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

OPTIONS, it's either your way or no way, why not both ways? That's what the instancers want. We don't want to change the core mechanics, we want both groups to feel that they've got their share. Is that so wrong?

The FFA:ers are like capitalist, they have a whole lot more than anyone else but they want more. I can bet they scream of agony when they take a dump because they feel it's a loss.
Last edited by eliasfrost#4162 on Feb 8, 2013, 7:53:42 AM
Tonight I led a group of people on merciless ledge runs for over 2 hours.

The group was called "Ledge, no ninjas, rules enforced".

For over two hours I made sure to loot every item that others missed via timers or being full, and returned it without ever being asked to. Literally, every single one. To my knowledge, I never missed an item of my own.

Towards the end of the night, I had a unique ornate sword dropped. Lo and behold, it's the one time all night I've forgotten to ensure I have at least 8 inventory spaces open. Someone grabs it, and of course, didn't return it.

I've supported this game since alpha, purchased an early access pack, and have been an avid fan, but this ****HAS**** to change.

Either make no names, or longer timers. Or, add an option when grouping to enable FFA or Non-shared loot. It's outrageous to have such short timers, or timers that disappear if you try to loot something but are full. Why have them? At least if there were NO timers I wouldn't feel like it was literally stolen from me.

Don't tell me to group with friends, I shouldn't HAVE to play with a group of friends to enjoy the items that I'VE earned. At this point in time, the loot system literally makes me want to just not play this game. I have a 60 witch, 44 templar, and a few 30+ toons, and I've seen two unique items drop. Tonight, the second of the two was stolen from me.
OPTIONS
OPTIONS
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mobutu wrote:
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Aixius wrote:
...removing shared loot removes a significant social element of party play

Funny that you said that because with ffa-loot nobody has time to socialize, being too busy watching/camping/taking the loot.


That isn't the social element I was talking about, and I wouldn't want PoE to be a game where people just sit and chat while they play anyway (unless you're using voice, which is much easier to manage when things get busy); the game is supposed to be fast-paced and dangerous.

And yes, you should be busy watching for loot.
"
Aixius wrote:
"
mobutu wrote:
"
Aixius wrote:
...removing shared loot removes a significant social element of party play

Funny that you said that because with ffa-loot nobody has time to socialize, being too busy watching/camping/taking the loot.


That isn't the social element I was talking about, and I wouldn't want PoE to be a game where people just sit and chat while they play anyway (unless you're using voice, which is much easier to manage when things get busy); the game is supposed to be fast-paced and dangerous.

And yes, you should be busy watching for loot.


So not talking is a siginificant social element?
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Jeraa wrote:
The main problem in this, is that people dont know how to adjust to a new set of rules, TL2 and Diablo 3 had instanced Loot, I liked it - but these are not the rules that apply here, the devs already stated that they want a more fast past gameplay, even surrounding loot, what people decide to do is up to them.

Why do you want to play with people that just stop when a mob is about to die and wait for the loot, I mean, how freaking slow do you have to be to get your loot. I play a Ranger, I always get my loot, not missed out on anything one time - Why, because I accept the rules and I play accordingly. The mindset is different when people just get together on a game, none really cares about what the other thinks or how they feel about xx event in a situation, they just do whatever they feel, thats the main problem, not the loot rules.

Make a ruleset to the group if you feel like it, that the loot, even if the timer runs out, remains allocated to the player that got it the first place and its no go for others - Ive been in a few of these and it was a great experience, a few broke the rules and they got kicked, simple, easy.

If PoE got instanced loot or that it had longer timers, it would take something away from it, Im sure of that.


This is a great post that deserves more attention! I really hate to resort to "the kids nowadays..."-type rhetoric, but complaining instead of adapting really seems to be the trend here (and in Western society in general, as well). I.e. when something is difficult or challenging, a lot of people tend to cry about it instead of striving to better themselves.
What have you become when even nightmares fear you?
Current loot methods suck as a ranged you get like 0 drops wile in a 6man party no one cares who needs it everyone just ninja`s as fast as possible.

We need a slider to set a custom loot time.

as with the current system playing with strangers is more frustrating than fun.
"
Aixius wrote:
"
mobutu wrote:
"
Aixius wrote:
...removing shared loot removes a significant social element of party play

Funny that you said that because with ffa-loot nobody has time to socialize, being too busy watching/camping/taking the loot.


That isn't the social element I was talking about, and I wouldn't want PoE to be a game where people just sit and chat while they play anyway (unless you're using voice, which is much easier to manage when things get busy); the game is supposed to be fast-paced and dangerous.

And yes, you should be busy watching for loot.


So they should sacrifice the social element of a massive multiplayer game? Do you really want to kill the social element in exchange for inflation?
IGN: Wrathmar * Paulie * Client
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