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

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TremorAcePV wrote:
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mibuwolf wrote:

Instanced loot is not an option.


Instanced loot is my preferred option, it would increase my fun by 100x. D3 didn't do much right but this was one of the big improvements they made. I hate FFA loot, and everyone I play with does as well. GGG could keep FFA looting for their "cut throat" league, but it has no business in normal.
@Sickness,

What is the point of playing multiplayer, other than to get loot (besides playing with friends, since this loot system is only really important for the public system)?

@XCodes,

And, btw, loot collecting is part of the game. The reward for the game is enjoying the game. Loot is what leads to that. And GGG is not a company. I suppose you are already wrong about that. They can't play? ... What is solo then? Bit off a bit too much that time.

@iamstryker,

The issue with the loot system is that people are greedy, and lack understanding. The fact that the game has flaws doesn't help this, those being hit collision, the name on the timer, and the system the timer is based on. It's not skillful if you camp. It's a matter of rewarding players who try harder, and thereby, do better. Or get lucky.

@Generally everyone on this thread,

It doesn't really matter. I'm done talking about this. It's obvious I have nothing left to say because there is nothing that can change your minds, which is sad.
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TremorAcePV wrote:
I don't think you understand what Wraeclast is supposed to be.

ye, i know that bedtime story that every ffa advocate use to tell it so religiously
bla bla exiled in a terrible bla bla

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TremorAcePV wrote:
It's not a "team" in a public group. Where you are only helping each other enough to get ahead yourself.

Yes, helping eachother.
When you do that you have a common goal. That makes it a team.
Yes, even exiles team up (helping, remember?) to beat the terrible bla bla.
And thus the rewards are a right, not a "pick it up first".
This is the "vision" failure.

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TremorAcePV wrote:
Let me ask you this in return, if I was bad at a game, and I asked for the developers to make it easier so I could win and have fun, do you think I would be in the right? If I didn't pay for it?
That's what you are doing.

Difficulty, how harder or easier is the game, consists in monster beating not in clicking the loot.
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TremorAcePV wrote:
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killbilly wrote:
what is true? that FFA loot is one of the worst systems ever created that promote grief and botting (pickit bots) ??

in the 600 pages i have yet to see ANY PRO of the ffa system apart the "cut throat" feeling...i have YET to see


You're ability to communicate through text is abysmal. I will attempt to decipher what you are trying to say anyway.

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killbilly wrote:
Is it true that FFA loot is the worst sytstem ever created and promotes griefing and botting?

In this entire 600+ page thread, I have yet to see a single positive thing said about the FFA loot system besides the "cut throat" feeling it apparently gives. I haven't seen it, yet.


^What I will respond to:

No. It is not the worst system ever created. It does however have flaws. Every system has flaws.

One of those flaws is griefing (although, if they wanted the item, there's reason you would too, so there's never a moment where you will take an item solely because another player wants it, which is the definition of griefing in regards to this system)

Making a bot that could do this wouldn't be worth someone's time, imo. So I highly doubt someone would make one that could not only run instances with players but take items before they could pick them up.

The positives of FFA are the following:
It's not allocated. (Good because you have a better chance of getting a good item)
It's not instanced. (Good because it allows (albeit, almost forces) players to interact)
It's what the hardcore crowd wants. (This is for default, I know, but the game was made for the hardcore. That's the simple truth of the matter)

This isn't really a positive, but more so a reason:
The devs want this to be in their game, and it's their game. You have to realize, they aren't doing this for money (besides enough to keep the game going). They are doing it because they love the game and it is their dream.

"Let them have it, and enjoy it, or get out." <-- What I want to say to you about this, but I won't anymore. I realize they want others to enjoy their dream too. And if they are fine with changing that, then ok, but I don't think they should have to.

Anyway... it'd be different if they sold it to us, but it's free. And "instanced" is ignoring server resources.

What are the positives of instanced loot? I'll answer that:
"I am certain I get all the loot."

What are the positives of allocated loot? I'll answer that too:
"I am certain I get a fair share of loot."

What are the positives of a longer timer? I'll answer that too:
"I am certain I will get my loot." The bold is your problem.

That's it. Those are the only recognizable pros to those three loot systems.

Do you want to know why the first one will never happen? Server resources. If you don't believe me, ask yourself, "why are instances auto-closed after 8-15 mins?" Adding to that load will not be a good thing. If you want to be desync free anytime soon, stop asking for instanced loot.

The reason the second one shouldn't happen (not saying it won't) imo is because it goes against what this game was made for. The hardcore crowd.

