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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.
I have never seen such a bad post, it states the complete opposite of what actually is the case.
Shall i show you some gaming footage of some of the map runs i do?
The screen is full with items, and every additional player increases that amount.
Instead of killing stuff, people are trying to reach the item that was assigned to them, and then they look through the white items in case there is a 5/6 link.
Instead of playing the game they are standing around searching 50 items at a time.
Your post couldnt be worse.
Instanced looting would speed up the game tenfold, because instead of looking through 50 white items, you would just have to look through 10 per person, which happens parallel, thus it doesnt slow down anything, it makes the game much faster.
Last edited by gh0un#3019 on Jan 28, 2013, 2:53:15 PM
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Posted bygh0un#3019on Jan 28, 2013, 2:52:24 PM
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No thanks to instanced looting. The more a game feels like D2, the better.
Increase the timer of the loot but that's about all.
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in public games this loot system rly sucks. ppl use more time to get as much loot as possible instead of killing mobs. thats why i didnt play public games even if i like to do that.
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Posted byMarbesa#5954on Jan 28, 2013, 3:55:39 PM
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MakeMeASandwich wrote:
No thanks to instanced looting. The more a game feels like D2, the better.
This is foolishness. If you want to play Diablo 2, play Diablo 2.
The stated goal of PoE is NOT to ape Diablo 2 in all respects, but, as stated by Brother Lazarus:
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There was a time when people were willing to put up with a game that has more bugs than a 200/200 ling army, broken items, endemic duping, potion spam, PvP consisting of assholes going hostile on you and using glitches to instakill you, imbalanced skills etc.
PoE is intended to be a spiritual sequel to D2, not a “Diablo clone”. It is similar to the rose coloured memories people have about D2, but not at all to the depressingly bad reality of D2.
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MakeMeASandwich wrote:
Increase the timer of the loot but that's about all.
Now this, I agree with. Making it 5 seconds would be fair and wouldn't slow things down much at all.
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Posted byZyrusticae#6262on Jan 28, 2013, 4:08:23 PM
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To the person who said instanced loot would mean that newbie players would vendor valuable items not knowing any better:
* it still doesn't give you a right to steal their loot
* if we had assigned loot (but still visible to everyone), the newbie player would get to keep his loot, AND you could see it and tell him how good it is. Maybe you could strike a conversation about how it would help your build. Then maybe, who knows, this player might choose to give/trade the item to you since s/he sees you could make good use of it. This would be a lot more sociable ... compared to just ninja-ing the item so he can't have it. It's not up to you to decide who "deserves" the item more.
I also made a suggestion on another thread that maybe the timer could start only once all the monsters IN THE AREA (screen) are dead, to atleast give evereyone a chance to grab their assigned loot without making the game feel like ADD on sterroids.
(edit: sorry about typos, android firefox is cumbersome to use)
Sorry about any typos, Android and my fingers don't get along very well, and I figure that a few typos are preferable over stomping on the tablet like a mad person. Last edited by ketojuun#1631 on Jan 28, 2013, 4:48:22 PM
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Posted byketojuun#1631on Jan 28, 2013, 4:42:46 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?
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.
1. People should promote teamwork, not parties.
2. You get a much more rewarding feeling if you have to fight for something, rather than just getting it showed into your hands for free.
3. There is no reason to fight each other unless you play two characters of the same class and build.
Instanced loot is just not exciting to me. It feels like farmville. I click something and some stuff pops out of the pinata. I get this stuff whether I click it or not. No challenge. No excitement. No small adrenaline rush when seeing some brownish, golden letters.
My group are very much for 100% FFA looting (although the compensation for latency was quite brilliant). We share useful loot among ourselves, and the rest usually goes to the players with the most APM at the time. It is a fair and fun ruleset.
Find some people you can trust to play fair, the way you like, and you won't have to worry about such things at all.
I still play in open parties a lot, and only about three times in over a year, have I ever had people in them that were complete loot whores. And they were easily kicked and replaced.
"That's how you die properly, Sailor Boy.." Last edited by jawsofhana#6369 on Jan 28, 2013, 5:55:21 PM
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Posted byjawsofhana#6369on Jan 28, 2013, 5:52:27 PMAlpha Member
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gh0un wrote:
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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.
I have never seen such a bad post, it states the complete opposite of what actually is the case.
Shall i show you some gaming footage of some of the map runs i do?
The screen is full with items, and every additional player increases that amount.
Instead of killing stuff, people are trying to reach the item that was assigned to them, and then they look through the white items in case there is a 5/6 link.
Instead of playing the game they are standing around searching 50 items at a time.
So it would appear either way people are just gonna stand around and look at loot -_-
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Your post couldnt be worse.
Instanced looting would speed up the game tenfold, because instead of looking through 50 white items, you would just have to look through 10 per person, which happens parallel, thus it doesnt slow down anything, it makes the game much faster.
My experience was the opposite so I mean what else do you want me to say?
R.I.P. my beloved P.o.E.
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Posted byampdecay#1924on Jan 28, 2013, 5:58:51 PM
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jawsofhana wrote:
1. People should promote teamwork, not parties.
2. You get a much more rewarding feeling if you have to fight for something, rather than just getting it showed into your hands for free.
3. There is no reason to fight each other unless you play two characters of the same class and build.
Instanced loot is just not exciting to me. It feels like farmville. I click something and some stuff pops out of the pinata. I get this stuff whether I click it or not. No challenge. No excitement. No small adrenaline rush when seeing some brownish, golden letters.
My group are very much for 100% FFA looting (although the compensation for latency was quite brilliant). We share useful loot among ourselves, and the rest usually goes to the players with the most APM at the time. It is a fair and fun ruleset.
Find some people you can trust to play fair, the way you like, and you won't have to worry about such things at all.
I still play in open parties a lot, and only about three times in over a year, have I ever had people in them that were complete loot whores. And they were easily kicked and replaced.
So to actually beat the content is no challenge at all?
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Posted bysotodashi#7919on Jan 28, 2013, 5:59:26 PM
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"
jawsofhana wrote:
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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?
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.
1. People should promote teamwork, not parties.
2. You get a much more rewarding feeling if you have to fight for something, rather than just getting it showed into your hands for free.
3. There is no reason to fight each other unless you play two characters of the same class and build.
Instanced loot is just not exciting to me. It feels like farmville. I click something and some stuff pops out of the pinata. I get this stuff whether I click it or not. No challenge. No excitement. No small adrenaline rush when seeing some brownish, golden letters.
My group are very much for 100% FFA looting (although the compensation for latency was quite brilliant). We share useful loot among ourselves, and the rest usually goes to the players with the most APM at the time. It is a fair and fun ruleset.
Find some people you can trust to play fair, the way you like, and you won't have to worry about such things at all.
I still play in open parties a lot, and only about three times in over a year, have I ever had people in them that were complete loot whores. And they were easily kicked and replaced.
I don't know if you're just naive, or just ignorant. The world is all rainbows and flowers. You can't simply make people "promote teamwork". The loots are rewards for defeating enemies, not your teammates, and your third point just makes no sense whatsoever. The ONLY public parties are now are fights over loots. It is 100% players fighting each other, nothing more.
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Posted bytinghshi#7226on Jan 28, 2013, 6:37:50 PM
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tinghshi wrote:
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ampdecay wrote:
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.
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.
Exactly this. Not to mention the existance of support builds and group-based spells like auras and certain hexes, etc.
Last edited by Ixsiehn#3748 on Jan 28, 2013, 10:16:48 PM
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Posted byIxsiehn#3748on Jan 28, 2013, 10:15:27 PM
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