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

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AchillesX wrote:
Just a suggestion, I see people creating games like "FFA fast docks", or "Dock Runs, no NINJA". I think it would be nice for the host can SELECT which loot system they want to create the game in. So that they can either leave it as current FFA system, or the no-ninja option which locks the name to all drops... that way, both sides are happy.

I personally prefer FFA when playing public games, the pace is faster. However, when i'm playing with friends, I would like the name-lock option, it's not that we don't trust each other, but sometimes too many things drop, and the timer runs out to fast to see which item belongs to who... only solution at the moment is the take a quickshot.

So my suggestion is NOT to change the loot system, but simply GIVE the gamers the extra option to CHOOSE which system they like to play in.



This!
I don't know how so many people say the pace is faster when we have yet to see any other option then FFA so you don't know how fast the pace would be
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Didros wrote:

In short I trust no one, and would rather die a lot on a boss and get all the loot than play with anyone I don't know and trust...and no one I know plays PoE...



Good points here as well.

Guess we need more PoE clans, then! :)

Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Current loot system is garbage. Loot drops for me, I click on it, watch my guy run over and stand on it, then someone else picks it up anyway. The way it's currently working is GGG giving a giant middle finger to every single person playing the game.

Give party leaders the option to set loot timers as long or short as they want. Everyone gets what they want, everyone is happy.
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FoolsFolly wrote:
Current loot system is garbage. Loot drops for me, I click on it, watch my guy run over and stand on it, then someone else picks it up anyway. The way it's currently working is GGG giving a giant middle finger to every single person playing the game.

Give party leaders the option to set loot timers as long or short as they want. Everyone gets what they want, everyone is happy.


Not...

And many people stated already why they wouldn't be happy.
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AceNightfire wrote:
Not...

And many people stated already why they wouldn't be happy.


Many people wouldn't be happy with an entirely optional feature that they never are forced to encounter that is largely cosmetic in nature and helps deal with some of the annoying-ass politics in group play?

...

Many people are elitists who need to recognize that other people enjoying the game doesn't exactly take away from their own enjoyment.

As I've pointed out in the past, for maps, it's virtually standard operating procedure at this point to find a few dedicated people you trust to respect fair drop splitting and run maps in small groups with them, because most people don't like FFA loot at such high levels, because FFA loot usually means, "Quick, scramble for the loot and leave whichever idiot is still fighting off the mobs to deal with them on his own", and there are a whole lot of psychological triggers going off when you see something with your name on it and a timer. Seriously, how many people still run maps in FFA loot groups? Anyone?
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I am repeating already said information but some people have to be reminded about the pros and cons of FFA loot. Most people dont see the overall picture.

Though I am a big Instanced Loot fan I still try to be as fair as I can in evaluating the situation. I want to add that my personal advantage through FFA loot is TREMDENOUS as I ninjad 2 exalted orbs. Still I am against FFA loot.

FFA
Pros first:

1, You get more excitement after you got a valueable item in a clutch situation, no matter if its with or without your name

2, people will loot faster and dont slow the group down by analyszing crappy items

3, everybody has access to a bigger itempool (I dont see this a a good thing though but most people do. More about this further below)

4, Skilled player benefit from the loot system because they can pick up "seemingless" items like tricolours and 6 sockets



Now the Cons:

5, FFA is frustrating for lower skilled players

6, picking up something is unreliable, because even if you click on it it sometimes does not work, so the whole FFA system is pretty pointless in the regard of "beeing the better player"

7, increased Quanitity clutters the screen and makes looting tedious. It also trivializes picking up seemingless items as its maybe not worth the efford. For instance: who would pick up a ilvl 69 vaal regalia if like 60% of the complete screen is filled with items?
The amount of items reduces the pontential pickyness(and thoughts) of players and makes looking more straight forward in general. For me this is a huuge point.
The occurance of the timer just makes this situation worseas it fills the screen with useless information.

8, FFA loot enforces a bad playstyle. You have to dive into enemies as ranged characters. And people stop fighting monsters because of the loot system. They take more time analyzing loot(see point above) and take more efford to "ninja". This leads to the situation where a party becomes less effective. Though parties are OP in general the loot system should not be the limiting factor but the scaling of the monsters! Also the balance between ranged and melee should be determined by skills/passives/items and not by the playstyle which is forced upon them by the loot system.

