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

Simple solution:

Leave "owner's" name tag on items after the timer.
Nothing changes mechanics-wise, but the item will stay labeled until it is picked up. This preserves the FFA style, while providing a guilt-barrier to so-called "ninjas."

As it is now, an item is labeled for a player but then the name tag disappears, making it appear as FFA fair game (which it is). If the name tag were kept on, the implication is that it still "belongs" to that player. "Ninjas" can still "steal" it, but I feel that it would alleviate the "issue" somewhat from a social-psychological perspective.
Spoiler
"
Sickness wrote:
"
DisorderedMind wrote:

As i said, item clutter is a general issue, as you evidently have the same problems in singleplayer aswell, with item-labels covering the whole ground.
so it HAS barely anything to do with the looting system used.


You don't have the same issues in single player, as you have only a third of the loot dropping and you can press z at any time to hide the loot without risking missing out on something.
So yeah, it has alot to do with the looting system.

"
DisorderedMind wrote:

The only reasonable solution to that are the said display filters.


Nope, instanced loot would also solve it. And I think that is more likely than some compelx filters.

"
DisorderedMind wrote:

It starts with the mistaken thought, that the current system in single player is in any way an instanced one.
IT IS NOT, regarding the loot.


Yes it is, in terms of gameplay.

"
DisorderedMind wrote:

the only thing doing a somewhat instanced thing, is implementing the display filters, solving the itemclutter, and visually filtering the items laying on the ground (on a player basis) without a real instanced architecture. but then again, if you want to filter out the 3d models of items lying around, you have to mess with the engine. if you filter only the item labels, it feels weird having those somewhat untouchable items lying around.
either way, it wont work and it wont work with ppl distributing items within a party, costing more time to sort this out and dragging the game pace to zero.


Lol. Those are some assumptions! But no, it would not feel weird to have stuff on the ground that you can't pick up. Monsters drop stuff that you can't pick up all the time. So ofcourse it would work.
Oh, for some people doing a certain thing it would turn out to be slower? Sure, maybe that is even true(if it wasn't so irrelevant I would bother to make an argument against it). But that is no reason not to add it as an option.


We are talking about different things then.
When you talk of item clutter, you mean the effect it has in multiplayer as it prevents you from grabbing your allocated loot fast enough.

When i talk of item clutter, i mean the overall, non loot related problem, of clouds of item labels hindering your view on mobs.
this is also an issue in single player if enough mobs die in a small space, with IIQ mods and with map endgames.
Atm you have the option to show all or nothing. if you tend to disable the loot beeing shown and focus on mobs, you might realize 10mins later that it was still off the whole time. thus, there is a chance of missing somethin in SP too, unless you run back through the whole area.

thats why real display filters are the only way to solve this in general. (also for FFA mode or any other loot system coming to be)
and such filters are in no possible way more complex than fully instanced. as you only have to tweak the graphics overlay engine and the current "hide all" filter mechanism, to read item properties and activate/deactivate the item descriptions accordingly.

and of course the last are assumptions. but at least they are logical. fully instanced differs too much from the overall architecture to be implemented successfully with a reasonable effort. the programmatic overhead in just managing the issues with shared sub instances, costs more than it is worth.
GGG are not going to use their ressources to rewrite half of their core game mechanics to get this to work.

so most of the ppl once posted in this thread in favor of fully instanced, moved along to a somewhat allocating system (me including)

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

modular item crafting:
http://www.pathofexile.com/forum/view-thread/387738
http://redd.it/1emvm9
"
HeroOfExile wrote:
Which part of _choice_ do you not understand?

i think you should shut the fuck up if you cant discuss proper feedback/Suggerstions.




....L O L....


My god man, your idea is the worst idea i have read so far.

Even tho i support FFA loot drops. I have no problem with an instanced loot toggle option at the character select screen. As long as the player who uses that option no longer gains any party loot rewards.

Thats the simple way of doing it. Everything else is over the top, complicated, lame and makes no sense.




