Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
Non FFA loot should never be of a better quality than FFA loot.
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" Well, a group of strangers get together, right? So they form a party of 2-6. Why would they get together? Because they have a common goal (aka kill piety, farm, get xp etc). I say if they have a common goal then that party of 2-6 becomes a team of 2-6. And when the team reaches the common goal, therefore getting the reward/benefit, theres no team in the world that rewards only 1 or a couple or several team members. They all get a fair share of the reward. Its their right. So yeah, i say: a group of strangers having the same goal == team Last edited by mobutu#5362 on Feb 10, 2013, 4:32:41 AM
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GGG, pls change that terrible loot-system!
NOT everything which is "old school" is good! Grouping with randoms is impossible if you are looking for loot. Every good item will me ninja'ed... That sucks! Is it so hard to change the timer to 30 seconds?!? |
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" I would rather instanced loot. Item rarity and item value doesn't correlate. You don't have timers on white chromatic items, six sockets, six links etc. Also 30s timer doesn't solve items out visual borders. And I don't want to see 1000 items, if I can loot only 1/6 of them. Why would I? I understand that it is just my preference. So loot distribution options would be the best. Last edited by Dishonor#0049 on Feb 10, 2013, 6:15:00 AM
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I will never ever ever ever ever group with random people with a drop system like this. I know this games all about having a raging erection for D2 but some stuff should stay in the past.
Oh and I'm melee so this utterly stupid loot system would benefit me greatly in random group play. Last edited by Boomstar#1907 on Feb 10, 2013, 7:56:36 AM
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Mobutu got the #s correct. On average it would be between 3-4.
However, you're not being penalized for it being instanced. This is the same way it works in the current implementation of the loot system. Solo loot gets you the most loot, since each additional person in a party gets only a 50% IIQ bonus. Therefore, compared to solo its always less. If it was the same as solo, everyone would pick the instanced option because you would get more loot per player, and this WOULD affect the economy. This part is not even up for debate. If an option were ever to make its way into the game, the bonus for instanced would have to be the exact same, or less than, the.bonus for FFA. Not more. |
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My opinion on shared loot:
Pro: Encourages team-play because people have access to more loot. Loot that one player is not interested in some other player can pick very quick without the need of trading. Stealing might be fun to some players. Con: Conflicts over loot may lead to team breakup. Ninja gameplay is more rewarding then killing a lot of mobs. Ranged characters are penalized because they are not in pickup range. Bad connection == bad loot. My opinion on loot timers: Pro: People with bad connection or Ranged characters have a chance to pickup loot. less ninjas. Con: Assigned loot leads to more conflicts when timers run out "hey that was mine!" Short timers draw attention away from the fight. Long timers slow down game. My prefered Solution: Unassigned loot timers: -Short loot timer appears without name, Every player that clicks on it assinges his name, after timer runs out item is randomly assigned to one of the players that clicked on it. Pros: Players don't feel automaticly entitled to some loot -> less conflicts Players don't need to run for their loot and stop fighting. -> faster and more fair team-play Loot-timers dont have to be longer and slow down game because you only have to click once. Con: ? dunno please comment |
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" This is correct and I agree with you. With the mention that the additional 50% (or whatever the number will be in the future because of ggg balancing reasons) IIQ bonus per party member should be the same no matter the loot system used. No more, no less. |
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It is less loot for group, if you look at "loot per mob". If you look at "loot per time spend", it is different story, since monsters HP goes up only by 50% (same as amount of loot). And you have more dps in group. But key point is, that there should be same amount of loot dropped no matter how it is being distributed between group members.
Last edited by Dishonor#0049 on Feb 10, 2013, 10:56:29 AM
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The loot system is awfull. The most and maybe the only awfull thing in this awesome game.
There was a ton suggetions, to make party leader decide. Players want it, why can GGG do it? Just make it optional. |
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