The loot allocation and how it works
well, if you drop a mirror, and you were lagged, desyned, blocked by stuff and some stranger in your party got it, and log out immediately.
will you be mad? will you hope it is Perma Allocation? |
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The host in a map party has a huge incentive to make loot Perm allocation. You don't risk losing maps that you don't see immediately and more people join.
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Maps are set to PA even in Sa parties. I personally refuse to play in PA.
It's boring, and you also get the behavior as depicted in the OP |
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i don't want to lose my drops because i wasnt near
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Everyone's obviously got their own opinions about what allocation methods are best. Thankfully we have options, right?
I won't ever play in a party with perm allocation, in a working group, it slows you down, apart from making it feel disconnected imo. My brother and I never have issues with FFA loot and we work together, go figure. |
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in "free for all" players actually have to fight because the loot drops where the monster is.
in timed loot they don't really have to fight but still have to be next to the fighting scene so you can see they're idling around and kick them from the party. in instanced loot you see people hanging around in corners, opening chests and barrels cause there is guaranteed loot and you don't have to risk your char's life to get it. as a leader one constantly has to check the party screen who of your party is fighting at all to warn and kick leechers. annoying. instanced loot was introduced because some players made a big fuss and produced hundred of posts per player for taking out the competition part in partying. probably because they wanted to change this game in a way other games they preferred work. i actually have crap reaction times when it comes to picking up items and always lose item fights but nevertheless i say: "instanced loot is baby care". were supposed to be criminals on an island, uniting only temporary to fight for our lifes, never really trusting each other. ninjaing each others loot? stealing items? betraying each other? of course.! it's part of the lore. there is a reason player kills are possible in the bandits quest and pvp is coming hopefully soon. this game isn't about barby f..g ken on the white beach, this is wrayclast. age and treachery will triumph over youth and skill! Last edited by vio#1992 on Dec 5, 2013, 5:22:16 PM
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" K, then you can go live at a real island fighting yourself. This is a game, bro. |
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PA is good because when people aren't focused on getting "their" loot they can concentrate better on fighting.
That's the one and only reason to go PA. How to make a build: http://www.pathofexile.com/forum/view-thread/510084
Current guides: N/A |
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I perefer perma because it's hassle free, then I can focus on combat and not die instead of focusing on my loot and snatching other ppl's loot. If u r not snatching other ppl's loot in non-perma, u r doing it wrong!
Last edited by Melkrow#0726 on Dec 5, 2013, 10:04:02 PM
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PA for pickup groups.
FFA/SA/PA for grouping with in-game friends - because it really doesn't matter that much, and we share what someone else needs etc (never had a case of an OMFG game changing item like soul taker dropping though). Reason? For players like me on a crappy PC/laptop with less than lightning-fast reflexes, FFA/SA basically means "no loot". |
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