9, FFA loot reduces build diversity for players who dont want to play in party because of loot system. What if you would like to play a full Support/Tank Character but dont want to be stressed by FFA loot?
You just cant play this build. What if you want to make a full DPS fire which with buring to help parties advantace faster? Cant play this build.(point 8 comes into place)
Personally I made a summoner who is extremly effective in maps, just for the purpose of not having to play with other people as I despise the lootsystem(though I am benefiting from it greatly)->build limitation


FFA loot has its advantages, I dont want to deny them
When I ninjad exalted orbs point 1, come into place and it was actually pretty enjoyable. Actually I am pretty good at timing the clicks in order to "convert" 20ms delay to 0ms. My current win is: 2 exalted + 1 GCP from ninjaing. holy shit! Still I am against FFA.


Point 3 is also interesting: Though it can be mentioned as an advantage I dont like it that party play has double benefit: you kill faster and in addition you also have a larger item pool. How is this balanced with solo play?
Why should solo play be punished in this way? i think its better if everybody has his own loot pool and to indirectly "extend" your loot pool you have to trade and not party up to have an additional income of white items and chromatic orbs.


I dont mind winning or losing items, what really completly crushes the idea of FFA are point 7, 8,
Each of those 2 points immidiatly makes FFA out of discussion.
Even if only 1 of those 2 points would exist I cant consider FFA remotely as a good thing.

Being forced to a bad playstyle and screen cluttering completly destroys the FFA loot system. Those 2 points make the FFA system completly unenjoyable for me.
Point 9 is also pretty huge, but its manageable as you can make every build viable somehow. It just really limits party focused builds.


I hope I could provide you the whole picture. I think every single arguement I mentioned is universal for everyone its just a different emphasis people have on each point.

Unfortunalty people tend to make up heir opinion by their own benefit: Those who think they belong to point 4,(skilled player) will vote for FFA loot while those who suffer from bad internet (point 5,) will be against it.
But those 2 points are not all!
In my opinion point 7, 8, 9 are extremly important to consider!(screen cluttering, build limiting, bad playstyle)

PS.:

Today I had another funny situation. My general playstyle for new characters is quest hopping (through parties) and then solo farming easy areas(fellshrine, ledge...)
And what I did was I came into party, went through portal, 1 second later merveil dies and I ninjad 1 Orb of regret + 1-2 rares. LOL
How can I actually be against FFA loot??? If you are a lazy asshole the FFA system is just perfect! :DD
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RenoR wrote:
1. You get more excitement after you got a valueable item in a clutch situation, no matter if its with or without your name

You get more excitement indeed but at the expense or in detriment of anothers party member frustration/bad experience or whatever you want to call it.
Because there will always be a finite number of items: you taking more means another party member taking less.
So your number 1 pro-ffa advantage becomes/is another players number 1 anti-ffa disadvantage

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RenoR wrote:
2. people will loot faster and dont slow the group down by analyszing crappy items

This can happen regardless of the loot system use: those who are not with the group receive no loot/xp. you can be free to lag behind to analyze crappy items but you wont receive loot/xp if you do that. If you stay with the group and thus maintain the group pace then you receive loot/xp

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RenoR wrote:
3. everybody has access to a bigger itempool (I dont see this a a good thing though but most people do. More about this further below)

See number 1

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RenoR wrote:
4. Skilled player benefit from the loot system because they can pick up "seemingless" items like tricolours and 6 sockets

Picking tricolors and or 6 sockets is nothing "skillful".
The latest exploit caused by current crappy loot system:

Players put on high mf gear and destroy public groups by joining and just running for crates and pots, killing nothing, not participating in group just leeching the quant bonus from group to ninja crates. I know quite a bunch of players doing so.

Congrats on being so damn hardassed about a really frustrating, unfair looting system GGG.
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The looting system is a failure, especially for endgame. It builds players mistrust all the way up to maps. There are hardly any public maps groups because players have to build trusted friends to do any type of endgame. The few public maps game usually devolve into ninja loot drama and breakup. Low level grouping is vibrant because no one cares about the crap loot. Public grouping stops after docks. POE will thrive if people can play with each other, not by themselves. It gets boring running maps by yourself or only with a few friends. People are quitting after a few map runs or rolling alts because they cant find any public groups.
Last edited by iravia#2861 on Mar 17, 2013, 10:42:25 AM

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