat game?
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XCodes wrote:
I understand some people like non shared loot in games like torchlight and D3 but those games are a much lighter (casual) style of Arpg.

I don't really want to make fun of you, but seriously, STOP with those TL2 / D3 analogies. Ok, I know POE isn't finished, but currently both of those games you mentioned are much, much, MUCH harder than POE is. I can solo late game content in 3-4 days with a 47 lvl 149hp witch. I went maps run with a 53 level witch. Have you tried the hardest difficulty in D3? There is no way you can farm them even if you are playing the game for months.

Have you tried killing those "immune to physical damage AND immune to magical damage monsters"? They CAN'T die. Literally, they can't. ANd you call POE hardcore, while it actually has an almost full respec system. If a dev can check how many respec points I have used in my witch + shadow, please go ahead and post the number. I bet its more than 50. And you call that no respec? When you can actually BUY orbs of regret from a fucking vendor :D
Last edited by fevgatos#0992 on Feb 6, 2013, 7:18:59 AM
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Squirry wrote:

Clearly you didn't play MMOs before World of Warcraft :)

EDIT: Nothing wrong with being young, or new to gaming, I just found it humorous that you made it sound like it was some completely outlandish concept when it was, in fact, the reality of online games for many years :)


And you did? MMO's before warcraft had FFA, but had full PVP with grave losses associated with it. Dying could easily cost you half your inventory and a week's XP loss. So, cut the crap
My limited experience for what it's worth:

I've played normal and cruel solo to play at my own pace. Now I'm looking to party more for less focus fire on my witch in merciless. Though from my time in pubs, it looks like I'll be leveling in groups and looking for loot solo.

When loot drops, people stop fighting and stand over your loot waiting for the timer to end, clicking your item rather than attacking a mob. That's seems to be a pretty disappointing habit encouraged by the short timers. Games with "no ninja" tags seem poorly enforced too.

I lose track of my cursor sometimes with all the spells from 6 players happening on screen. I usually shift+attack freezing pulse in a general direction from my character rather than clicking on specific targets (to avoid acidentally clicking to move there) the game seems to auto target a bit as well. By the time I find my cursor half of my timer has passed. (Customizable cursor colors?)

I need to improve my click accuracy, though the sea of items and the organization of the item popups into a cross format doesn't help. If I miss clicking on the item sometimes my character moves to worse positions than before. IIRC if other players pick up other items the giant cross gets resorted, making followup clicks harder.(Spread loot out more on the ground or organize the item names into the shape of a computer monitor rather than a cross.)

It would be nice if there was a slider to adjust your personal grace period from zero to up to maybe 3 times what it is now. That way you can pub with a higher timer and less stress or have a friends game with a shorter or nonexistent timer. Random players would be less encouraged to stand over your loot (and not kill mobs) if you have a much better chance of actually getting it before the timer ends.

It's hard to make friends when you're surrounded by ninjas.
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BitmapFrogs wrote:
Can't compare with CB at all.

Way smaller communnity, much more friendly overall.

What worked then might not work now.

It's a different kind of game when gems used to be given around except the really rare/high quality ones, compared to nowadays when the crappier normal hillock reward gems require an alchemy orb to get.

And yeah I know there are exceptions and there's still a few nice people around, but you get the point.


Ain't that the truth. You used to have to trade by going outside and chucking your crap on the ground. There is no way in hell a trade system like that would work in OB. You would be scammed endlessly, whereas in CB no one really scammed you because they would prob. not be able to trade anymore.

Hell, if you trolled chat you would probably be ignored and not have anyone to trade with anymore.

People were nicer. I played before the timers, and for the most part people took turns on orbs and such, ala a friend.

The game is different now, with different people.

I have hated the loot system since I played this game; I hate the loot system in D2, too. Even though people were generally nicer in CB, just having to argue over who's turn the orb is or whatever if you dont play with buddies was irritating.

The game is so much more fun when you can focus on the actual game, not how fast you can ninja loot some rare. It gets to the point where you start to just set yourself up for gear drops and could care less to help anyone.
Last edited by Destructodave#2478 on Feb 6, 2013, 8:45:46 AM
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Squirry wrote:
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thehhwy wrote:
I kinda liked rolling for items aka Need before Greed in WoW.

Imagine if wow's loot was FFA haha


Clearly you didn't play MMOs before World of Warcraft :)

EDIT: Nothing wrong with being young, or new to gaming, I just found it humorous that you made it sound like it was some completely outlandish concept when it was, in fact, the reality of online games for many years :)


It was different tho. I mean.... how many corpses did you produce in EQ versus the amount you produce playing something like PoE? EQ might been FFA "on paper" but everyone was rolling with "master looter" arrangements where only one guy in the group would be allowed to touch the corpses to lock the loot within then proceed distributing it.

There are contextual differences (amount of corpses, amount of loot). Even then, everyone could see what items everyone looted and this kind of awareness is constantly rejected by the FFA'ers here. Because the awareness allows social ways to curb ninjaing and that's something the FFA'ers do not want.
Closed beta player, August 2011

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