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

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TremorAcePV wrote:


<snip>
Re: picking up an item

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.


There are people who write such programs just because they can. What concerns me is that if POE's system leaves a significant number of players frustrated, the hackers will have a significantly greater motivation to write some sort of pick it function.


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TremorAcePV wrote:
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?"


Unlike some other games which erase the items after a period of time - the items are still on the ground, so adding one more bit of info to each item isn't a big increase in resources, percentage-wise.
Piety's story http://www.pathofexile.com/forum/view-thread/2081910
Is the PICK UP of items should be a competition?, win or lose? do not think so... it does not create any good. I do not want to worry about the items on the floor while I'm in a fight
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iamstryker wrote:
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TremorAcePV wrote:

It's not instanced. (Good because it allows (albeit, almost forces) players to interact)


People use this argument as if all player interaction is equal. Just because there is a form of player interaction does not automatically mean that it makes the game BETTER.

If the devs forced public games to be 100% cutthroat would they say "We know that most of our player base do not enjoy combat with other players while they play our game, however we believe its better because there is more player interaction."

That would be absurd.


What you just stated as absurd, was what essentially what Max Schaefer said after first stating that D2 would have the option to make games without PvP.

One thing a good leader learns over time is that they aren't going to be right 100% of the time. Knowing when to change strategy, and direction and even eating some humble pie now and then is good for long term success.

A large percentage of players aren't happy with FFA loot. That much is very clear.



Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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DalaiLama wrote:
Unlike some other games which erase the items after a period of time - the items are still on the ground, so adding one more bit of info to each item isn't a big increase in resources, percentage-wise.


I don't think you get it...

Instanced loot would create the idea of an instance within an instance.

First, there's the instance where all group members are (so they attack the same enemies and such).

Then, there's the instance for each individual player regarding their loot that only they can see.

Assuming the drops are the same for all of them, you'd have to account for x times as many items. X being the number of players in the group.

It's multiplicative so it will literally hammer server resources. That's the reason instances close after 8-15 mins. Because they, on their own, take up a lot of server resources.

Instances within instances would multiply this issue making it far more prevalent. I can't imagine what it would do to desync. It'd probably be many times worse.

And if you are wondering why, the server will have to keep up with all the items, meaning more interaction between clients and the server, meaning more data transfer meaning less overall bandwidth for everyone.

Instanced loot would just be bad. So no.
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Crizaig wrote:
Everyone just ignore Tremor. I'm pretty sure he is just someone posting on their extra account so their main account doesn't get put on probation.

He is here to troll you and start fights, nothing more.


Tremor isn't trolling - he is just sticking to his opinion. Whether you or I agree to that opinion doesn't make it invalid. To be fair, Tremor's opinion is more supported by the few GGG Dev commenst on the issue, than Tremor's opposition.

Keep in mind the game is still in beta - things can and will change, and some of the things we might personally like will get altered because of the way it affects the overall game, and POE community.

Even if this is just a game, there can be a lot of emotion involved. Making it personal, or taking things personally doesn't help anything.




Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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Kazanir wrote:


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.


Non software systems can be put together that exclude such players. They take awhile to build, but being non-software they can't be hacked either.

Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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Eth42 wrote:

I'd much rather have a true FFA system (which wouldn't make that much difference really, except people couldn't cry that "their" loot got stolen).


We had a true FFA system for a long time in close beta, and if you were a ranged character, it meant no real chance at loot in public games.

I spent far more time in solo games, as the FFA wasn't conducive to safe play since everyone would break combat to dash for the item.

With timers and named loot, I found myself joining and creating more public games.

I'm not sure of the coding dynamics, but I'd think that 50,000 players grouped into avg games of 3 players (considering lots of solo players still) would be a lot less server load than 50,000 people playing solo. It might not be though, since groups can clear and start new instances sooner. Maybe GGG wants us to play solo so it takes less servers?
Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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TremorAcePV wrote:


The idea with PvE and PvP in Wraeclast is the two are not separate by magical walls or boundaries and the like. Like in real life.


In real life the walls separating the PvP from everyone else aren't magical, but they do exist.

Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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Siferuk wrote:


Thats why I always make my own groups and title them Docks Farming - Stay together and Loot is FFA so no tears or kicked. That way I can kick chest runners/soloers that just want more loot drops and QQers that slow down the runs without feeling bad :D


QQ'ing should be optional with a microtransaction that has cosmetic tears that form a puddle at your character's feet and then an animation where your character falls to the ground and crumples into a sobbing fetal ball.

Maybe even a Star Trek like "beaming out" animation for characters that leave the game due to their client crashing.

Piety's story http://www.pathofexile.com/forum/view-thread/2081910
Puddle of Tears micro transaction?? Yes please, take my moneys!!

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