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

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TremorAcePV wrote:
I stand by my suggestion for loot to only appear after every monster (bosses included) in the instance is dead.

And for special groups that initiate PVP for all the loot in the instance against your fellow group members (special meaning you know you are joining said group).

That just sounds like it will fix everyone's problems. It will make everything fair and combat will not be interrupted (for the community). It will still be cutthroat and relatively easy to code as compared to some *other* suggestions (for the devs).


Sounds like it would alienate some of the players once again. Not saying the idea is terrible, but I bet you'll find a ton of people against what you're suggesting. Providing options so that the player can decide is probably the best solution.
IGN: Mibuwolf
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TremorAcePV wrote:
I stand by my suggestion for loot to only appear after every monster (bosses included) in the instance is dead.

And for special groups that initiate PVP for all the loot in the instance against your fellow group members (special meaning you know you are joining said group).

That just sounds like it will fix everyone's problems. It will make everything fair and combat will not be interrupted (for the community). It will still be cutthroat and relatively easy to code as compared to some *other* suggestions (for the devs).


I would absolutely hate that, it would be a massive clusterfuck at the end of the dungeon.
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mibuwolf wrote:
Sounds like it would alienate some of the players once again. Not saying the idea is terrible, but I bet you'll find a ton of people against what you're suggesting. Providing options so that the player can decide is probably the best solution.


I don't see how it would alienate anyone.

The "special" groups with PVP are like custom leagues. Up to the players.

I'm not saying it separates loot. I'm saying that a public group plays through an instance, kills everything, and once the last monster is killed, everyone sees all the loot, at the same time (give or take .3ms ping).

Not sure how that alienates anyone. It would still be relatively cut throat because as soon as that happened, everyone would scramble for loot. But everything would be dead, so no one has to worry about dying or fighting like they do with the current system.

Everything would drop at once and 99% of the loot would be strewn across the level, meaning someone getting the rare loot under their feet at that moment wouldn't affect someone sprinting away to get loot elsewhere.

Then it would devolve to luck of the draw. Which I think everyone should be fine with.

The only exception is people who stack movement speed or have skills that influence it. But that's part of the game basically. Up to the players.

It would also take away the problem of Melee's taking all the loot while Ranged players stay back and do what they do. Though that's not a problem I think the devs should fix. That's a consequence of play style.

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MrH wrote:
I would absolutely hate that, it would be a massive clusterfuck at the end of the dungeon.


I don't particularly see why. Yes, people would scramble for loot, but that's what the devs want. I'm trying to give them a fair way to do it. Something that takes away the problems of MeleeVSRanged, Lag, Loot interrupting combat, etc.

It's a clusterfuck as is. I'd rather it be once I've killed everything, personally.
Last edited by TremorAcePV#7356 on Feb 17, 2013, 4:42:13 PM
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TremorAcePV wrote:
This is what is defined as cut throat.

There is no cut throat without the actual cut throating happening.
So clicking on pixels is not cut throat.
cut throat is pvp. what we have in default leeague is pve

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TremorAcePV wrote:
Or that since ranged players are forced in the back due to the game's difficulty, they aren't severely disadvantaged in getting loot either.

Ranged are natively disadvantaged because they dont see the loot being ranged (forced in the back) in the first place. Loot drops 1-2 screens away.
And the current timer doesnt compensate for that.

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xStamos wrote:
...takes the competition out of the game.

You should check what competition means before using it like that.
for competition there are races events etc
clicking on pixels is not competition.
Last edited by mobutu#5362 on Feb 17, 2013, 4:52:07 PM
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SL4Y3R wrote:
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ziggro wrote:
Im getting 300 MS latency EVERY public party(90MS solo), so i need to solo otherwise i cant get A SINGLE loot, but solo the loot sux, so each day my i lose a bit of my interest in this game. can u make solo viable please???? this is not a freaking mmo!!


Consider the loot timer is something like 2-8 seconds depending on range. And 300ms is only .3s, you could definitely be getting loot.

I play quite frequently on the Euro severs with around 200ms, and I do just fine.