I mean, really? A pop up? Grasp... What the hell are you even talking about?
Last edited by Vooodu#7002 on Feb 15, 2013, 10:01:30 AM
I needed so much a better bow, so i went with some parties to bosses. But as o ranged char. i was always far away. And parties have lag. And lag leaves no time to respond. So after several fights i lost 3 rare bows and thank god one player gave it back to me when i asked him. The other 2 just said "you should be quicker" even though they didn't need it. So, the loot system is a problem for me as well.
"
DisorderedMind wrote:

GGG are not going to use their ressources to rewrite half of their core game mechanics to get this to work.

so most of the ppl once posted in this thread in favor of fully instanced, moved along to a somewhat allocating system (me including)


All they would need to do to make it effectively instanced is to allow timers to be set to 100+ seconds.

Adding 2 seconds or so to the timer would be meaningless to me, and would in no way change my stance about avoiding public games altogether.

Also, adding a few seconds does nothing to alleviate the main issue with the current system; people stopping to grab loot while mobs still rage around the party.

Another problem is that GGG doesn't even accommodate those teams that want to work cooperatively instead of competitively. At the least, they could add an option to allow names to stay on items after the timer expired. This way, those groups that agree to share can know who was originally allocated what.
In a very grind heavy game the death penalty equates to...more grinding.
Personally, I really enjoy the current loot system. It has exactly the effect on me that the developers are looking for in that it keeps me on the lookout constantly for loot that is mine. When it drops, I have to decide if grabbing it before the timer expires is worth doing in the middle of combat or if I can afford to wait until its safer. I really hope they keep this system or at least something similar. Its nice that they have something different from most other ARPG's.
"
Hypnagogia wrote:
Simple solution:

Leave "owner's" name tag on items after the timer.
Nothing changes mechanics-wise, but the item will stay labeled until it is picked up. This preserves the FFA style, while providing a guilt-barrier to so-called "ninjas."

As it is now, an item is labeled for a player but then the name tag disappears, making it appear as FFA fair game (which it is). If the name tag were kept on, the implication is that it still "belongs" to that player. "Ninjas" can still "steal" it, but I feel that it would alleviate the "issue" somewhat from a social-psychological perspective.



Once suggested the same thing:
Spoiler
"
DisorderedMind wrote:
"
Vitacia wrote:
There are two opposite forces. You have people who want to change the loot system, but at the same time, people who defend it.


I think this is what went totally wrong.
None of the instanced loot supporters ever stated, that FFA should not be possible or that there should be only one system or way the game should be played.

the majority just wants the ability to choose how they would like their multiplayer experience to be. a legitimate wish.

If there are suggestions, for possible changes to the system which allows both FFA and instanced, then there is no reason to defend the old, which is also futile because of the developers allready saying that they will have to come up with something new.
After all they work hard to keep their growing player base happy, all of it.

the basic issues remain the same for both loot models.
-connection issues
-gamestyle- compensation -> ranged chars
-overall gameflow (camping etc.)

I'm still waiting on responses from the FFA supporters regarding:
-loot drop at player position (item clutter, gamestyle-comp.)
-stronger highlighting of items
-short timers (1-1.5sec) with instanced loot right, to cover connection issues in both modes

-permanent names on items until first pick up.
does this especially hurt you in FFA? or...as its FFA you simply dont care?
this is important, because once this is implemented the discourse is almost over, with party leader defining and enforcing the rules, as its done allready


again: increasing timers just wont work. also defining the looting mode by options needs more work on coding the property management of parties or derive a new type of party to choose at creation.


Also overall difficulty of multiplayer gameplay is hardly defined or balanced by how the looting works.
Its defined by the mob/monster properties.

"
DisorderedMind wrote:
"
Worldbreaker wrote:
To the post above, yes you give the option, but there is no option. If instanced were implemented a majority of players that have no problem with FFA would play it. It is easier, there is no tension, just you killing monsters and casually grabbing your stuff as you go. Even if instanced was penalized, for the people that want it, they would still play it, people that have no issue with FFA would be rewarded for fighting over drops.


