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

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Juggernaut448 wrote:
How about you guys just stop bickering about it for now? The developers will change it in due time, they'll figure out what they're going to do with the loot system. No one here, unless they're employed by GGG, is going to be implementing whatever loot system they want.

Just give ideas and quit being children about it.

I read a few pages back that Xavderion suggested that timed loot be invisible to others until the timer runs out. I support this idea since people won't be able to see said loot and hover over it like vultures, since that's the basic problem with timed loot currently. The developers keep the theme of FFA loot while loot is still semi-instanced at the same time. It's literally cut in half straight down the line between the two. I think this is what people call compromise and we all need to do it for the sake of the developers.


i have a better idea which is the golden compromise

loot options

a) PURE FFA no timers
b) IL

everyone is COMPLETELY happy this way

like is hard to "code" pure ffa system.....
When you judge another, you do not define them, you define yourself
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killbilly wrote:


i have a better idea which is the golden compromise

loot options

a) PURE FFA no timers
b) IL

everyone is COMPLETELY happy this way

like is hard to "code" pure ffa system.....


Have you ever made a videogame in your entire life? Do you realize the time it would take to change a gameplay mechanic? Do you realize all of the other code they would have to write for items, replace code in other classes, create more and more classes stacked on top of each other, references, etc. You have no idea how to code and you assume it's the easiest of things. Pick up a book about C++ and read the first chapter. You won't understand jack shit.

When you can write thousands of lines of code and change a gameplay mechanic as well as other mechanics in C++ for a videogame, maybe then you can have an opinion on how easy it is to code for a game.

And before you retort with "But I do code and I'm great at it!", then go make a videogame yourself with a working network frame, instanced loot, 3D graphics and models, great game mechanics and become rich.

Shit, I'm an indie game artist and just seeing the crap programmers have to do with code makes me cringe.
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Juggernaut448 wrote:
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killbilly wrote:


i have a better idea which is the golden compromise

loot options

a) PURE FFA no timers
b) IL

everyone is COMPLETELY happy this way

like is hard to "code" pure ffa system.....


Have you ever made a videogame in your entire life? Do you realize the time it would take to change a gameplay mechanic? Do you realize all of the other code they would have to write for items, replace code in other classes, create more and more classes stacked on top of each other, references, etc. You have no idea how to code and you assume it's the easiest of things. Pick up a book about C++ and read the first chapter. You won't understand jack shit.

When you can write thousands of lines of code and change a gameplay mechanic as well as other mechanics in C++ for a videogame, maybe then you can have an opinion on how easy it is to code for a game.

And before you retort with "But I do code and I'm great at it!", then go make a videogame yourself with a working network frame, instanced loot, 3D graphics and models, great game mechanics and become rich.

Shit, I'm an indie game artist and just seeing the crap programmers have to do with code makes me cringe.


pure ffa already exist.....they have no need to code it
and yes i acnowledged alot of times that IL requires MORE development time than FFA...cause FFA is simple a
" put the coins in the floor let people pick them up "
while IL requires carefull planning so it cant' be abused...

i have sayed that like 200-250 pages b4....

FFA is the fast way , IL is the better way i believe noone can deny it..
When you judge another, you do not define them, you define yourself
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Crizaig wrote:
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Juggernaut448 wrote:
Have you ever made a videogame in your entire life? Do you realize the time it would take to change a gameplay mechanic? Do you realize all of the other code they would have to write for items, replace code in other classes, create more and more classes stacked on top of each other, references, etc. You have no idea how to code and you assume it's the easiest of things. Pick up a book about C++ and read the first chapter. You won't understand jack shit.

When you can write thousands of lines of code and change a gameplay mechanic as well as other mechanics in C++ for a videogame, maybe then you can have an opinion on how easy it is to code for a game.

And before you retort with "But I do code and I'm great at it!", then go make a videogame yourself with a working network frame, instanced loot, 3D graphics and models, great game mechanics and become rich.

Shit, I'm an indie game artist and just seeing the crap programmers have to do with code makes me cringe.


^^^This doesn't make you sound like a total douche at all...


and he still failed....
When you judge another, you do not define them, you define yourself
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Juggernaut448 wrote:

Have you ever made a videogame in your entire life? Do you realize the time it would take to change a gameplay mechanic? Do you realize all of the other code they would have to write for items, replace code in other classes, create more and more classes stacked on top of each other, references, etc. You have no idea how to code and you assume it's the easiest of things. Pick up a book about C++ and read the first chapter. You won't understand jack shit.

When you can write thousands of lines of code and change a gameplay mechanic as well as other mechanics in C++ for a videogame, maybe then you can have an opinion on how easy it is to code for a game.

And before you retort with "But I do code and I'm great at it!", then go make a videogame yourself with a working network frame, instanced loot, 3D graphics and models, great game mechanics and become rich.

Shit, I'm an indie game artist and just seeing the crap programmers have to do with code makes me cringe.


Programmers who write code for video games aren't looking to get rich. Programmers that write code for enterprise level applications get rich.
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Panda413 wrote:

My original comment and each following comment was just pointing out that many people against FFA are incapable of acknowledging there is a valid reason to have it as the only loot mechanic.


