Separate item drops in party mode
i like the system how it is now possible add a second more to the loot timer but if you play with a party not being filled with retards, they let you loot you need for your character class if not search for better partys. the other problem is that i like to wear item find amors that the whole team profit from it and not only the loot dropped for my character. the other problem is that it would be way to easy to get good gear if 4 times the ammount of loot would drop if playing in a 4 people party if everyone get a good loot from a boss
Last edited by DonCamillo#3546 on Dec 25, 2012, 7:37:11 AM
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Which is why I think if an instanced loot system were implemented, the total loot being dropped now needs to be the same as it would be under any new system. Especially if a party is freely sharing instanced loot, too much of it could get out of hand pretty fast.
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I used to hate the looting system. But now I pretty much love it. Do you know how many times I've died running across a mass of mobs to pick up gcp/divines/exalts so it wouldn't get stolen? Enough. It's about risk/reward. Do you want the loot bad enough to die for it? :) And this issue is easily circumvented by playing with people you trust.
Just don't party with nuts or ifarmpandas(the bear of care). They'll rob you blind every day :) |
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Definately makes me not want to group when I have to worry about seeing my items (can be hard when there are 25+ laying there), instead of killing the remaining mobs, so I don't have a good piece of loot jacked. If you are gonna put peoples' names on drops, then increase the timer so we can actually get to it before the fast-fingered loot whores do.
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Yeah.... I don't play in parties because of the looting system. I'd rather play by myself and know I'm gonna get my loot rather than having to scramble for stuff... or having someone teleport to a place I can't reach yet and take the loot before I can get to it.
I'd like to see a longer looting window... much longer (about 5 seconds or more). Otherwise I'll keep playing solo. |
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I actually have never really felt that there is a risk/reward against the environment when making a quick dash for loot, certainly not with my current character. For me there's no "Do I try and get this thing I want even if I could die hilariously?" because it isn't really a thing. It's just "Get the thing I want unless the party is explicitly against ninja-looting" (for example, in a maps party where maps go to the opener).
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There are many other options to improve the loot system without going full instanced. Here are a few that I have thought of.
1.Add 2-3 seconds to the base timer while reducing the max distance timer by 1 second. This change would benefit tanks and melee DPS builds more. Players at max range will still see an additional 1-2 seconds for loot. This change will provide all players a greater time to react while not impacting overall pace of looting. 2.Adjust the timer length based upon the rarity of the monster which dropped the item. White monsters and chests keep the current timer. Blue monsters increase base timer by 2 seconds, Rare by 3 seconds, Unique bosses should have permanently assigned loot. This will help with the frustration after boss/rare battles where multiple items drop and specific builds (tank) are only able to one item while some builds (minion) are able to grab more. 3.Adjust the timer based upon how many surviving monsters are within 50’ of dropped items. For every 10 white monsters increase base timer by 1 second. For every 5 blue monster increase by 1 second. For every rare monster increase by 1 second. For every unique boss increase by 5 seconds. This will help with boss battles that have supporting mobs like the Weaver or the Church Dungeon. 4.Adjust the timer based upon the rarity of item dropped. Rare items increase base timer by 1-2 seconds, unique items increase base timer 3-4 seconds, similar setup for currency. Players only care about items >= rare and currency >=Jewelers. Give use more time to react to the items that we care about. 5.Include a loot log and allow us to permanently ban players from our groups. If no changes are made to the core loot mechanics players will be expected to enforce loot rules that they feel comfortable with. In order to kick and block trouble players we will need to tools. 6.Add loot options to default/hardcore leagues while restricting option in ladder leagues. This will allow GGG to create a hardcore, cut throat, FFA (timer) loot league. This will benefit new players and casuals while providing hardcore players a chance to play in a FFA environment. 7.Any item that is not picked up before the timer expires will be destroyed. This will keep the rush of FFA while preventing players stopping mid combat to take their teammate’s loot. IGN: Wrathmar * Paulie * Client
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please DO NOT add instanced loot. i like the timer idea
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or we can have the party leader set looting rules:
FFA = No Timer Timed Loot= Current Setup Instanced Loot = Items of blue or higher are instanced make it so that Cutthroat and Hardcore only have Timed or FFA loot system. Default gets Instanced Loot and Timed Loot. alternately, the timer could be increased to about 10-15 seconds |
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" I dont think this will work. I pick up ~50% of my loot in time - the other 50% get picked up by me or someone else shortly (<1sec) the timer ended. So Groups would loose a shitton of loot. And this would make the problem even worse. Now if you're not fast enough you still have a chance to either grab it yourself or ask the one who grabbed it if you can get it. If the loot gets destroyed after the timer its lost forever. Dear Math, please grow up and solve your own problems, I'm tired of solving them for you.
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