A hard coded fully instanced loot implementation is not going to happen. There wont be a checkbox to click and then you get all your loot miraculously.

An assistance for setting party rules (permanent names on items), to make a loot per name parties work, i very much hope so.
The option to choose which style they want to play, lies in the hand of the partyleader.

There is no reason for anyone to decide or to punish the way a group of ppl likes to play.
There is also no reason to enforce something, which annoys players. Especially if you would like them to stay and support via microtransactions.

That party gameplay seems to easy, is subject to balancing and has nothing to do with loot.

How to distribute loot is after all, a social thing, as the posts above mentioned.
Only the way how loot is dropped is part of game mechanics. If you camp a timed item or leave it be...is for you to decide.

Its also very much for you to decide with which ppl you want to play with.
If you are in for the competition, fine play in a dedicated FFA party. have fun.
If you are new to the genre, dont wont to rush for loot and focus solely on fighting, and perhaps more loot, fine...play in a loot per name party. noone can or should hinder you.

As the decision wont be made by hardcoding anything, there is nothing to oppose, nothing to fear and whine about loosing FFA.


its the most easy to do, cheap way to solve this loot issue.
got no actual feedback on this one and moved on with a more expensive solution, which might solve other issues (like connection; ranged char compensation etc.) by at the same time adding a new element to party gameplay.

if interested look into my signature.

the problem with easy solutions you might expect making everyone happy, is that any solution or option for the LootperName-Gentleman FanClub makes some of the most elitist trolls unhappy.
those are typically the same ones cheering for FFA and in the next moment fearing they themselves might rather play the gentleman style once you are not longer forced to keep up with the crap.

thx god, there is also a great part of FFA ppl stating, that it is indeed their favourite gameplay style and that it'll stay that way and thus have no problem at all, with ppl defining possible solutions for LootPerName / allocated loot gameplay if somewhat optional.

@TheSwampDog
as im trying to say in my posts before, that timer adjustment would be a system using allocation. its different from a real instanced loot system.
if you make the timers too long, then it basicly assures everyone to get the allocated loot, thus ppl will own it, by at the same time:
-not necessarily contributing anything at all (ninja as in bystander running around collecting loot)
-the whole fucked up, "it needs to be rush for the item" thing just disappears without any replacement. => all of the FFA rebelling against -> "make options then"->with options probably come problems (initialization, instances management, server fragmentation)
-> FFA trolls "will never play FFA again...soo bad"

perpetuum mobile, fixing nothing.
please look into the link in my signature and give me your opinion to that one.
What i'll support -> easy way, let the names stay -> sort out by Partynames "FFA vs. LootPerName" coding effort close to zero & all intelligent ppl being happy
competition game mode / loot allocation: http://redd.it/18eodl

modular item crafting:
http://www.pathofexile.com/forum/view-thread/387738
http://redd.it/1emvm9
LOL, just saw the destructoid interview. "loot tention", my sides. Devs will be feeling wallet tension by the end of the year if they stick to their awesome views on what brings tension into an ACTION rpg.
"
raz415 wrote:
LOL, just saw the destructoid interview. "loot tention", my sides. Devs will be feeling wallet tension by the end of the year if they stick to their awesome views on what brings tension into an ACTION rpg.


When was the destructoid interview?
IGN: Wrathmar * Paulie * Client
"
Stoops417 wrote:
Personally, I really enjoy the current loot system. It has exactly the effect on me that the developers are looking for in that it keeps me on the lookout constantly for loot that is mine. When it drops, I have to decide if grabbing it before the timer expires is worth doing in the middle of combat or if I can afford to wait until its safer. I really hope they keep this system or at least something similar. Its nice that they have something different from most other ARPG's.


Agreed.

Report Forum Post

Report Account:

Report Type

Additional Info