About the loot system

Hey guys, i was playing on the closed beta and in that time the loot system worked cuz people respected each other's... If a item shows up with your name on it.. the item was yours and people dont touch it...

Now on open beta i see some bad things happening, and i think that some of the mechanics should be upgraded.

My point is... the duration of the pickup should be increased by 2 seconds... if someone click spam other person's gear it should be picked to the person with the name on it... Or maybe a global random on picks (yellow, uniques and currency).


The actual system makes almost impossible to party play with some builds on hardcore mode.



Hello.

I was thinking the same but now I see it different. This is not Diablo 3 anymore and this is not casual friendly EZ mode game.

Loot was supposed to be FFA only but they added timer so ping and ranged players can reach items too.

There is long post about why Devs made the system as it is now.

They made it so players stay competetive even vs each other, this game is about competeting vs other players and vs mobs.

Current system is working as intended and just because player have name under it doesnt mean its his, they have time to pick it up but then its for group.
__________________________________________________________________________________

QUOTE :

We initially announced that looting is free-for-all in Path of Exile. Players would be able to see and pick up any items that dropped.

It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players. We do not feel it is an option to arbitrarily hide items from players who have not been allocated them.

As we saw here and here, many players really objected to this.

Several legitimate problems with free-for-all looting were raised:
- Ranged players are unable to get to the items in time.
- Items might just get scooped up by one player with substantially lower latency than the other players.

Over the past few months we've thought long and hard about this topic, and have come up with a system that we feel captures the cut-throat feel that we're trying to go for, but helps mitigate the valid complaints.

We're proposing the following system:
- All white text items are free-for-all.
- All magic/rare/unique/currency/gem items are allocated to a nearby player for a very small amount of time.
- All players can see the item, and a countdown of how much time remains until it's available to anyone is shown.
- The allocation time is intended to be very small (enough time to compensate for a little latency, reaction time and travel distance). We're thinking a base time of something in the order of 1 second when standing next to the item.
- The time would be increased by the time it takes for the character to run to the item. An item allocated to a ranged player might unallocate after two seconds, for example.
- It's important that the time is low enough that the player can only get the item if they are paying attention and make an effort to immediately grab it.
- The allocation times can be lower or non-existent in hardcore or cut-throat leagues.

Players who wanted an allocated looting system will hopefully be happy that this system mitigates item loss due to latency and travel distance.

Players who wanted a free-for-all looting system will hopefully be pleased - with this system they can take any item they want if the allocated player is not paying attention to the drops.

This is a concept based on feedback only. It's not locked in stone, but we like the direction it's going in.

What do you guys think about this suggestion? Please don't just post "allocated sucks", or "I won't play if it's free-for-all".
Last edited by Waiden#9514 on Jan 28, 2013, 2:46:17 PM
ok.. good point it kinda remimds me diablo2 loot system


we should start a blacklist instead of complain about the system

system is not the problem... some players are =)
They should increase that ''pick up radius'' instead. Way too many times in 6 player game i've lost orb of chaoses and gems because there is 5 guys around my loot + possibly 20 zombies and skeletons.

Even with 50 ping it is sometimes IMPOSSIBLE to get your loot because other players are blocking the way... Thats so frustrating. Timer and idea behind it is fine, but really this is just ridiculous!

My 1st rant yay! :b
Last edited by Jyssi#3843 on Jan 28, 2013, 3:07:51 PM
"
Dogblaster wrote:
Hello.

I was thinking the same but now I see it different. This is not Diablo 3 anymore and this is not casual friendly EZ mode game.

Loot was supposed to be FFA only but they added timer so ping and ranged players can reach items too.

There is long post about why Devs made the system as it is now.

They made it so players stay competetive even vs each other, this game is about competeting vs other players and vs mobs.

Current system is working as intended and just because player have name under it doesnt mean its his, they have time to pick it up but then its for group.
___________________________________________________________________________

QUOTE :

We initially announced that looting is free-for-all in Path of Exile. Players would be able to see and pick up any items that dropped.

It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players. We do not feel it is an option to arbitrarily hide items from players who have not been allocated them.

