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

I'm am so sick of FFA loot and ninjas.

Seriously, as a caster witch I get nothing in groups. I NEVER get my loot. ALWAYS stolen by melee characters. Just lost a map. I've lost so many rares and uniques I can't even count.

Timers aren't near long enough.

Groups are only useful for faster xp gain and help with boss kills. Loot in groups is non-existent for me. I would really enjoy grouping more if I could ever pick up my loot.

I so wish there was a choice to turn off FFA loot. The FFA loot is really extinguishing my desire to play in groups.

FFA loot even causes problems and awkward moments with friends. It's a terrible mechanic that makes this game unfun to play in groups unless you are melee and steal from everyone else.

I hope GGG gives us an option to turn this horrible mechanic off or double perhaps triple the length of the timers. Grouping is just unplayable for loot gain for me.

FFA loot is the one thing that could drive me away from this game that I very much enjoy otherwise.
Last edited by ApocalypticTrick#6323 on Feb 20, 2013, 4:43:16 AM
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ggnorekthx wrote:
I wasn't going to chime in, but after playing for well over one hundred hours since OB started, I feel I have seen some of the issues with the current system.

Basically, I just don't group up in public games anymore. When I do, I usually am trying to get through a difficult section and EXPECT to get ninja'd the entire time. And I do, every single time.

FFA loot sounds great in principle, and I play Hardcore because I love the added challenge... but FFA loot simply gets in the way too much. The timers aren't long enough for me to reach my loot, and since it was MY loot for a short time, I feel cheated when three people are standing there not fighting just trying to click my rares. Great, glad I'm playing ranged dps so these goofballs with shields and crappy weapons can just nab all of my stuff.

With no timers, I'm sure it would be even worse. I really think that the timer should be at least doubled. That way, instead of people scrambling to click on my loot in the middle of a firefight in Merciless, people would focus on the game and actually play. Sure, you might get that "lull" where people wait to click loot, but 95% of players pay attention and try to get the loot that is for them.

Another issue is that even when I click my drops, 80% of the time or more, I don't get them even though I reach them in time. Usually this is because other characters are clicking my loot and somehow cause my guy to stop. If I don't click the loot at least two or three times I won't ever get it.

Basically, just make the timers longer so grouping in Public games isn't just a crapstorm of looters/leechers and chest poppers. I'd like a challenge and hardcore experience more than most, but this isn't that at all.


This is exactly my experience and sentiment.
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ApocalypticTrick wrote:
Spoiler
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ggnorekthx wrote:
I wasn't going to chime in, but after playing for well over one hundred hours since OB started, I feel I have seen some of the issues with the current system.

Basically, I just don't group up in public games anymore. When I do, I usually am trying to get through a difficult section and EXPECT to get ninja'd the entire time. And I do, every single time.

FFA loot sounds great in principle, and I play Hardcore because I love the added challenge... but FFA loot simply gets in the way too much. The timers aren't long enough for me to reach my loot, and since it was MY loot for a short time, I feel cheated when three people are standing there not fighting just trying to click my rares. Great, glad I'm playing ranged dps so these goofballs with shields and crappy weapons can just nab all of my stuff.

With no timers, I'm sure it would be even worse. I really think that the timer should be at least doubled. That way, instead of people scrambling to click on my loot in the middle of a firefight in Merciless, people would focus on the game and actually play. Sure, you might get that "lull" where people wait to click loot, but 95% of players pay attention and try to get the loot that is for them.

Another issue is that even when I click my drops, 80% of the time or more, I don't get them even though I reach them in time. Usually this is because other characters are clicking my loot and somehow cause my guy to stop. If I don't click the loot at least two or three times I won't ever get it.

Basically, just make the timers longer so grouping in Public games isn't just a crapstorm of looters/leechers and chest poppers. I'd like a challenge and hardcore experience more than most, but this isn't that at all.


This is exactly my experience and sentiment.


Mine too, and I think the vast majority of the playerbase feels the same. But GGG have made it pretty clear they want the system that is in place right now because it fits into the lore of their game, and they wont change it based on the playability of the game. It's not going to change, ever.
I frankly don´t understand why people use the term "steal".

