Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
i like the loot system, it keeps me on my toes and makes 6 player spamfests more exciting. i am not ashamed to admit that i loot other peoples items when i get the chance. in return i do not complain when someone snatches 'my' gcp off the ground. the loot system also gives solo play a distinct feel from group play, adding some variety to the gameplay.
what i dislike however, is not getting a drop because i am blocked by another character. i see 'my' gcp on the ground, plenty of time left, click on it but it wont pick it up. click again, nothing. timer runs out and the other dude gets it as my character takes a tiny step forward, becoming unblocked. thats pretty lame and could be fixed by slightly increasing the pickup radius. |
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" This thread's purpose is for the devs to watch and read as the debate unfolds and use that to build something everyone wants. Yes, it's been going on for 2 years, but I think that just either proves how hard it is to give everyone what they want, or how busy GGG has been with other things that they consider to be more important. It's probably a combination of the two plus more stuff I can't think of at the moment. My point is, wait. Give your input, then don't worry about it, and play the game. They will do something when they are able. And based on everything that's happened up to this point, I feel like that will be soon. Their current major priority is everything OB introduced: A massive player spike + feedback leading to desync and a myrriad of other issues involving the economy, content balancing, bugs/glitches, among other things. I'm sure they are working hard. And I bet that when they finally do something about the loot system, they won't come here to say "We've decided on: XXXX". They'll release it with a patch. Then we'll know. Then they'll either ask us how we feel about what changes they make, or say, "this is good enough for now, let us work on some other stuff, then we'll come back to fix it again." Preferably the first option, but it's been an issue for 2 years, so I would expect them to expect us to be content with some change for a while. " This is a valid concern for all parties. GGG, please fix this ASAP. The new loot system can wait, but this seems easily fixable. Last edited by TremorAcePV#7356 on Feb 20, 2013, 6:59:08 PM
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Just saw Charans post and all I have to say is......thank you very much.
Standard Forever
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" People understand its concept fine. They just disagree. Your acting like once they learn the concept they change their minds about disliking it. Ya right. Your arguments appear to get worse over time. Feel free to disagree once you return from the dark corner that Charan sat you in... Standard Forever
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Imagine a game where you could login and play PoE with random 6 ppl full parties and not have to worry about loot cause everyone has a fair chance to win it.
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I have not seen one post about getting rid of the FFA loot system,Most all people are asking for is to have an option to it not a lot to ask for.
Those that want FFA just don't group with people that do not. What could be easier. |
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" And? I don't see how FFA loot is any more or less hardcore than any other loot system. Maybe if the game was made for cutthroat players by cutthroat players you'd have a point. I greatly appreciate the hardcore aspects of the game. The deep and complex passive tree, the numerous builds. I enjoy theorycrafting builds a lot. I enjoy playing quite a bit, and I enjoy tackling the toughest content I can get my hands on. However, when I'm on a team, I want to work as a team. Putting people who are cooperating to beat content at-odds when it comes to receiving the rewards for same, is at cross purposes. Working against each other can be great fun in PvP situations, but in cooperative situations I'm not interested in working against my party members. I want to feel like they've got my back, and I've got theirs. There's also the issue of pickit and its ilk. That sort of thing made playing public games in D2 fruitless for anything other than XP, if you were a legit player. Pickit already exists in this game, and while timers certainly help, they don't stop it from giving a big unfair advantage to the cheaters who use it. Expecting to be able to simply stop things like that from getting into the ecosystem is unrealistic. Better to design a system that makes such cheating irrelevant, to the extent that is possible. Keep FFA as an option for people who want to race for loot if you like, but it would sure be nice to allow an option that took loot racing out of the equation, for the (I'm going to say vast majority of) people that don't want it. I think the FFA loot system is born out of nostalgia, and honestly, who doesn't feel a bit of nostalgia for games that we loved and are now long past? But just because we loved them doesn't mean they got everything right. Last edited by magicrectangle#3352 on Feb 20, 2013, 8:50:31 PM
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PK system, its simple. real-cut-throat ftw.
somebody block you and pick ur gcp? kill him by ur poison arrow. no need to be path of thieves. |
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Simple Solution.
Pickup Log. If people are in an FFA party, its fine. If people are in a supposedly respectful party, they can see who picks up what. No transparency, and executed/handle by players. However, this solution will add more cluster to the game to some. |
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I have introduced several people to this game and the first thing they always complain about is the loot system. It's an annoying clusterfuck even when playing with friends who won't steal your loot, it must be a nightmare with randoms. It seems the best solution is just to implement the option to switch from FFA to instanced loot when you make a party, then everyone is happy. As it is now the loot system is definitely my least favourite aspect of the game.
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