Why are people against Instanced Looting?

One main reason I've seen people give is that it makes the game too easy. While I agree with this, looting should not be what makes this game difficult. Right now, public teams are nothing more than looting PvP games. Group fighting has become so ridiculously easy that it has become a mere afterthought. Why should it be this way? The objective of playing public parties has become out maneuvering your team member to take as much loot as possible, when it should be to work together to bring down tough monsters.

Is this really how GGG want people to play this game? They say they want to promote a "cut-throat" feeling to this game, which doesn't really make sense. When you're exiled with a bunch of people to a dangerous island where everything on it wants you dead, do you make enemies with everyone around you, or do you work together to overcome the difficulties? Right now, FFA looting is promoting the former.

Why make looting the difficulty of the game? Instead they should make monsters harder when playing with a team. Instanced looting takes the focus away from the looting, which is only a secondary reward for the players, and make people concentrate on what's really important; killing the monsters. Right now, it's the exact opposite.

Of course, for you extreme hardcore players out there, no one is asking you to change how you play. We're asking for the option to play the way we want as well. Is that really too much to ask?

Basically, what I'm saying is three things.

1. Parties should promote teamwork, not competition.
2. Loots should feel rewarding, not frustrating.
3. Difficulty should come from fighting enemies, not each other.
Last edited by tinghshi#7226 on Jan 27, 2013, 4:15:20 PM
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slows down the pace of the game, for the few days I played D3 public games were terrible, everyone was mostly just standing around looking at the loot on their screen rather than killing mobs.
R.I.P. my beloved P.o.E.
The interesting thing about this whole debate is the only thing cut throat about the game currently is looting.

Unfortunately it doesn't really come off as a benefit to be cut throat about loot. The end result is polarizing the community for a minority's benefit. There is a vocal group that does not even want the option to be provided, as they realize they lose out on loot as they will only be competing with others who want to fight for loot.

Overall, I've been playing since dec, so not too long, but the looting is the only thing that keeps me from even suggesting the game to my friends. The payoff for partying with random people is too low to bother with it.

So without the option, you will end up with a vocal group that likes the idea of being able to claim any loot discourage others from getting much into multiplayer in this game.
It's not just the "elitists" who don't want instanced loot, it's the developers as well. Maybe you'll be allowed to create your own carebear loot league at some point, but you'll have to pay for it.
Well you have social system in this game , chat friendlist the forums . Why don't you try to

create your own stable group with certain rules and regulations instead of blaming the system ?

The tools are everywhere around you , just use em or you can solo instead. It's not like you

have only one choice correct ?

On a side note - I don't like the loot system too but there is always other ways to enjoy the

game . Hell in CBT I didn't even care about the loot , I just leveled and enjoyed the chaos of

grouping with other people :)
Last edited by skaterboy80#3665 on Jan 27, 2013, 3:15:53 PM
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tinghshi wrote:
One main reason I've seen people give is that it makes the game too easy. While I agree with this, looting should not be what makes this game difficult. Right now, public teams are nothing more than looting PvP games. Group fighting has become so ridiculously easy that it has become a mere afterthought. Why should it be this way? The objective of playing public parties has become out maneuvering your team member to take as much loot as possible, when it should be to work together to bring down tough monsters.

Is this really how GGG want people to play this game? They say they want to promote a "cut-throat" feeling to this game, which doesn't really make sense. When you're exiled with a bunch of people to a dangerous island where everything on it wants you dead, do you make enemies with everyone around you, or do you work together to overcome the difficulties? Right now, FFA looting is promoting the former.

Why make looting the difficulty of the game? Instead they should make monsters harder when playing with a team. Instanced looting takes the focus away from the looting, which is only a secondary reward for the players, and make people concentrate on what's really important; killing the monsters. Right now, it's the exact opposite.

Of course, for you extreme hardcore players out there, no one is asking you to change how you play. We're asking for the option to play the way we want as well. Is that really too much to ask?

When it comes to being exiled with a group of people, you'll often find those that were your friends will turn on you as survival becomes tougher outside the place you all used to live at.

FFA loot mimicks how people would realistically behave after being exiled (Given enough time to pass). Anyone watched any of those Survivor TV series?
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The 5 seconds you have to grab your item is, quite frankly, not enough time, especially when in a room that has a ton of monsters. I play a ranged character, so if something for me drops I have to run into the swarm of enemies to grab my loot.

My suggestion is if they are going to have certain drops be for specific players, then that item should have no timer at all, it can only be picked up by the person it is for, and if they don't want it they can always drop it down after looking at it.

If there must be a timer on it, then make it 30-45 seconds. This amount of time will allow the room to be cleared and the loot to be grabbed by the rightful owner.

I don't know if this is the best way or not, but something has to be done, because with 5 seconds on a timer you get people more focused on stealing loot than playing as a team.
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Nicholas_Steel wrote:
"
tinghshi wrote:
One main reason I've seen people give is that it makes the game too easy. While I agree with this, looting should not be what makes this game difficult. Right now, public teams are nothing more than looting PvP games. Group fighting has become so ridiculously easy that it has become a mere afterthought. Why should it be this way? The objective of playing public parties has become out maneuvering your team member to take as much loot as possible, when it should be to work together to bring down tough monsters.

Is this really how GGG want people to play this game? They say they want to promote a "cut-throat" feeling to this game, which doesn't really make sense. When you're exiled with a bunch of people to a dangerous island where everything on it wants you dead, do you make enemies with everyone around you, or do you work together to overcome the difficulties? Right now, FFA looting is promoting the former.

Why make looting the difficulty of the game? Instead they should make monsters harder when playing with a team. Instanced looting takes the focus away from the looting, which is only a secondary reward for the players, and make people concentrate on what's really important; killing the monsters. Right now, it's the exact opposite.

Of course, for you extreme hardcore players out there, no one is asking you to change how you play. We're asking for the option to play the way we want as well. Is that really too much to ask?

When it comes to being exiled with a group of people, you'll often find those that were your friends will turn on you as survival becomes tougher outside the place you all used to live at.

FFA loot mimicks how people would realistically behave after being exiled (Given enough time to pass). Anyone watched any of those Survivor TV series?

First of all, Lost is 100% staged for television. Second of all, you have to realize that there are two different type of survival: survival based on resources, and survival based on killing or be killed. POE is the latter. Would you want to have teammate to help you survive your enemies, or betray them and fight for yourself?
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ampdecay wrote:
slows down the pace of the game, for the few days I played D3 public games were terrible, everyone was mostly just standing around looking at the loot on their screen rather than killing mobs.


how is this a problem of instanced looting? This sounds like a problem of bad players. instanced looting should make loot time quicker as there is less stuff for people to look through.
Instanced loot would slow down item progression, since crafting from white items is such a huge source of power items.

Farm solo for longer. Run straight through partied, once. Your call. Instancing loot would just further fracture the community.
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I don't have alpha access, that was a LONG time ago.

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