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. |
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Spoiler
" 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 |
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" ....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
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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.
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" 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.
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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.
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" Once suggested the same thing:
Spoiler
" " 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 |
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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.
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" When was the destructoid interview? IGN: Wrathmar * Paulie * Client
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" Agreed. |
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