Why are people against Instanced Looting?
" Stop right there. This isn't happening. I'm not putting up with a thousand loot ninjas to find one or two people who are actually decent and I want to play with. And, like was pointed out before, this defeats the purpose of FFA loot. If you're playing with people you trust, FFA loot really serves no purpose because it is no longer adding tension (which is the ONLY reason to have it in public games). Personally, I don't even care if they don't go with instanced loot as long as they increase the bloody timer... Last edited by Zyrusticae#6262 on Jan 28, 2013, 1:06:42 PM
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" FFA loot exists to keep the flow going and because, even among friends, you need a level playing field. The loot timer ONLY exists so ranged characters have a chance to reach items that have dropped. That's why it was implemented, not as a means to create some half-baked loot system. FFA loot exists so there is no down-time, items drop - you pick them up - you move on. Clan/guild system = easy to find trustworthy people. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Jan 28, 2013, 1:11:45 PM
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" Why do you people not get this? NO ONE'S MAKING YOU PLAY INSTANCED LOOT. I'm asking for the option for people who doesn't care about petty things like this. RGN is RGN. You get lucky, you get good loot. You don't, well too bad. |
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" There are 2 threads with 200+ and 350+ pages with this exact same perspective offered dozens of times each. Why do we need a new thread for you to repeat the same exhausted argument? Re-read your thread title. "Why are people against instanced looting?" If you don't want people to answer that, you shouldn't have asked. " ... to let them know the game isn’t going to be very fair from here on out."
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" most illogical post I've ever read. If having another person playing with you is ever arbitrary, you probably have never in your life played with another person. |
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" nah dude First of all Instanced loot is not FFA loot equally divided between number of ppl in game. Instanced loot is an attempt to recreate FFA loot in terms of quality and quantity for each player in the game. Which means it's just boosting up overall drop rates several times. Which results in saturating market with gear that times faster, or even more since the faster you get good gear the faster you can get even better gear. You can claim that devs don't have to increase drop rates so much with instanced loot but you're wrong here. Nice post by " You have to increase drop rates to provide ppl with so called 'loot pinata' or whatever you call it. Basically if you kill big bad mob there must be shitloads of stuff dropping. It's pretty fundamental 'law' in arpgs. Even Jay Wilson knew that " from http://eu.battle.net/d3/en/blog/3599257/Systems_Changes_—_Jay_Wilson_-19_01_2012 The only difference in PoE is that white items are not just a decoration here. They are viable loot. And it's making that loot pinatas even worse in this case. There is not other way, instanced loot = more everything dropping. Several times more. Which in the end results in reducing game 'lifetime' (ladder/league season) by several times. If you've played D2 you should know how this scenario looks like. Magnify that by five or six and you get how direct implementing instanced loot without other HUGE changes to item system would end. Devs can try to postpone that, extend ladder/league season lifetime by: - watering down item system, adding more item and affix tiers especially in the end game (see D3) - constantly adding new content along with better high end gear to keep ppl occupied - messing up with game content (changing mods adding new ones changing their effectiveness up or down), messing up with item sinks and so on. All in the course of the running league/ladder season. (see D3 again). There's pretty much nothing more besides that. 1 and 3 suck 2 is out of question even for blizzard. D3 has one more issue which is RMAH, they can't make new ladder/league season (well there's no ladder at all) erase everything and make everyone start from the scratch or go to the legacy league/ladder. That's why D3 item system and progression curve is fucked up beyond any repair. Fortunately we don't have this shit in PoE, still as a dev you don't want to make ppl start over every 2 or 3 months. That's the most important bad thing about instanced loot There are more good things about FFA There are plenty good things about IL Still this one makes IL out of question. btw. I'm playing ranged char, pretty weak def and I don't have any problem picking up 'my' stuff in time. What's more funny the further item drops from my char the more time I have to pick it up (running to the spot included). I can quickly judge if it's worth taking which is kinda impossible when loot drops close to me with 0.5 sec timer. It took a while to get used to that though. Overall it's as fair as FFA could be. A few fixes and I will be content with that. | |
" How does this make any sense? No, Instanced loot would not increase the total amount of items in the market if the devs can balance it out. Instanced loot is the same amount of loot as FFA, except its split between the players. Now imagine all those people play the same maps but soloed, wouldn't that do exact same thing? Your taking an unlikely extreme and putting it out a a given, which is just unreasonable. " Except this never answered the question. I'm not sure if you just don't know how to read or are just ignorant to do so. Last edited by tinghshi#7226 on Jan 28, 2013, 1:59:34 PM
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" No reason to read the rest of your post since you proved right there at the beginning you have no idea what you are talking about. Instanced loot would use the same amount of loot that you would see in an FFA game. The easiest system to implement would be taking the current drops that get timers on them and simply allocate them to the player (essentially make the timer infinite) and the problem is solved. This does not create additional loot, it creates a cooperative grouping environment. |
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" You obviously have no idea what I meant... Having instanced loot is the same as two people playing the same zone solo. In each case both players get 100% of the loot dropped. Therefore with instanced loot partying becomes arbitrary. Blah blah blah, if you're good enough you can level faster solo than in a party, except for end game maps, and that is only specifically because map drops are rare so you end up doing more maps if a group pools all their maps together versus running maps solo. R.I.P. my beloved P.o.E.
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" Did you even think before you typed this? In a party, the group work together to fight the monsters. That's the whole reason why parties exist in the first place, not to kill each other for loots. |
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