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

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Juggernaut448 wrote:


I've acknowledged your viewpoint multiple times by saying if you want instanced loot options, it would take the developers months, maybe even a year to implement the system, since they would have to rework part of the base of the game. Remember when I said coding was hard?

You refused to listen to me and instead kept saying it's simple to do.

I agreed with a solution posted before that could work, but you instantly shot it down without a second thought because it wasn't an instanced loot option.

I apologize before about the attack on your grammar, I understand there are other languages, but communication is key when in a debate.


WHO SAID it is simple to do ??? com'on dont' use lies.....

i am the first who acnowledged that IL NEEDS MORE Developer Time...i have even used a equation of how ffa vs il is (using common sense)

I never ever attacked anyone if not provoked FIRST with names like QQers,whiners. Sorry but when someone call me stupid i tend to answer

I do not remember myself shotting down any solution...in fact anything can be better than FFA...
When you judge another, you do not define them, you define yourself
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wrathmar wrote:
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Juggernaut448 wrote:


I've acknowledged your viewpoint multiple times by saying if you want instanced loot options, it would take the developers months, maybe even a year to implement the system, since they would have to rework part of the base of the game. Remember when I said coding was hard?


Months to a Year to make a variable change? Exaggerate much? The Devs have posted that changing the loot system would be an EASY tasks.


The reason they have not tweaked the system yet is because they have bigger (desync) issues to deal with. Now that the server are more stable they will be able to devote some time into testing the new loot system.
IGN: Wrathmar * Paulie * Client
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TehHammer wrote:

Not seeing five-sixths is a HUGE penalty when it comes to high level crafting gear, your party may only see one white Vaal Regalia (to pick a popular ES crafting chest) in a level 75+ map and if you have instanced loot and a full party, odds are pretty good you won't see it.


I very much doubt, anyone reading atleast a quarter of the suggestions or the comments of devs to the topic, will still pursue a fully instanced system, as in which the loot is managed in a different instance-per player, thus invisible to all.

Fully instanced is not going to come and not to wish for. (sig)

I get the impression most ppl being for some sort of allocation with ownership rights, use the phrase instanced, there as all FFA supporters read each hint of allocation, as a provocative fully instanced claim.

the current timersystem uses allocation, during the timeframe, with the whole drop still sharing the same instance of the area, and thus being visible to all. just to repeat the difference.

ppl need to calm down.

also to some the phrase off-topic seems to be unheard of.
if your post is only to insult someone you're a battling with,
i would suggest you settle your petty disputes in a pvp match and shutup in the meanwhile.
http://www.youtube.com/watch?v=I71cY9Ysy5U


About the popular demand to add more options for party creation etc:

In the moment, you have one basic mechanism, with the loot timer allocation and all, running in the background of every instance opened in the game. (also singleplayer)

If you add options to the party creation, you might have to initialize instances according to the parameters.
-you might get into trouble with ppl though being in a party, entering other allready opened instances of previous parties or other players
-you might get into lot of trouble managing all these different instances with different looting rules and parameters applied to them, on the server side.
-you might get problems if parameters change, while the party is playing; so most likely for a change in the settings you have to start the party anew -> and immediately close all instances formerly opened.

-if the looting options store the parameters on the client side- e.f.
the instance of the area doesnt differ per option, instead the parameters are stored within the client and every encounter with a mob ->recalls the parameters stored in the party members and reacts accordingly.
=> you would have lot of fun tracking those different parameters with players rapidly joining and leaving different groups

i see this possible problems, with different looting options given.
EDIT: aside from the fact that most options discussed so far still dont solve most of the issues mentioned.

what you basicly expect is a very fragmented system on the servers.
-> to realize those management tasks to get it to work, might be more expensive than defining a new system, which solves the issues and at the same time can run behind the scenes of every instance and party, as the current system does. (sig)



competition game mode / loot allocation: http://redd.it/18eodl

modular item crafting:
http://www.pathofexile.com/forum/view-thread/387738
http://redd.it/1emvm9
Last edited by DisorderedMind#1931 on Feb 14, 2013, 3:07:13 PM
2 much retardness and single-mindet ppl who cant actually take that there are other ppl with OTHER OPINIONS/FEELINGS, well, OTHER human beings out there who dont like what THEY are thinking, i mean, that would be blasphemy right?

Im out of this, to stay calm >.>

Have a nice evening
Kitava have mercy on your soul.
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killbilly wrote:


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


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killbilly wrote:

WHO SAID it is simple to do ??? com'on dont' use lies.....


You said coding FFA loot is simple. Coding IL loot or FFA loot is not simple. Coding itself isn't simple. That's a quote directly from you practically saying coding is easy. Please do not say I lie.