After the Timer is up, it´s not "yours". It wasn´t even "yours" when the timer was running. At that time, you simply had the possibility to pick the item up first. After that, the Item is free for all.

I like the looting-system as it is now (but a slight increase of about 20 % timer-length wouldn´t hurt though)
Kuduku, you majestic, magnificent, pulsating, wooden shaft of a man. - ZiggyD
Last edited by MinasMorgul#2519 on Feb 20, 2013, 5:40:27 AM
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MinasMorgul wrote:
I frankly don´t understand why people use the term "steal".

After the Timer is up, it´s not "yours". It wasn´t even "yours" when the timer was running. At that time, you simply had the possibility to pick the item up first. After that, the Item is free for all.

I like the looting-system as it is now (but a slight increase of about 20 % timer-length wouldn´t hurt though)


the FFA brought timers not the otherway around...we are not talking about the enlighment of the items..we are talking of the crappy ffa system and how it only promotes negative effects in the group gameplay
When you judge another, you do not define them, you define yourself
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Chris wrote:
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tpapp157 wrote:
An allocation time more on the order of 5 seconds may be more reasonable.


The idea is that there's still an adrenaline rush and that the player has to be alert and aware of what items are dropping.


I disagree with this. Of course there's going to be an adrenaline rush if a good item drops. That adrenaline rush quickly turns to anger if somebody else picks up your item. There are loads of reasons for not picking up an item immediately most common being that there are other mobs still to deal with and you don't want to stop fighting or because of latency issues. Not to mention other people clicking on the item constantly so you cannot pick it up.

As a ranged player, I am farther away from any item that drops and I (generally) have less health than melee characters and so I can't rush in and grab my item if there are still enemies to be dealt with.

Further to this, I play from the Middle East where the Internet is sub par and I am also playing on a mac through an unofficial wine skin thing. Latency issues also apply to me.

A loot timer of around 5 seconds would probably see me right.

To those who think that if a player does not want an item and that waiting for the little timer to get to zero takes away from the fast pace of the game I say: it's your choice. If you wish to pick up loot that originally did not drop for you, you are in essence facing an opportunity cost. You could either pick up the loot that wasn't originally for you and risk someone else picking up your loot as the party has moved on or you could continue with the fast pace of the party and maybe find something better. Personally, with the quicksilver flasks and movement speed boots and combination of both, if you had to wait for 5 seconds it would hardly take away from the fast pace of the game on any significant level.
My prefer is a loot timer from round about 30 secs.

Aktually its a Melee loot system, Ranged have no chance.

Best case: A large group of enemys, 1 enemy goes down and drop a item, but the ranged can not get it because the rest of the mobs. Any Melee can loot it and the range not. And the community is not fair in POE.

Best Way: Play a summoner and do the complete game alone -.-

Last edited by MiamiNice#7856 on Feb 20, 2013, 6:27:43 AM
I play this game more than 8hr/day since start of OB and i never ever played in groups only because the loot system is broken.
Fix it or play just among your ninja friends.
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Mivvi wrote:

A loot timer of around 5 seconds would probably see me right.

To those who think that if a player does not want an item and that waiting for the little timer to get to zero takes away from the fast pace of the game I say: it's your choice. If you wish to pick up loot that originally did not drop for you, you are in essence facing an opportunity cost. You could either pick up the loot that wasn't originally for you and risk someone else picking up your loot as the party has moved on or you could continue with the fast pace of the party and maybe find something better. Personally, with the quicksilver flasks and movement speed boots and combination of both, if you had to wait for 5 seconds it would hardly take away from the fast pace of the game on any significant level.


Based upon the most recent state of the game and a recent chat by Chris I believe they are tweaking the timers for certain Items. I would not be surprised if we see patch notes announcing this change soon.
IGN: Wrathmar * Paulie * Client
Last edited by wrathmar#4456 on Feb 20, 2013, 6:50:36 AM
This loot system is utter and complete fucking fail. It is literally the worst thing in this game. But i dont think they are going to change it so we are basically going to have a lot of people playing solo i think which means less longevity as playing with people is more fun that not but having the loot taken over and over again for whatever reason quickly kills the fun in a game that is basically a lootfest.

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