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

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AceNightfire wrote:
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wrathmar wrote:
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AceNightfire wrote:

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.


I like you original idea with the extended timers and the ability to clear ownership. The way that I am reading your newest suggestion is that 50% of loot is dropped with no ownership and the remaining 50% is reserved based upon who has the highest IIR/IIQ. I feel that having some uniques reserved and some not would be inconsistent.

If IIQ/IIR would affect the timer it should 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.


Ah now I understand what you mean. Yes, that would be possible too. But the percantage should also increase the chance of getting a timer at all. Because if it's still random who gets a counter and who not, all the player with less MF gear will benefit from those, who wear MF gear.

A possibility would be that rares/unequipes are ALWAYS with a timer and that the MF gear increases the chance for who gets the timer and who not (but in the end everyone has the chance for the timer). That was eliminate the inconsistency you are worrying about.


the problem with this system is that rewards players with high MF/low dps more than the high dps/low mf...in the end the later is contributing to the killing speed more (if all run mf they will turn the run into a super counterproductive run)

also we already fighting the RNG gods (to drop) if you add more RNG variables there (xx% of something) is like your chances to win a "good" items are same with winning the lottery...

remember that grouping and socializing must be encouraged not become completely counterproductive...

and we forget to mention that the current timers are completely random so in the end you fight against 2 RNG goods (& players)
1 for the loot rolls and 1 for the permission to receive it....
When you judge another, you do not define them, you define yourself
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Xavderion wrote:

I don't like full IL because it feels like playing in your own instanced bubble and your group members are just more or less clever bots. I think that making items invisible as long as the timer is up and maybe upping the lenght of the timer by ~20% would solve the most problems since people wouldn't rush to your items and wait there until the timer runs out and you would have much more time to react and pick your loot up (20% more time + the time your group members need to react and get to the loot so really plenty of time).


That is so ridiculous. I think that is just somehting people say when they haven't actually tried IL.

Anyways, longer loot timers simply won't cut it. There must be instanced loot or some serious changes to loot filters, because in 6 player groups you spend 90% of the time (atleast) looking at text. It removes all the fun from the game for me.
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Xavderion wrote:
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killbilly wrote:
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Xavderion wrote:
So what do you IL guys think about a system where your timed loot is completely invisible to other players as long as the timer is up? Would that be a good compromise?


ggg will decide not us
unless the timer is long enough to not enforce people to STOP dpsing and run like headless chickens for the orb i am fine...but i am not dev lol

but if they go to the way of "invisible items" why not change it to IL completely and solve all the looting issues ?

what you guys have against IL in the first place? you hate cause diablo3 have it?


I don't like full IL because it feels like playing in your own instanced bubble and your group members are just more or less clever bots. I think that making items invisible as long as the timer is up and maybe upping the lenght of the timer by ~20% would solve the most problems since people wouldn't rush to your items and wait there until the timer runs out and you would have much more time to react and pick your loot up (20% more time + the time your group members need to react and get to the loot so really plenty of time).


if the looting fights break the "bubble" between the players well then.....sorry for anyone saying that....

no matter of which system exist (FFA/IL) you should communicate with your fellow players....this wont' change

ps. unless if you mean that the group fight that starts with the word "ninja" are considered "breaking the ice" and love comments...
When you judge another, you do not define them, you define yourself
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AceNightfire wrote:

Ah now I understand what you mean. Yes, that would be possible too. But the percantage should also increase the chance of getting a timer at all. Because if it's still random who gets a timer and who not, all the player with less MF gear will benefit from those who wear MF gear.

A possibility would be that rares/unequipes are ALWAYS with a timer (100%) and that the MF gear increases the chance for who gets the timer and who not (but in the end everyone has the chance for the timer). That was eliminate the inconsistency you are worrying about. So if everyone had 0% IRR, everyone would have 16,66% chance for a timer. And if someone has more MF gear, then it would increase his chance of getting a timer while the chance for everyone else with zero MF gear is decreased.


I think we are talking about two different mechanics. You are suggesting that IIR/IIQ increases the chance that a player has an item assigned to them. I am suggesting that IIR/IIQ increase the length of the timer.

Right?
IGN: Wrathmar * Paulie * Client
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killbilly wrote:
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AceNightfire wrote:


Ah now I understand what you mean. Yes, that would be possible too. But the percantage should also increase the chance of getting a timer at all. Because if it's still random who gets a counter and who not, all the player with less MF gear will benefit from those, who wear MF gear.

