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

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killbilly wrote:
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Aixius wrote:
That's because this is an online game and it's designed for players with a reasonable ping. Ever play a FPS that tries to compensate for players with ultra-high ping? It screws it up for everyone. 300-500ms latency is not a "playable" ping for playing with other people and you should not expect any online game to be designed for it.

I get 70-100ms ping even playing while tethered to my cell phone, so I can only imagine what kind of connection you're playing on. You should be happy with single player and call it a day; your dissatisfaction has nothing to do with the loot system.


yeah sure blame the players...seriously...and even with the reasonable 200ms you still lose loot cause of ping...
as for your mention on FPS cool story bro but in fps there are gazillion of servers and even hosted in your own country....since when PoE is FPS??

seriously get some facts straight please FFA Defenders i am bored to death to read in all your answers the same repeated BS

" this is not your game, go away"

you cant' make that call can you ?? GGG will make that call


Actually I blamed his shoddy connection, not him. I also didn't tell him to go away, I merely recommended that he play the game mode that his connection was able to support: single player. His crazy-bad 300-500ms latency is not something that should prompt game design changes. If anything, if there are a large number of players with bad ping they'd be most helped by a gateway being placed closer to where they live, but as you say that is up for GGG to decide.
The concept and the idea of this looting system has its merits. However I can see the frustration that will emerge. So am not sure if this has been brought up or not. Maybe however these items that are directed to an individual should drop next to the individual (This way they can stay in place doing their stuff with a minor set back to pick up an item).

Personally I am not a fan of going out there with a group to get ourselves in a huge mess then as monsters die, items begin to drop yet we still really need to focus on killing more yet since people's eyes begin to glow at items dropping their focus is completely changed and it's left to the rest of the group to do the rest of the work. Usually it's those who do the work that miss out as well (even though I do realise it's random) but I am not playing the game to wait for that grand item to drop but to kill.
I actually think that this system with the timer is good. But there are 2 things that could be changed to make it more fair and smooth.

1: Make it possible to walk through other players. This would make it more fair to ther range-classes because normaly they are the last person to arrive to the dropped item and often gets blocked by other players, making it impossible to loot. (Making the hitbox smaller could be enough)

2: Make it possible to pick up drops from a small distance away. Not a long way but just enough. Now you practicly have to stand on top of the item to be able to pick it up.

(Talking as a very experienced gameplayer, as a witch-player and as a player with a laggy computer. I can seriously say that even if I am ready and dont "missclick" I find it nearly impossible to get my own loot)
Probably suggested before, but how about teamleader being able to set loot either FFA, fast timer name distrubuted loot like it is now and sloooow timer name distributed loot for those who don't want ninjaing.

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Animistic wrote:
Probably suggested before, but how about teamleader being able to set loot either FFA, fast timer name distrubuted loot like it is now and sloooow timer name distributed loot for those who don't want ninjaing.



I like that idea:

1. FFA
2. Your own loot
3. Round robin
4. Greed all roll for it
5. Need before greed (main class first, split loot between classes promotes a more diverse team)
6. ..?

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Silocibe wrote:
Yea the desync thing is pretty annoying. I can literally run to an item and spam click and the timer runs out before I am recognized, inevitably resulting in the guy camping the drop getting it. Frustrating, although at these low levels its not a huge deal.
I enjoy random grouping. I might get flamed for saying this but I actually thought instanced looting was one of D3's few good decisions.


It really is annoying to click your items and be ignored and then lose it. Even in single player games I sometimes have to double or triple click.
Right now the most annoying aspect of FFA looting is in full parties. On my last piety kill there was literally a line of blue items straight down the screen and off of it. My yellow items weren't even displayed unless I moved down to see what it was but of course clicking it meant I was nowhere near where it dropped.

Let's tone down the number of drops that nobody wants and only get in the way of getting the ones you do want.
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FrodoFraggins wrote:
Right now the most annoying aspect of FFA looting is in full parties. On my last piety kill there was literally a line of blue items straight down the screen and off of it. My yellow items weren't even displayed unless I moved down to see what it was but of course clicking it meant I was nowhere near where it dropped.

Let's tone down the number of drops that nobody wants and only get in the way of getting the ones you do want.


A proper item filter would be fantastic but well, guess its rather low on the priority list.
Closed beta player, August 2011
This looting system is wrong on so many levels there isnt even any need to explain. You will end up losing the team players only to have the cynical people left in the game run past mobs and fetch chests. Good game.
(This is solely a post written in answer to the original post)

My first thought was more or less "I won't play if it's free-for-all", but I guess it would be a good idea to write why too ;)

I've only played the game shortly so far, and I've really enjoyed myself, but after getting to play it with a friend of mine (which was the main reason I started playing it at all), we both sat back afterwards with a feeling of "Hmmm, I think I'll just play this as a solo game from now on unless they change the loot system", and that can't possibly be a good thing from a design point-of-view.

I get the points you're making about wanting to make looting a cut-throat competition between players, but I know that for me personally, and my friend who I was playing with, this will simply just result in us not enjoying the game, and judging from the reaction on the forum it seems a lot of other people feels the same way.

Wouldn't it be possible to simply just make different loot-settings on a group-by-group-basis? I mean, when you join a group, the leader could just check "Free for all", "free for all with timers" or "shameless Diablo 3 loot system-copy where all loot is only showing up for the player able to loot it" (my personal favorite ;)

At the end of the day I'm guessing you want as many people as possible playing the game, so I can't see any reason not to give people the options to play the way they want. It would be a shame to have people not playing it just because they don't like the loot system, but I actually do think that a lot of people will say "I won't play if it's free-for-all", and that would just be a shame :(

Thanks for a great game! (even though I dislike the free-for-all loot :p)

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