Looting -- The official thread for discussing the loot system. Updated 18th March, 2013.
" I never played D3, but ppl mentioned issues with the ingame economy far too often. An economy POE still has very good working and intact. I think the crucial part is that any loot has to be divided and then distributed to each player to make any instanced loot option work. (you can do it random like the current timers) The thing with boss fights is, there is only one. Even if it drops the same amount for each player, it does so only once. But what happens if you get loot from the drop of each enemy, undivided? You would get a massive amount of items from a map, scaling with each additional player. (a.) This is what would cause massive inflation of any ingame currency, or not? competition game mode / loot allocation: http://redd.it/18eodl
modular item crafting: http://www.pathofexile.com/forum/view-thread/387738 http://redd.it/1emvm9 |
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Why on earth do people think instanced loot would give more items?
There's a few sensible possibilities how loot drops work: 1) FFA loot, no timers, no nothing, everything is shared. 2) Current system, whites+someblues are FFA, rest is randomly assigned to someone for a while, then FFA. 3) Longer (or party option customizable) loot timers, just like above, longer timers. 4) Instanced, just like above, infinite timers (and if necessary invisible to others). No sane person ever proposed any system that would give more loot, or any system that would give less. That would just not make sense. Where did you all come up with the idea that instanced loot would give any different amount of loot and the distribution of it than the current system? Last edited by viikinki#5521 on Mar 11, 2013, 6:45:58 PM
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" rmah + gold + no currency sink = "issues with the ingame economy" as opposed to poe. loot has nothing to do with it if implemented right. |
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" The only instanced loot I've ever experienced as far as I know is in the torchlight series. Everyone got the same amount of loot. Torchlight drops loot like crazy. I assumed a lot of you guys were thinking instanced looting should give the same amount of loot TO YOU as if you were playing FFA. That's where the ambiguity I guess lies. IGN: Mibuwolf Last edited by mibuwolf#7946 on Mar 11, 2013, 7:17:39 PM
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" I see where you are coming from, though both situations aren't exactly comparable. I play hardcore because it gives me a sense of accomplishment when I progress through the game. I have a similar feeling when getting good loot in a FFA group (inb4 killbilly calls me the impersonation of Satan because he assumes by getting I mean 'ninjaing'). If I look at it the other way round, playing softcore would bore me to death since I could progress by accumulating enough portal scrolls and just throw myself at bosses repeatedly, thus not feeling like I've accomplished anything. Playing in an instanced loot environment wouldn't trigger the same feeling though, because even though I got my loot a lot easier, I still had to do something for it (play well, not die, balance my equip so I have decent IIQ/IIR...), so it doesn't feel that watered down. GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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" You bring up a good point, I just wonder when GGG will give further input. *looks at shadowy figure in corner of the thread* Hmmm...
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" Guild Wars 2 uses instanced loot, and iv'e never seen anyone bitch about it. Yes they have some seriously messed up gold sinks and the in-game economy is kinda messed up thanks to their gold-gems-real money cash shop but as far as game play experience goes, it's leaps and bounds ahead of PoE. I've seen people go out of their way to help others(rez them when their down) when there are a bunch of sparkling dead bodies lying around waiting to be looted. And when someone in your group gets an exotic or legendary precursor, you hear stuff like "grats bro!" Now in PoE when an item drops and is taken by another, all you hear is abuses and threats and people leave the group in the middle of the dungeon. This may make some try-hards feel like it's hardcore but it's stupid game design. If they really want to make it cut-throat, then make open pvp mandatory. Trying to promote group play by having a loot system that penalises you for doing so is really stupid. Last edited by Demious#6622 on Mar 11, 2013, 9:21:18 PM
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"Yeah, I played a bit of it. Couldn't stick with it because I can't seem to find a good fun guild to join. Playing solo in a mmo has never been fun tbh. As far as game design goes, you are right. IGN: Mibuwolf
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Okay I'm just going to ignore the flame wars going on here and try to come up with an idea. This is the best I can come up with, tell me what you think.
The party leader has two options when creating the party. Option 1) Full FFA loot (Whether this is with timers or not is debatable), where everything is the same as it is now. Before you argue that this is the harder option and nobody will choose it, read option 2. Option 2) Instanced loot, or loot with extended timers. This would most definitely be the "easier" option, so what if there was a penalty on item quantity for choosing it? Say, 25% or so reduced item quantity. Now if you wanted guaranteed loot, but less of it, you could use the second option. However if you were confident in your ability to get your own loot and perhaps some of your party members, you would choose FFA loot for added bonuses. I honestly think that covers all arguments for FFA-defenders. You argued that people would flock to the easy option, but what if the easy option gave you penalties for choosing it over the harder option? |
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" Why would you attach difficulty to a loot system? shouldn't the difficulty come from the game? i.e bosses and map tile-sets. Adding more loot to one system than the other is only going to make people on the receiving end of the penalty feel shafted. Oh and here's a different way of looking at things. Since the FFA guys are so hardcore and closet masochists, why not penalise them in the loot department. I am sure they'd love it. The best option is to just create different leagues(I mean that's one of the USPs of this game right) and let people choose whether they wanna play with ningas or not. And people will choose the instanced option not because it's easy or hard but because it puts the focus on killing mobs and working as a team instead of who can pick up loot quicker. If you're gonna force people to play with (what they think) is a broken loot system then they will just leave the game. And while a certain someone here loves this "my way or the highway" approach, I'am sure the guys at GGG wouldn't wanna push players away from their game. I doubt any game dev would. |
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