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

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dodosuke wrote:


[Everything you said]



You don't get the point. If their name is on the timer, it's not theirs. That's just something to even the playing field for said item between players with and without lag.

There is no "yours" until you pick it up. That's the idea.

Plus, they don't want to stifle interaction between players. The loot system is part of that. That's what they mean by "bubble". They want what you do to effect others. Like it is in the real world, to an extent.

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ricklington wrote:

This man gets it. Allow us to filter what is shown and you will still have the same feel without sacrificing the pay attention aspect of the FFA loot


That would defeat the purpose. Sifting through the loot is part of the experience, I suppose. It adds to the challenge of getting loot before others do.

Basically, they are trying to make getting loot while in a group a game and a challenge within itself.

That, and I agree with the two you quoted, but I don't think it's what the devs want. They want cut throat. Competition between players for loot.

Your idea and the other two go against that.
Last edited by TremorAcePV#7356 on Feb 19, 2013, 4:16:24 PM
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TremorAcePV wrote:
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dodosuke wrote:


[Everything you said]



You don't get the point. If their name is on the timer, it's not theirs. That's just something to even the playing field for said item between players with and without lag.

There is no "yours" until you pick it up. That's the idea.

Plus, they don't want to stifle interaction between players. The loot system is part of that. That's what they mean by "bubble". They want what you do to effect others. Like it is in the real world, to an extent.

"
ricklington wrote:

This man gets it. Allow us to filter what is shown and you will still have the same feel without sacrificing the pay attention aspect of the FFA loot


That would defeat the purpose. Sifting through the loot is part of the experience, I suppose. It adds to the challenge of getting loot before others do.

Basically, they are trying to make getting loot while in a group a game and a challenge within itself.

That, and I agree with the two you quoted, but I don't think it's what the devs want. They want cut throat. Competition between players for loot.

Your idea and the other two go against that.


Lets be realistic. Not one single person in this 600+ page thread is talking about anything but rares/uniques. If they wanted a "true" cutthroat culture in this game their would be common/magic/rare/unique classification instead there would be weapons and armor and people would be fighting over orbs in a DM style. Instead they are still using the W/B/Y/G color and quality system which in a FFA system is laughable.
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TremorAcePV wrote:
One other thing about the whole "What do the devs think?" regarding how the game should be:

This was on the "Don't post any more loot thread" thread. Name paraphrased since I forget things quickly sometimes.
[long post]

Ok, first off GGG is failing at the tough decisions/harsh world thing, period. They really ought to look at making the game more challenging and making sphere grid decisions more meaningful than "pick life or die a lot" before they start talking about how this player interaction system plays.

Beyond that, everything he said is actually a really good reason to have multiple methods for looting, which are chosen from at the time the group is created. If you're in a group with friends or just want to kill a boss really quickly for quest progression, then you can just mark loot pure FFA and go kill stuff. If you're in a PUG doing loot runs, then you can make a relatively long timer such that people have ample opportunity to grab their share of the loot and perhaps re-distribute it amongst each other while waiting for certain zones to re-set. If you want something inbetween, then GGG can make a slider with these two extremes at each end and plenty of increments inbetween, so that people can pick the pace and security that they're comfortable with.

This would be the opposite of hard to do.
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Crizaig wrote:
You need to promote teamwork in a co-op game, not cause drama between the players. Your move GGG, unless you are purposely trying to drive players away from your game.


Exactly. I thought devs should listen to the community and ACT, how long has this loot issue been going on? Would making an IMMEDIATE change to loot system to favor LESS NINJAING be ***HARMFUL*** to the game? Can't see how. What kind of mentality is that?

This new loot system seems worse than the old if I got it right, WTF ONE SECOND TO PICK IT UP? I play from fucking BRAZIL, and sometimes 2-3 items drop assigned to me and I can't pick them all up.

I spent 50$ on the game (not that it matters apparently) because I feel it's doing more rights than wrongs, but reading devs talk about "cutthroat mechanics" makes me depressed.
This is 2013 people, when people PARTY UP they are cooperating.

Why don't you make the party leader select two types of loot, free for all (100% free for all UBER CUTTHROAT OMG OMG HARDCORE) and assigned loot uber carebear mode 30 seconds to pick stuff?

This would please everyone, ITS NO WONDER THERES SO MANY PUBLIC PARTIES WITH "NO NINJA" titles.

Please listen!!!!!!!!

Sorry for the caps, but this is my first and probably last post about the loot system.
i had a debate today with a guy who joins groups with "NO NINJA" in name, ninjas stuff and say that anyone who wants to not be ninja-d need to play solo.

and guess what, he`s right, by current mechanics, u cant complain to anybody, u cant do absolutely anything to him except kicking him out of group. which i guess doesnt bother anybody a single bit.

in all pugs, everybody loots everything. thankfully i have this 1 guy im runing maps with with policy - your name & your loot and guess what, im having fun playing the game like i never had before playing solo and i guess a lot of other guys would too, if they can actually find person like that from all ninjas and all people who ninja thinking they would get ninjad.