FFA does add to the game play and will always have a place in the game. BUT that place is not in default. FFA belongs in a separate cut throat league or in a race league. Default is the league where players hang out to socialize and waste time. The current short timer system harms the social element.

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Panda413 wrote:

I believe when you have several hundred unique opinions to sort out, discarding the ones that lack perspective is a good first step to coming to a good conclusion.


This is what the Devs are doing right now. Sifting thru all the ideas presented trying to separate the good from the bad.
IGN: Wrathmar * Paulie * Client
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Crizaig wrote:
GGG is trying way too hard to not include anything that is in Diablo 3. We won't get instanced loot no matter how hard people fight for it. I think the best we can hope for is extended timers and/or possibly hiding items on timers until it becomes FFA.


i dont' believe that this is the case...is very stupid for a company to do not take the GOOD elements of something and make them BETTER....is like shooting your own leg...stubborn is bad for a person in a company is a no-go (or a faster way to bankcrupt)

from what i see GGG are not stubborn...
When you judge another, you do not define them, you define yourself
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Crizaig wrote:


^^^This doesn't make you sound like a total douche at all...


Some one who has an opinion on something they know nothing about makes me upset.

Calling someone a douche doesn't make you any less of a douche. Think before you speak.

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killbilly wrote:


pure ffa already exist.....they have no need to code it
and yes i acnowledged alot of times that IL requires MORE development time than FFA...cause FFA is simple a
" put the coins in the floor let people pick them up "
while IL requires carefull planning so it cant' be abused...

i have sayed that like 200-250 pages b4....

FFA is the fast way , IL is the better way i believe noone can deny it..



There's a lot they would have to do with the FFA code in order to implement instanced. Again, do you know anything about coding?

You're statement of FFA is simple to code and IL being harder is outright bogus and can't even be backed with facts at all. You're literally just pulling this shit out of your ass. It's like you think coding is the easiest thing in the whole world. Just how young are you?

IL and FFA both require careful planning and programming because they're a basic game mechanic which other game mechanics rely on. Have you ever seen a game implement both instanced and FFA loot? If there are games that have that, there aren't many. It's because it's hard as hell to allow both.

Also saying your opinion is the best opinion is just... well, you can fill in the blank.
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Sickness wrote:
How about you present some good reasons for FFA loot only then?


I thought you left this argument?

But I was hoping you would ask that. I only need to provide 1 good reason since you say there are NONE. I doubt you will acknowledge that you were wrong based on everything else you've typed in this thread.. but I don't mind, I'll do it anyway.

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Indisputable fact #1 - Loot mechanics create a different gameplay experience from one another.

Indisputable fact #2 - GGG has stated their motivation in making PoE was to recreate the gameplay experience they enjoyed playing D2. They felt ARPG games released since then strayed away from some of the core mechanics they felt made D2 such an enjoyable experience for them. Competitive loot is one of those mechanics they wanted to bring back.

Indisputable fact #3 - If GGG offers loot options, some players will never choose to play FFA loot. Those players will never experience the gameplay the developers intended while originally developing the game.

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Considering these 3 simple facts, we can form the conclusion that ONE good reason for FFA to be the only loot mechanic is that is the way the developers of the game intended to be played. Pretty simple huh?

Here is where it gets a little more confusing for some people:

This one reason doesn't mean you have to support FFA only. It doesn't mean you have to play in a group. It doesn't mean you aren't allowed to leave feedback and ask the developers to consider providing options so you can enjoy the game more.

However, if you say there is "NO GOOD REASON" for FFA only, then you are insulting the game and the developers. You are saying they don't know what makes a good video game. You are saying their personal opinion about the ARPG experience is irrelevant and you are the only person that matters. You are saying that all games, art, music, movies, etc should be created to cater to the highest % of customers possible and not be based on the creator's ideas and desire.

If you tell Metallica they have to record country, reggae, and pop versions of their songs to give listeners more options and appeal to a wider audience they would think you are crazy. Would you say "but... options!"? Would you say there is NO good reason for them to not do that?

Again, I'm not saying this ONE reason should compel you to change your opinion. I'm saying if you are incapable of grasping and acknowledging this reason without needing me to hold your hand and walk you through it, I don't feel like your opinion about loot is worth consideration. I've stated this perspective more than once and so far, nobody so far has been able to convince me otherwise. To me, it's common sense.

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PS - everything KillBilly types just adds more supporting evidence to my first comment in this thread today. :)
" ... to let them know the game isn’t going to be very fair from here on out."
- Qarl
Last edited by Panda413#5809 on Feb 13, 2013, 3:05:09 PM
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Elynole wrote:


Programmers who write code for video games aren't looking to get rich. Programmers that write code for enterprise level applications get rich.


Oh no, of course. People who program games do it for the love of games. That's why I do artwork for games and such. That doesn't mean that it's any easier to code for a videogame than any other program. It's still not to say that they can't get rich from making a game. Just look at Notch and Minecraft.

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