Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
" 1. True, and I talked about that in an earlier post. There was talking about instanced in CB. Most people attributed that with D3 and didn't push it anymore. I also said, if they changed it I would accept it. I'm not really against it, I just go with how the Dev's have designed the core of the game as this is how they want it. That's why I put "Can". A well planned melee can still die in one hit. Ranged have a buffer due to distance. You do equip your char with Xp, in the form of gaining levels. Lets see you use those drops without the reward of Xp. Drops are FFA due to it being bonus, XP is instanced and only yours. "Whether you think you can or you think you can't, you're right!" Henry Ford Last edited by Jackel6672#4463 on Feb 26, 2013, 4:44:45 PM
|
|
" Great post, especially the last paragraph. In a very grind heavy game the death penalty equates to...more grinding.
|
|
|
I usually don't mind the current loot system, though another second or so could be added to the timer to go grab drops. I play glass cannon/ranged dps, and have died many times running in to grab my loot. risk vs reward and all that.
The other day, though, i was running docks farms with a public group, just for something to do... i had a chain drop, which would've been nice to get (i'm basically flat broke after crafting a new chest piece) but so many people gathered around the drop waiting for the timer to run out to 'ninja' it that i actually was unable to walk up close enough to pick it up. I ran in a circle around the pile up of people standing there trying to get it until the timer ran out :P i even popped a quicksilver adrenaline flask to run in as fast as i could to get it. -.- anywho, i was just curious if anyone has recommend making the drops invisible or somewhat hidden during the timer, just so you actually get the chance to pick it up without people stacking on it trying to grab it? invisible may be a little much, though it'd be helpful, but even just generalizing the drop (hiding its rarity and name) so it just displays the drop owners name to other players for the duration of the timer... it'd keep the current system in place, but cut down a lot on the drop camps/ninja bit. IGN: Mneten
|
|
" I think this could work. Everyone can see it drop, just not what rarity it is until the timer is up. That would add a ton of suspense to drops which I would be all for. Not sure how hard that would be to implement though. "Whether you think you can or you think you can't, you're right!" Henry Ford
|
|
" I like the idea of that. Unknown rarity would be cool. :) |
|
" It can be taken a step further with skill/support gems. I feel people would camp those either way, but if it just says "Gem" it might not be something worth their time until the timer is out. Chances are not enough people would camp it to not let the guy it dropped for timer wise to get it anyways. "Whether you think you can or you think you can't, you're right!" Henry Ford
|
|
|
To be honest, I simply don't understand this obsession with the term "cutthroat". Ok, in this game we're all exiles and we should all be having a tough time by design. However if you choose to party up than you choose to cooperate with fellow exiles, not compete with them. If you want a real cutthroat system than you need to allow parties that don't work together but simply spawn in the same level and compete against each other, meaning: auras only benefit you, not your teammates, curses still help everyone since the target is the mob not players and the player that kills the mob gets its loot with perhaps an exception for bosses who drop something for everyone. Otherwise regular grouping, with auras affecting all party members and stuff, like it is right now, should have an allocated loot system, possibly with item bias towards certain classes, like pure armor items preferred for Marauders, wands preferred for Witches, etc but not 100% because classes aren't set in stone in this game due to the skill tree.
|
|
|
The, "named" loot should be invisible to all until the timer expires
This would stop the, "camping" loot problem where players get blocked from loot and overall give the proper looter time to gather their items |
|
|
"Named" loot, as you call it, isn't allocated to that player so he can have it. It's allocated to account for lag and distance so that all players can have an equal chance in a Free-For-All loot system. The timer fails at this, but not the point.
What everyone keeps suggesting (almost universally) would defeat the actual purpose of the timer. Increased times, instanced loot, invisible loot, etc as examples. If you want to tell me I'm wrong, that's fine. I'll just copy/paste one of my responses (which to choose from, there are soooo many) again. That is what the timer is for. The only idea I've personally liked is to hide the rarity of the object from everyone. That'd be nice. I mean, it would actually help the person who's name is on it get it, but that'd be the fault of the other players not caring. No different than it is now for whites, among other things. Edit: FYI, because of what the timer is for, there is no "ninja-ing" as that implies stealing and that implies the loot was someone else's which isn't true. Last edited by TremorAcePV#7356 on Feb 26, 2013, 10:39:22 PM
|
|
" Everyone knows this, or at least at this point should know this. The people that want an increase in timers for personal reasons (taking time to collect etc) are obviously in the wrong. The only reason I would increase it is due to how much more laggy the servers have become with OB. As a pseudo balance fix for loot until they fix the de-sync. I agree with the last paragraph. "Whether you think you can or you think you can't, you're right!" Henry Ford
|
|












