Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
" The only issues people have with FFA loot is that they can't click enough or something. I've never had an issue with FFA loot. Not in any of the games I've played that has ever had it. Don't quite understand why people have so many issues with it. " I don't see FFA being a problem personally. Also, have you been keeping count of how many people dislike FFA compared to who doesn't? " The definition obviously. Also, your way of saying "I won't play in random parites due to the FFA looting" is another type of what I said. You're not quitting the game till it's fixed, you're quitting random parties until they fix it. It's just about the same type of deal there. |
![]() |
" Obviously? The thing you didn't expressly reference? Okay... Also, evidently you didn't actually follow the link to read the post I referenced. Here's the actual text (you can follow the link to verify its unedited state) " >and I don't really want to play in random parties >don't really want to In the similar vein of you seeming to not reading anything more than the last post " Don't want to change it? This thread originates from them being open to changing the system. First page, first post. That the "developers don't want to change it" is an exaggerated myth or over-statement. |
![]() |
Here are some ideas.
1.Add 2-5 seconds to the base timer while reducing the max distance timer by 1 second. This change would benefit tanks and melee DPS builds more. Players at max range will still see an additional 1-4 seconds for loot. This change will provide all players a greater time to react while not impacting overall pace of looting. 2.Adjust the timer length based upon the rarity of the monster which dropped the item. White monsters and chests keep the current timer. Blue monsters increase base timer by 2 seconds, Rare by 3 seconds, Unique bosses should have permanently assigned loot. This will help with the frustration after boss/rare battles where multiple items drop and specific builds (tank) are only able to grab one item while some builds (minion) are able to grab more. 3.Adjust the timer based upon how many surviving monsters are within 50’ of dropped items. For every 10 white monsters increase base timer by 1 second; 5 blue monsters increase by 1 second; every rare monster increase by 1 second; every unique boss increase by 5 seconds. This will help with boss battles that have supporting mobs like the Weaver or the Church Dungeon. 4.Adjust the timer based upon the rarity of item dropped. Rare items increase base timer by 1-2 seconds, unique items increase base timer 3-4 seconds, similar setup for currency. Most players only care about items >= rare and currency >=Jewelers. Give use more time to react to the items that we care about. 5.Adjust the timer based upon the total number of items dropped. This change will provide additional reaction time for boss loot drops. 6.Currency, gems and uniques have timer extended while magic/rare items remains unchanged. This will help players get the gear that they want while keeping sharing/hunting on some items. 7.Players must be within a certain range of each other for the IIQ bonus. This will prevent players from rushing ahead and will reduce the viability of booster bots. 8.Add loot options to default/hardcore leagues while restricting option in ladder leagues. This will allow GGG to create a hardcore, cut throat, FFA (timer) loot league. This will benefit new players and casuals while providing hardcore players a chance to play in a FFA environment. 8-1.Any item that is not picked up before the timer expires will be destroyed. This will keep the rush of FFA while preventing players stopping mid combat to take their teammate’s loot. IGN: Wrathmar * Paulie * Client
|
![]() |
How is clicking on something faster than someone else fun at all? All this loot system has done is have people with lower latency than me take all the rare items. I've only "received" unique items twice and both times someone else grabbed it before me even though I clicked on them right away. This more than anything else makes me want to quit the game.
|
![]() |
" |
![]() |
Honestly I really dislike the looting system as it is atm. Some of the parties I join, I have to stay in the back to do my damage. My item drops i go to it and the timer goes down so fast. I don't have the best comp in the world and so I lag as well.
As of right now basically its free loot for all the melee's Most of the nice stuff meant for me I don't really care about. I care when I do my job to contribute to killing an Act boss when mostly everyone else dying and my item gets looted, show off and overall gloating. It makes me avoid parties all together and just solo like I have been doing since the game released. Back to soloing I go. I don't exactly have friends to play with or group with either since most of em flaked out. It's discouraging to many players, ESPECIALLY new ones / people that don't have top of the line/decent computers |
![]() |
If FFA is created to compensate the distance between each character and item/and to compensate lagging people.
- All magic items/common currencies(portal,iden,bw,as,alt,tran)/low level quest skill gem should have some fixed delay (1 sec or so). - All rare items/rare currencies/mid-to-high(alc,chaos,jew) quest skill gem should have longer delay (1-2 sec or so). - All unique items/ultra rare currencies(Exalted,GCP,Blessed,Divine), non-quest skill gem should have around 2-4 sec delay. Introducing longer delay and remove item allocation system should help reducing the problem of feeling about ninja looter (since there is no allocation ... then there is no more ninja). To further enchant the fairness ... timestamp is used to ensure the synchronization of lag-time ---------------------------------------------------------------------------------------- While having some delay time and people usually rapidly click on item to take the item. Let me introduce new "HEAT System". Item dropped with timer has a penalty to whoever try to pick it up before time-up. (Item is hot, very hot because monster temperature is much higher than 37 Celsius, and directly burn you hand) Let me say ... Magic item ... 0.40 Second hand burn, cannot pick any item during effect Rare item ... 0.80 Second hand burn, cannot pick any item during effect Unique item ... 1.20 Second hand burn, cannot pick any item during effect So everybody will see the "SAME" timeout (because of sync), have almost "SAME" time to pick the item up (>2 sec is long enough to compensate ping), high risk of losing the item if pick it before it's cooled. "Picking it too fast, you get nothing. Picking it too slow, somebody else take it" |
![]() |
" Ironically the best items are sometimes white items. And instanced loot as loot drop option fixes these issues: Ninjas = cant ninja with instanced loot. ALL loot is distributed without arguing or delay in public parties with instanced looting, letting players focus on combat and co-op aspects. Can switch to FFA in friend parties. Pick-It bots are ineffective with instanced loot. Reduce the loot-splosions in higher level with Instanced Looting. In short: Instanced looting has very few drawbacks, and fixes many many issues. Torchlight 2 has instanced looting, and its made by the *original* diablo 1&2 team. Last edited by Planetsurvival#1516 on Feb 13, 2013, 12:36:14 AM
|
![]() |
" ..Funny post. But, after the video everything else is kind of pointless. People think the current loot timer means 'dropped' items are theirs no matter what. If another player picks that item up after the timer expires, they feel as if they have been a victim of theft. Seems like some sort of entitlement issues to me. Feel free to use what ever word you want to describe it. |
![]() |
" yes i have to remind you that FFA brought timers and not the other way around...saying that timers are the problem of FFA makes you look silly cause the timers came to "adjust" the ffa unfaireness just to remember you When you judge another, you do not define them, you define yourself
|
![]() |