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

Killbilly was. By saying IL must get more loot drops than the current system.
"
SL4Y3R wrote:


And its funny you say no one here wants free loot on the ground, yet that's exactly what you're asking.


then you must have a very strange definition of "free" in your mind

cause last time i checked loot drops AFTER you kill a mob/boss and IL doesnt' change that does it?

man...this is getting old seriously...
When you judge another, you do not define them, you define yourself
"
SL4Y3R wrote:
Killbilly was. By saying IL must get more loot drops than the current system.


guys can you get some fact straight PLEASE and stop spreading lies..

i sayed IL will net you the same QUANTINY with SOLO PLAY what you DO NOT UNDERTASTAND to that statement ?

if you group is effecient OFCOURSE you get more loot...this applies to BOTH looting systems (FFA/IL)

seriously...com'on find something new
When you judge another, you do not define them, you define yourself
GW2 had a new, refreshing idea:

"Lets make our customers play the game and not the UI"

it worked fine, first time in an mmorpg i could focus on whats happening on my screen instead of repeating difficult roations over and over, staring at my hotkeys.

In Path of exile i am forced to play "the lootdrops" I even die sometimes because of the lootsystem. overall i need to focus way too much on drops. i cant realy relax and enjoy the game.

for me personaly this currrent lootsystem destroys too much of the other acpects of the game.
after half an hour dock farming in a group, im done. its too stressfull to me. i am a ranged class by the way.

After 550 pages about this issue and 100 threads about the same, GGG should realy think about a solution that males EVERYONE happy and not just a greedy minority who love to grief others with ninjaing items.

as a groupleader I would like to have the option to decide which lootsystem fits my needs.
"
killbilly wrote:

guys can you get some fact straight PLEASE and stop spreading lies..

i sayed IL will net you the same QUANTINY with SOLO PLAY what you DO NOT UNDERTASTAND to that statement ?

if you group is effecient OFCOURSE you get more loot...this applies to BOTH looting systems (FFA/IL)

seriously...com'on find something new


Based on IQ %'s you get less loot in party play, which is what I think Slayer is talking about.

As for each party member you get +50% IQ.

So 2 party members would be 150% / 2 = 75% loot for each member...and it continues to go down as you add players.

Keeping IQ at 100% for each party member while in a party would give an increased percentage of loot per person, if done in instanced loot - and be an insane amount of gear dropping.

That being said, they could offer the same %'s with instanced loot that you currently get with X number of players in a party. But the argument I believe was for 100% IQ per person in instanced loot, which would be a great deal more loot then currently being dropped.
Last edited by Elynole#2906 on Feb 13, 2013, 11:43:11 AM
"
Elynole wrote:
"
killbilly wrote:

guys can you get some fact straight PLEASE and stop spreading lies..

i sayed IL will net you the same QUANTINY with SOLO PLAY what you DO NOT UNDERTASTAND to that statement ?

if you group is effecient OFCOURSE you get more loot...this applies to BOTH looting systems (FFA/IL)

seriously...com'on find something new


Based on IQ %'s you get less loot in party play, which is what I think Slayer is talking about.

As for each party member you get +50% IQ.

So 2 party members would be 150% / 2 = 75%...and it continues to go down as you add players.

Keeping IQ at 100% for each party member while in a party would give an increased percentage of loot per person.


ofc GGG must work the variables so IL isnt' the same pinata...i sayed from the start that IL needs to be moded...when i say IL must be the same with solo play i mean with the rule when/if implented not with the rules that exist now :)

IL need developer time for sure
When you judge another, you do not define them, you define yourself
"
AceNightfire wrote:
"
wrathmar wrote:
"
AceNightfire wrote:
Simple as that and it wouldn't reduce the amount of items dropped, it would just change the lootmechanic in terms of "who gets what". Of course, someone that brings more rarity/quantity within the party should have a higher chance of a countdown as someone, who has no rarity/quantity (still he has the chance to get a timer, this chance will just be significantly lower then).

This would just be a fair system and no one can complain, besides all those FFA supporters with no arguments.


So are you suggesting that the timer should be based upon how much IIQ and IIR a character has equipped?


The lootmechanism could be like this:

- There is a total chance that an item is reserved for you at 50% (if you play solo, it doesn't matter)
- FOR EVERY PLAYER in the party, this percentage gets divided. To sum it up:

-- 1 man party = 100% (doesn't matter if 50% reservation, because you are alone anyway)
-- 2 man party = 25% reservation chance for everyone and 50% for no reservation
-- 3 man party = 16,66% reservation chance for everyone and 50% for no reservation
-- 4 man party = 12,5% reservation chance for everyone and 50% for no reservation
-- 5 man party = 10% reservation chance for everyone and 50% for no reservation
-- 6 man party = 8,33% reservation chance for everyone and 50% for no reservation

- That means NOT EVERY RARE/UNIQUE ITEM is reserved! Only 50% are and the number of partymembers reduce the percantage for everyone.
- But now there are some people who have for example more quantity and rarity. If we wouldn't change the percantages equal to the amount of rarity they posses, then only the others would benefit from the rarity/quantity this guys bring in the party, while the guy himself does't benefit from his own stats as he would if he plays alone.