A possibility would be that rares/unequipes are ALWAYS with a timer and that the MF gear increases the chance for who gets the timer and who not (but in the end everyone has the chance for the timer). That was eliminate the inconsistency you are worrying about.


the problem with this system is that rewards players with high MF/low dps more than the high dps/low mf...in the end the later is contributing to the killing speed more (if all run mf they will turn the run into a super counterproductive run)

also we already fighting the RNG gods (to drop) if you add more RNG variables there (xx% of something) is like your chances to win a "good" items are same with winning the lottery...

remember that grouping and socializing must be encouraged not become completely counterproductive...

and we forget to mention that the current timers are completely random so in the end you fight against 2 RNG goods (& players)
1 for the loot rolls and 1 for the permission to receive it....


I don't like the timer at all. If they add a timer, they should make an timer for alle rare/uniques that PREVENTS EVERYONE taking the item! This way everyone had the chance to reach that item and the first who makes the click after the timer will get the item. This would be at last more fair then a random timer...
Last edited by AceNightfire#0980 on Feb 13, 2013, 12:58:38 PM
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wrathmar wrote:
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AceNightfire wrote:

Ah now I understand what you mean. Yes, that would be possible too. But the percantage should also increase the chance of getting a timer at all. Because if it's still random who gets a timer and who not, all the player with less MF gear will benefit from those who wear MF gear.

A possibility would be that rares/unequipes are ALWAYS with a timer (100%) and that the MF gear increases the chance for who gets the timer and who not (but in the end everyone has the chance for the timer). That was eliminate the inconsistency you are worrying about. So if everyone had 0% IRR, everyone would have 16,66% chance for a timer. And if someone has more MF gear, then it would increase his chance of getting a timer while the chance for everyone else with zero MF gear is decreased.


I think we are talking about two different mechanics. You are suggesting that IIR/IIQ increases the chance that a player has an item assigned to them. I am suggesting that IIR/IIQ increase the length of the timer.

Right?


Yes
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Crizaig wrote:
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AceNightfire wrote:
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wrathmar wrote:

I think we are talking about two different mechanics. You are suggesting that IIR/IIQ increases the chance that a player has an item assigned to them. I am suggesting that IIR/IIQ increase the length of the timer.

Right?


Yes


So people will just start stacking those stats on gear and loot-whore that way. That's a shitty idea.


And everyone will die because of that circumstance. You can't afford to much MF gear if you want to at least survive more then 2 enemies.

Right now many people stack MF gear anyway, so I don't think it would change much.
Last edited by AceNightfire#0980 on Feb 13, 2013, 1:08:25 PM
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Crizaig wrote:
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AceNightfire wrote:
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wrathmar wrote:

I think we are talking about two different mechanics. You are suggesting that IIR/IIQ increases the chance that a player has an item assigned to them. I am suggesting that IIR/IIQ increase the length of the timer.

Right?


Yes


So people will just start stacking those stats on gear and loot-whore that way. That's a shitty idea.


In a brain storm session there are no shitty ideas. I agree that allowing IIQ/IIR to affect the loot timer has the potential for abuse and leaching but the idea does have some merits.
IGN: Wrathmar * Paulie * Client
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Crizaig wrote:
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Xavderion wrote:

I don't like full IL because it feels like playing in your own instanced bubble and your group members are just more or less clever bots. I think that making items invisible as long as the timer is up and maybe upping the lenght of the timer by ~20% would solve the most problems since people wouldn't rush to your items and wait there until the timer runs out and you would have much more time to react and pick your loot up (20% more time + the time your group members need to react and get to the loot so really plenty of time).


That has got to be one of the stupidest reasons to be against instanced loot ever. Just admit it, you hate the idea of instanced loot because Diablo 3 has it.


exactly this is the TRUE problem and noone has the balls to admit it...

i have assumed sometime ago that if GGG would invent IL first all here woulda praise them as gods of innovation....but because diablo3 had it 1st it makes it a "carebear" feature

When you judge another, you do not define them, you define yourself
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Crizaig wrote:
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Xavderion wrote:

I don't like full IL because it feels like playing in your own instanced bubble and your group members are just more or less clever bots.


That has got to be one of the stupidest reasons to be against instanced loot ever. Just admit it, you hate the idea of instanced loot because Diablo 3 has it.


This is another reason I feel strongly about sticking with FFA.

Most of the worst comments are authored by people that want it changed. It makes me think less intelligent people want it changed so it probably isn't the actual right thing to do.

There are some good points made by the anti-FFA crowd, but for every one of those, there are 3 of this guy. It reminds me of politics. (You can probably guess which side I'm on there.)

Many people from one side of the argument aren't even capable of recognizing or acknowledging the reasons of the other side. To me, that makes their opinion worthless.
" ... to let them know the game isn’t going to be very fair from here on out."
- Qarl

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