As someone who has the luxury of playing in both 30 v 300-500+ ping games, the difference is massive. It stupid and ridiculous how much of a difference it makes
Standing right over an item, clicking it for 2-3 seconds and not picking it up. Nothing happens. This happens over and over again. I tried it for over a 2 weeks. It is not your 0.3 second difference.


Truly disgusting, how players will lie through their teeth to defend absolutely everything this game. The game has legitimate problems that needs addressing and you people will try every and anything to squelch this problems down.
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mobutu wrote:
There is no cut throat without the actual cut throating happening.
So clicking on pixels is not cut throat.


I'm kinda trying to make an option for that by suggesting the "Everyone fights to the death for all the loot in the instance" suggestion. It could be an option when making groups.

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mobutu wrote:
Ranged are natively disadvantaged because they dont see the loot being ranged (forced in the back) in the first place. Loot drops 1-2 screens away.
And the current timer doesnt compensate for that.


Yes. But I don't believe that the devs should change the game to compensate for it. It makes sense that they should get last dibs since they are in the back, where it's safe (usually).

In a group with melee characters, melee's are in the most danger. Risk VS Reward there. If all of the group is ranged, there is no disadvantage.
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arare wrote:
As someone who has the luxury of playing in both 30 v 300-500+ ping games, the difference is massive. It stupid and ridiculous how much of a difference it makes
Standing right over an item, clicking it for 2-3 seconds and not picking it up. Nothing happens. This happens over and over again. I tried it for over a 2 weeks. It is not your 0.3 second difference.

Same experience here, tested with the absolute worst ping and its just stupid.
The timer isnt finished, you click-keep-long-on-it and still dont get it.
massive indeed.
with good ping have no problems. with worst ping i rarely get something.
Last edited by mobutu#5362 on Feb 17, 2013, 4:58:02 PM
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TremorAcePV wrote:
I'm kinda trying to make an option for that by suggesting the "Everyone fights to the death for all the loot in the instance" suggestion. It could be an option when making groups.

i understand what you were trying to say.
I just think that the wheel should not be re-invented: pvp is pvp and pve is pve. Offer these options, let people choose.

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TremorAcePV wrote:
Yes. But I don't believe that the devs should change the game to compensate for it. It makes sense that they should get last dibs since they are in the back, where it's safe (usually).
In a group with melee characters, melee's are in the most danger. Risk VS Reward there. If all of the group is ranged, there is no disadvantage.

if so, than whats the point of making a ranged toon?
if so, then whats the point of ranged toon being in game?
if they cant get the loot, whats the point of having them?
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mobutu wrote:
I understand what you were trying to say.
I just think that the wheel should not be re-invented: pvp is pvp and pve is pve. Offer these options, let people choose.


I believe I said that I would make it an option you could choose when making a group. That's enough option, don't you think?

In other words, the only time PVP would be added is when the leader made it so when making the group. Otherwise, it'd be business as usual, except that the loot appears once everything is dead. No PVP then.

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mobutu wrote:

if so, than whats the point of making a ranged toon?
if so, then whats the point of ranged toon being in game?
if they cant get the loot, whats the point of having them?


The point in having them is to kill mobs without having to risk dying.

They are great for Solo. Melees have a naturally harder time due to their play styles. If a player chooses melee over ranged, then they should get whatever comes with melee. Which is being closer to enemies which equates to being closer to loot.

I find that perfectly acceptable because at the same time, they have a greater chance of dying too. Risk VS Reward.

If Ranged players have a problem with that, either don't play ranged, or play solo. Ranged is great for Solo.

This would turn the game into the following choices:
Melee for loot, or Ranged for survivability.

I think that's a good thing because, atm, Ranged is OP for the very reason that I list. They don't have to be close to the monsters, and thereby, in danger, to kill them. There are exceptions, but in those exceptions, melee are even more disadvantaged.

The current loot system just adds to that in letting the Ranged players have a fair chance at loot that they basically risked nothing, compared to the melee players, for.
Last edited by TremorAcePV#7356 on Feb 17, 2013, 5:13:51 PM
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TremorAcePV wrote:
...


You aren't making great arguments buddy. You don't want people to avoid making a group just because they play a ranged class.

In other words, arguments like "Deal with it..." do not hold.
IGN: Mibuwolf

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