- Example: If we have a 2 man party and one has +50% item rarity, while the other guy has +100%, then the guy with +100% should have a higher chance for item reservation. I would calculate it like this:
--> For the one with 100% item rarity: 25%*(1+50/100)=37,5% Reservation Chance
--> For the one with 50% item rarity: 25%*(1-50/100)=12,5% Reservation Chance
--> + when the person has MORE percent and - if the person has LESS percent compared to others

- As you can see, if you add the numbers, they result in 50% again, while the one with more rarity will more often get the reservation compared to the one with less rarity. I'm bad at math, so excuse me if the formula looks silly. But there should be no problem to make a formula where you can easily calculate who has which chance for reservation. :)

I think this would be really fair



I understand what you are suggesting.

I like your idea about having the loot timer affected by player IIR/IIQ. I do not like the inconsistency of your system. I would rather see it be a percentage increase. So if a player has a combined IIR/IIQ of 100% their loot timer would double. This would provide players with control over the system and reward the players that wear MF gear.
IGN: Wrathmar * Paulie * Client
"
Elynole wrote:
Unfortunately it's an argument without an end, much like religion or what have you. People either are for it or against it and changing it either way will continue to result in one side complaining and another side defending.

That is why implementing loot-options will result in the maximum numbers of players (customers) satisfied.
Only the extremes will not be happy but is statistically proven that extremes are minority anyways.
Giving options will stop these kinds of threads, at most you'll have some totally benign threads like "instance is better" or "ffa is better". But as long as people can choose and play accordingly, who cares?
Last edited by mobutu#5362 on Feb 13, 2013, 11:59:12 AM
people still taking my shit.... should have increase the loot timer little more.
BoomExplosion - Templar (BOOM!)
_Sistar_ - Duelist (currently rerolling him)
FakeShooter - Ranger (meh LA, iceshot rangerrr)
FakeMaster - Shadow (might start when I get everything)
Last edited by Laststranger#1667 on Feb 13, 2013, 12:02:06 PM
"
wrathmar wrote:
"
AceNightfire wrote:
"
wrathmar wrote:


So are you suggesting that the timer should be based upon how much IIQ and IIR a character has equipped?


The lootmechanism could be like this:

- There is a total chance that an item is reserved for you at 50% (if you play solo, it doesn't matter)
- FOR EVERY PLAYER in the party, this percentage gets divided. To sum it up:

-- 1 man party = 100% (doesn't matter if 50% reservation, because you are alone anyway)
-- 2 man party = 25% reservation chance for everyone and 50% for no reservation
-- 3 man party = 16,66% reservation chance for everyone and 50% for no reservation
-- 4 man party = 12,5% reservation chance for everyone and 50% for no reservation
-- 5 man party = 10% reservation chance for everyone and 50% for no reservation
-- 6 man party = 8,33% reservation chance for everyone and 50% for no reservation

- That means NOT EVERY RARE/UNIQUE ITEM is reserved! Only 50% are and the number of partymembers reduce the percantage for everyone.
- But now there are some people who have for example more quantity and rarity. If we wouldn't change the percantages equal to the amount of rarity they posses, then only the others would benefit from the rarity/quantity this guys bring in the party, while the guy himself does't benefit from his own stats as he would if he plays alone.

- Example: If we have a 2 man party and one has +50% item rarity, while the other guy has +100%, then the guy with +100% should have a higher chance for item reservation. I would calculate it like this:
--> For the one with 100% item rarity: 25%*(1+50/100)=37,5% Reservation Chance
--> For the one with 50% item rarity: 25%*(1-50/100)=12,5% Reservation Chance
--> + when the person has MORE percent and - if the person has LESS percent compared to others

- As you can see, if you add the numbers, they result in 50% again, while the one with more rarity will more often get the reservation compared to the one with less rarity. I'm bad at math, so excuse me if the formula looks silly. But there should be no problem to make a formula where you can easily calculate who has which chance for reservation. :)

I think this would be really fair



I understand what you are suggesting.

I like your idea about having the loot timer affected by player IIR/IIQ. I do not like the inconsistency of your system. I would rather see it be a percentage increase. So if a player has a combined IIR/IIQ of 100% their loot timer would double. This would provide players with control over the system and reward the players that wear MF gear.


What do you mean with unconsistency? In my idea the one who has the reservation has ALWAYS 20 seconds to grab his item or unlock it for everyone (with strg+click for example). This way he has enough time to get his item. After 20 seconds it's available for everyone. No need for increasing the timer if we just give it a fixed´big amount of seconds.

Report Forum Post

Report Account:

Report Type

Additional Info