A stranger like no otherther,
Faced the wall of the Umbra,

@Yastro
"
yastru wrote:
i had a debate today with a guy who joins groups with "NO NINJA" in name, ninjas stuff and say that anyone who wants to not be ninja-d need to play solo.

and guess what, he`s right, by current mechanics, u cant complain to anybody, u cant do absolutely anything to him except kicking him out of group. which i guess doesnt bother anybody a single bit.

in all pugs, everybody loots everything. thankfully i have this 1 guy im runing maps with with policy - your name & your loot and guess what, im having fun playing the game like i never had before playing solo and i guess a lot of other guys would too, if they can actually find person like that from all ninjas and all people who ninja thinking they would get ninjad.




Now that you said it, I have around 5 people on my friend list which I added because we all respect loot. We probably friended because we hate the loot system in its current form and we have more fun respecting loot rules.
Its a shame, because that encourages people to play private parties and instead of reaching out to making more friends, does the opposite and divides community.
doesnt matter, now some leet hc dude will come and tell us to go back to diablo 3 or something because we would like an option to make game infinitely more fun & fair to us while not taking a single iota from their way of playing the game.
A stranger like no otherther,
Faced the wall of the Umbra,

@Yastro
"
XCodes wrote:
Ok, first off GGG is failing at the tough decisions/harsh world thing, period. They really ought to look at making the game more challenging and making sphere grid decisions more meaningful than "pick life or die a lot" before they start talking about how this player interaction system plays.

Beyond that, everything he said is actually a really good reason to have multiple methods for looting, which are chosen from at the time the group is created. If you're in a group with friends or just want to kill a boss really quickly for quest progression, then you can just mark loot pure FFA and go kill stuff. If you're in a PUG doing loot runs, then you can make a relatively long timer such that people have ample opportunity to grab their share of the loot and perhaps re-distribute it amongst each other while waiting for certain zones to re-set. If you want something inbetween, then GGG can make a slider with these two extremes at each end and plenty of increments inbetween, so that people can pick the pace and security that they're comfortable with.

This would be the opposite of hard to do.


Yes, they are, but it's in Beta, just got to OB, they are working towards it.

And your second paragraph, I like a lot.

Why didn't I think of that? The Group leader chooses the looting method when the group is made. Perfect.

The only problem I see with that is that it offers a way around their "hard decision" atmosphere they want.

Maybe, the loot system doesn't set in stone who gets what loot.

For example, a group leader chooses a loot system that designates who gets what. I don't have to follow that if I join his group. Those are "...more like guidelines, really." To quote Captain Barbossa from the first Pirates of the Carribean movie.

A pirate reference in regards to something referred to as "cut throat". Lol

Yeah, that would pretty much defeat the purpose of their choice, but it was just a thought.

See, the problem with compromising when it comes to making a "hardcore game with hard decision making" (paraphrased) as the devs want is that it offers a way out. That defeats the purpose in every sense of the phrase.

For people who want this game to be hardcore and enjoy it being cut throat, FFA, etc. having an option to disable all that takes away from the game. It simply does. And the ones who want that option will never understand why. Imo at least.
Last edited by TremorAcePV#7356 on Feb 19, 2013, 6:25:54 PM
"
TremorAcePV wrote:
"
XCodes wrote:
Ok, first off GGG is failing at the tough decisions/harsh world thing, period. They really ought to look at making the game more challenging and making sphere grid decisions more meaningful than "pick life or die a lot" before they start talking about how this player interaction system plays.

Beyond that, everything he said is actually a really good reason to have multiple methods for looting, which are chosen from at the time the group is created. If you're in a group with friends or just want to kill a boss really quickly for quest progression, then you can just mark loot pure FFA and go kill stuff. If you're in a PUG doing loot runs, then you can make a relatively long timer such that people have ample opportunity to grab their share of the loot and perhaps re-distribute it amongst each other while waiting for certain zones to re-set. If you want something inbetween, then GGG can make a slider with these two extremes at each end and plenty of increments inbetween, so that people can pick the pace and security that they're comfortable with.

This would be the opposite of hard to do.


Yes, they are, but it's in Beta, just got to OB, they are working towards it.

And your second paragraph, I like a lot.

Why didn't I think of that? The Group leader chooses the looting method when the group is made. Perfect.

The only problem I see with that is that it offers a way around their "hard decision" atmosphere they want.

Maybe, the loot system doesn't set in stone who gets what loot.

For example, a group leader chooses a loot system that designates who gets what. I don't have to follow that if I join his group. Those are "...more like guidelines, really." To quote Captain Barbossa from the first Pirates of the Carribean movie.

A pirate reference in regards to something referred to as "cut throat". Lol

Yeah, that would pretty much defeat the purpose of their choice, but it was just a thought.

See, the problem with compromising when it comes to making a "hardcore game with hard decision making" (paraphrased) as the devs want is that it offers a way out. That defeats the purpose in every sense of the phrase.

For people who want this game to be hardcore and enjoy it being cut throat, FFA, etc. having an option to disable all that takes away from the game. It simply does. And the ones who want that option will never understand why. Imo at least.


looting someones items in a group specificaly named no ninja is not being hardcore, its being a jerk. at least in my book.
A stranger like no otherther,
Faced the wall of the Umbra,

@Yastro
"
yastru wrote:

looting someones items in a group specificaly named no ninja is not being hardcore, its being a jerk. at least in my book.


Well, yes. But what most people want is choice. Options. The ability to play the game how they want to.

... This gives choice. Maybe I want to be a jerk. (I don't, but for the sake of arguement.)

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