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killbilly wrote:

i am the first who acnowledged that IL NEEDS MORE Developer Time...i have even used a equation of how ffa vs il is (using common sense)


Coding doesn't just use common sense. You can't just throw an equation in there and make it work. I can't exactly say which type of system would take longer to code, but just saying that an IL loot system would take longer without knowing firsthand is wrong. Without personal experience, how could you know?

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killbilly wrote:

I never ever attacked anyone if not provoked FIRST with names like QQers,whiners. Sorry but when someone call me stupid i tend to answer


As I said, I'm not going to go searching for posts, I don't care enough.

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killbilly wrote:

I do not remember myself shotting down any solution...in fact anything can be better than FFA...


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killbilly wrote:
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Juggernaut448 wrote:

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.....


Yeah, you kind of did just dismiss it for your own standpoint completely.

And if anything is a better solution than the semi-FFA loot we have now, you'd agree to Xavderion's suggestion as well then right?

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wrathmar wrote:
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wrathmar wrote:


Months to a Year to make a variable change? Exaggerate much? The Devs have posted that changing the loot system would be an EASY task.


The reason they have not tweaked the system yet is because they have bigger (desync) issues to deal with. Now that the server are more stable they will be able to devote some time into testing the new loot system.


Just interested in where they've said that, I'd like to read up on it.

Also, from playing, they still have big desync issues that I'd rather they take a look at before messing with the loot system. I can't get loot if I can't kill the monster I'm attacking because it's really somewhere else rather than in front of me.
Last edited by Juggernaut448#1888 on Feb 14, 2013, 3:22:18 PM
Competitive FFA looting can be fun, but they need to enable friendly fire along with it if they want to make it feel like true "Exile survival" experience. This way if someone takes your loot they flag themselves for PvP and you can kill them for the extra realism (maybe have them drop all their equipped items when they die), that would go with the theme of "survival" that the devs want to keep so bad by staying with FFA looting. The whole "who took my item" gets old pretty quick.
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Juggernaut448 wrote:

Just interested in where they've said that, I'd like to read up on it.

Also, from playing, they still have big desync issues that I'd rather they take a look at before messing with the loot system. I can't get loot if I can't kill the monster I'm attacking because it's really somewhere else rather than in front of me.


It was stated in a PM response to a beta tester a month ago. It is somewhere in this mammoth thread somewhere in the page 200 range. They stated that making the change would be a quick and easy process and if there is sufficient interest they would implement a change. I don’t remember who they sent the message to… may be Stryker or Planetsurvival…
IGN: Wrathmar * Paulie * Client
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wrathmar wrote:
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Juggernaut448 wrote:

Just interested in where they've said that, I'd like to read up on it.

Also, from playing, they still have big desync issues that I'd rather they take a look at before messing with the loot system. I can't get loot if I can't kill the monster I'm attacking because it's really somewhere else rather than in front of me.


It was stated in a PM response to a beta tester a month ago. It is somewhere in this mammoth thread somewhere in the page 200 range. They stated that making the change would be a quick and easy process and if there is sufficient interest they would implement a change. I don’t remember who they sent the message to… may be Stryker or Planetsurvival…


But what type of change is it exactly? Editing the current system would be simple, but stacking another system on top of the current one, well from what I've experienced working with programmers, it could be a huge hassle and use a lot of time. Then again, it depends on how great of programmers they are and how many people are working on the situation as well.

I worked with a group of people who were programming and it took a long time to implement some of the rather large features to games.
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DisorderedMind wrote:

I very much doubt, anyone reading atleast a quarter of the suggestions or the comments of devs to the topic, will still pursue a fully instanced system, as in which the loot is managed in a different instance-per player, thus invisible to all.


Well for the record, I want exactly that.
If I see another good way to fix screen clutter then I might change my mind.
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Crizaig wrote:
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wrathmar wrote:
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Juggernaut448 wrote:

Just interested in where they've said that, I'd like to read up on it.

Also, from playing, they still have big desync issues that I'd rather they take a look at before messing with the loot system. I can't get loot if I can't kill the monster I'm attacking because it's really somewhere else rather than in front of me.


It was stated in a PM response to a beta tester a month ago. It is somewhere in this mammoth thread somewhere in the page 200 range. They stated that making the change would be a quick and easy process and if there is sufficient interest they would implement a change. I don’t remember who they sent the message to… may be Stryker or Planetsurvival…

I thought it was Brian who commented on it in a chat on Twitch...


The chat is the most recent comment on the system. They stated that they are increasing the timers on some items and removing it on others. Does anyone have the twitch link?

The comment from a month ago was sent from Chris to a tester via PM and he stated that increasing the loot timer would be easy to implement. I don’t have a link for the comments and I don’t feel like digging.
IGN: Wrathmar * Paulie * Client

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