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

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killbilly wrote:
the fact is that looting issue is more discussed than the dsync one


Desync is a performance issue and needs to be remedied/improved regardless of how much it is discussed.

Looting is currently working as intended, it's just that not all players appreciate GGG's design choices.

Big difference.
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Aixius wrote:
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killbilly wrote:
the fact is that looting issue is more discussed than the dsync one


Desync is a performance issue and needs to be remedied/improved regardless of how much it is discussed.

Looting is currently working as intended, it's just that not all players appreciate GGG's design choices.

Big difference.


Correct, but I think what the guy was implying is that "this issue is more vocal". Usually you would expect game breaking bugs to have more complaints than some game mechanic like looting.
IGN: Mibuwolf
Last edited by mibuwolf#7946 on Feb 16, 2013, 1:43:15 PM
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DisorderedMind wrote:

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.


No, that is not what I am talking about. "Clouds of item labels hindering your view on mobs" is what I am talking about aswell. It is not a problem in singeplayer because only 1/3 of the loot drops and you can easily hide everything without consequences.

"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"
Talk about a stretch! I guess it comfirms what I am saying.

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DisorderedMind wrote:

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.


Insatnced loot isn't complex at all. Just divide all loot, make other peoples items non-clickable (making items un-clickable is already possible) and hide other peoples loot (a MUCH simpler filter than what you are asking for)

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DisorderedMind wrote:

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.

I disagree. It's simple.
cmon ggg, give us something! that elephant in the room keeps eating.
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Crizaig wrote:
I don't know how you guys can keep bickering over this shitty loot system. Obviously, GGG doesn't give a fuck and there is nothing wrong with it in their eyes.

Just let this thread die and quit playing the game if you have an issue. Maybe if enough people quit playing their game because of one shitty game mechanic, it will open their eyes.


yup sometimes best weapon you have is $$$. dont give them your money if you are not happy. simple
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Sickness wrote:


No, that is not what I am talking about. "Clouds of item labels hindering your view on mobs" is what I am talking about aswell. It is not a problem in singeplayer because only 1/3 of the loot drops and you can easily hide everything without consequences.
Talk about a stretch! I guess it comfirms what I am saying.


it hinders the gameplay, in SP, in MP and in a FFA / allocating loot system. it just confirms that you have a big problem with something beeing not related to the loot system.

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Sickness wrote:

Insatnced loot isn't complex at all. Just divide all loot, make other peoples items non-clickable (making items un-clickable is already possible) and hide other peoples loot (a MUCH simpler filter than what you are asking for)


from the software point of view and how different objects communicate and are related to each other, instanced means something entirely different. loot wont be dropping in the area instance the players share, but in each sub instance the individual players are part of.
Scroll back to the original post of Chris. also regarding the filtering of allocated items per player. What you describe above is applying filters on allocated loot (sharing all the same area instance,so exactly what i was saying).

back to item clutter:
what you now have, is an engine rendering 3d objects and the very same engine, as an overlay, rendering 2d sprites, the item labels.
the routine is allready reading out the basic property of each randomly generated item -> and based on the item being white/magic/rare/unique instancing different coloured labels.

with the graphics being calculated on the client side, and the servers only sending the info about a label, in which colour, has to be shown on coordinate point (x,y), a filter reading out this information and the option you have set in the settings, will have to flag the according labels as not important and preventing the engine to draw them. Others not having the filter options set, will still see everything.
you dont have to alter the whole core mechanics to fix this.

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Sickness wrote:
I disagree. It's simple.
At least that is something we have in common.

@akirra

the problem is, what to do if you love the game. and you basicly would love MP too, but are not content how it is atm?

so the only way is comming up with an idea, respecting the wishes of ppl posting here on the one side and on the other side following the baselines the devs are pursuing,
in other words:
-> add some kind of competition, while allowing FFA and allocated loot to coexist or to depend on each other
while getting rid of this version of "loot tension"
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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DisorderedMind wrote:

it hinders the gameplay, in SP, in MP and in a FFA / allocating loot system. it just confirms that you have a big problem with something beeing not related to the loot system.


But it doesn't hinder gameplay in SP, and instanced loot would make it possible to play MP without it.

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DisorderedMind wrote:

from the software point of view and how different objects communicate and are related to each other, instanced means something entirely different. loot wont be dropping in the area instance the players share, but in each sub instance the individual players are part of.


Strawman of the century.
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Sickness wrote:

Insatnced loot isn't complex at all. Just divide all loot, make other peoples items non-clickable (making items un-clickable is already possible) and hide other peoples loot (a MUCH simpler filter than what you are asking for)

.



Then stop asking for complex solutions... Dive, hide, etc... These are all complex.


If you want instanced loot, ask for a toggle option at the character select screen.

That way any game you play wether alone or in multiplayer will drop single player loot for you. All the time.....

It seems like people want instanced loot but still want to benefit from the same amount of drop rates that occur from party reward drop rates. Which is infact a load of bullshit.

It just sounds like people want the cow and the milk for free..




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Crizaig wrote:
I don't know how you guys can keep bickering over this shitty loot system. .




Yay... Your ironic post of the day!


Free beer for you.




Last edited by Vooodu#7002 on Feb 16, 2013, 4:52:41 PM
The problem with the original post and item loots system is that I have Parkinson's disease and about 70% of the time I just can't click fast enough if I even click on the right item so it's really unfair for me and I love playing RPGs and these type of games so this system DOES NOT have my vote. - Seems it's always take advantage of the handicap with new games. But don't get me wrong I know this type of system is needed in a game like FPS where reflexes are about 90% of the game but in a game like this I don't see why it should be like this. Hard enough with all the clicking and button mashing as it is.
Last edited by woofdang#6314 on Feb 16, 2013, 4:56:50 PM
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Crizaig wrote:
"
Vooodu wrote:
"
Crizaig wrote:
I don't know how you guys can keep bickering over this shitty loot system. .




Yay... Your ironic post of the day!


Free beer for you.

Yay... Your useless troll post of the day!

Free beer for you.

lol
I guess we hope that GGG sees the error of this FFA loot system and change it before it ruins a good game.
Is minic a gheibhean beal oscailt diog dunta!

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