Now, I get this is for Default, and doesn't effect me at all (since I play Hardcore exclusively), but even that is technically "hardcore". What defines hardcore is challenge. Simple as that. This game is indeed challenging. Even if you don't lose your character when you die, saying it's not challenging to get to end game is a lie.

The reason the third one likely won't happen is because it goes against the devs desires for the game. If it breaks up a group pushing threw on instance, then it doesn't work.

The whole premise of the current loot system is that the group will stay together in the instance. This does not happen. If the timers are longer, it will fragment the group even more. People will wait to see if you get the item, while others push on.

So you see, there is no "good answer." And the alternatives only exist to feed greed. That is never a good reason to change something "for the sake of greed."

It's not your loot until you have it in your inventory.. I don't care how many times I have to speak the truth until people either realize I'm right or leave because they are tired of reading this same line over and over again.


A big wall of text to write
'this is game of hardcore crowd '
Lol man
When you judge another, you do not define them, you define yourself
Some of this will be a re-post from a different thread, but that thread wasn't actually about loot so I think it worth putting this in the Thread of Record.

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TremorAcePV wrote:
I don't think you understand what Wraeclast is supposed to be. It's not a "team" in a public group. It's supposed to be less than that. Where you are only helping each other enough to get ahead yourself. That's what the idea is. That's what "cut throat" is.


You appear to have bought into the developers' stated vision for Wraeclast and are now evangelizing for it, so let's talk about that directly. I think that this vision has led to a flawed and bad game design in the loot department. Specifically, it rewards bad players and passive-aggressive shitlords, who can attempt to steal loot with essentially no consequences. It is actively catering to the shitlord demographic rather than to players who are actually good at the game. The kind of world that GGG appears to want to build will ultimately lead to a much less fun game for everyone ... except for the intolerable dregs of the Internet, who are being rewarded.

The problem with the loot system being competitive as it is now is that the competition engendered by it is the type of competition that only rewards douchebags. Players cannot fight back against the ninja-looter except by -- maybe, if they weren't sneaky enough -- kicking them. (Loot log, anyone?) And then the ninja can go right along and join another group -- there will never be a way for the community to ostracize a person enough that being a ninja is not rewarding.

The system rewards the player who is paying more attention to loot than to the actual game. It rewards the player who contributes less to the party so they can ninja more items. It rewards the player who can do these things sneakily to avoid accountability. And there is no recourse for other players at all to this behavior. (The obvious exception here is cut-throat leagues which is a whole 'nother ball of wax.)

If I wanted to play a game where I compete with other players for loot then I would be playing that type of game. Attempting to turn an action RPG into that rewards the wrong sort of people. If you want to play an actual PvP game, then bring it on. Everything from casual TF2 to insanely-hardcore winner-take-all space combat in EVE (where people lose thousands of dollars in space money every day) is welcome and I play many of those games.

Path of Exile is not robust enough to be that type of game. The system as it is rewards only shitlords and drives away the best and most competitive players because they realize that this part of the system is a farce.
Last edited by Kazanir#2572 on Feb 21, 2013, 8:18:01 PM
The pain of being ninjad a godly unique and being unable to do anything about it sucks (desync, lag, item dropped as you lept away to kill mobs)
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TremorAcePV wrote:


The issue with the loot system is that people are greedy, and lack understanding. The fact that the game has flaws doesn't help this, those being hit collision, the name on the timer, and the system the timer is based on. It's not skillful if you camp. It's a matter of rewarding players who try harder, and thereby, do better. Or get lucky.


You lack understanding because the issue isn't that we are greedy. We want to get our share BUT we also want other players to get theirs AND we would like this to happen while we focus our attention on working together to kill the monsters. Thats a big playstyle difference. Has nothing to do with greediness.

New players might not understand the purpose of the loot system when they first play it but that doesn't at all mean that they will change their minds once they learn of the design.

You say its not skillful yet you think people should be forced to "try harder" in public games that they don't enjoy and just deal with it?

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TremorAcePV wrote:

It doesn't really matter. I'm done talking about this. It's obvious I have nothing left to say because there is nothing that can change your minds, which is sad.


Its sad that you can't change our minds with these old arguments? Did you really think that would happen?
Standard Forever
i think there are still a problem for ranger, when some loot have droped but there are still having some monster around it, they still can't get it while a tanky melee build will be able to, in that case ranger can only get item that drop by the last pack of monster. I'll still perfer there are more loot option for us to choose.
It seems that more and more people would like a system where loot rules can be enforced in whatever the party leader chooses it to be, timer FFA, instanced, Need before Greed, Master loot etc
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thehhwy wrote:
It seems that more and more people would like a system where loot rules can be enforced in whatever the party leader chooses it to be, timer FFA, instanced, Need before Greed, Master loot etc

I would

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