As we saw here and here, many players really objected to this.

Several legitimate problems with free-for-all looting were raised:
- Ranged players are unable to get to the items in time.
- Items might just get scooped up by one player with substantially lower latency than the other players.

Over the past few months we've thought long and hard about this topic, and have come up with a system that we feel captures the cut-throat feel that we're trying to go for, but helps mitigate the valid complaints.

We're proposing the following system:
- All white text items are free-for-all.
- All magic/rare/unique/currency/gem items are allocated to a nearby player for a very small amount of time.
- All players can see the item, and a countdown of how much time remains until it's available to anyone is shown.
- The allocation time is intended to be very small (enough time to compensate for a little latency, reaction time and travel distance). We're thinking a base time of something in the order of 1 second when standing next to the item.
- The time would be increased by the time it takes for the character to run to the item. An item allocated to a ranged player might unallocate after two seconds, for example.
- It's important that the time is low enough that the player can only get the item if they are paying attention and make an effort to immediately grab it.
- The allocation times can be lower or non-existent in hardcore or cut-throat leagues.

Players who wanted an allocated looting system will hopefully be happy that this system mitigates item loss due to latency and travel distance.

Players who wanted a free-for-all looting system will hopefully be pleased - with this system they can take any item they want if the allocated player is not paying attention to the drops.

This is a concept based on feedback only. It's not locked in stone, but we like the direction it's going in.

What do you guys think about this suggestion? Please don't just post "allocated sucks", or "I won't play if it's free-for-all".


I understand the premise, but disagree with the conclusion.

Cut-throat competitiveness =/= "stop, drop & loot" mid-combat

To me, all it would take is starting the loot-timers after all nearby monsters are dead (either based on range detection, or all players being in combat). You still have to pay attention to the drops (if not more so since you'll have more to loot when the fight is over), but now you will also have to pay attention to the combat to know when you can loot your gear. I personally feel this would make it more enjoyable to me, as I would get a fair shake at the loot without having to run around mid-combat to get it.

The problem is that it basically requires range players to run into the fray to get their loot before the timer is up, then run back out so they can resume their attacks.

For example, my Cold-based Witch makes heavy use of the Ice Spear skill. This skill basically requires you to be at a pretty far distance to be truly effective. Therefore, while fighting monsters, I am forced to keep ping-pong running between my skill’s required distance, and the melee range to loot items before their timers expire. This isn’t exactly fun for me.
Last edited by DarkGrudge#0990 on Jan 28, 2013, 3:16:14 PM
It gives an advantage to melee/tanks and those who chose to put themselves in the middle of combat. Rather it is a disadvantage to playing a safe/range class almost makes it somewhat balanced. You also have the option to join or create a friendly loot game.
Buy the ticket, take the ride.
"
Dogblaster wrote:
Hello.

I was thinking the same but now I see it different. This is not Diablo 3 anymore and this is not casual friendly EZ mode game.

Loot was supposed to be FFA only but they added timer so ping and ranged players can reach items too.

There is long post about why Devs made the system as it is now.

They made it so players stay competetive even vs each other, this game is about competeting vs other players and vs mobs.

Current system is working as intended and just because player have name under it doesnt mean its his, they have time to pick it up but then its for group.
__________________________________________________________________________________

QUOTE :

We initially announced that looting is free-for-all in Path of Exile. Players would be able to see and pick up any items that dropped.

It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players. We do not feel it is an option to arbitrarily hide items from players who have not been allocated them.

As we saw here and here, many players really objected to this.

Several legitimate problems with free-for-all looting were raised:
- Ranged players are unable to get to the items in time.
- Items might just get scooped up by one player with substantially lower latency than the other players.

Over the past few months we've thought long and hard about this topic, and have come up with a system that we feel captures the cut-throat feel that we're trying to go for, but helps mitigate the valid complaints.

We're proposing the following system:
- All white text items are free-for-all.
- All magic/rare/unique/currency/gem items are allocated to a nearby player for a very small amount of time.
- All players can see the item, and a countdown of how much time remains until it's available to anyone is shown.
- The allocation time is intended to be very small (enough time to compensate for a little latency, reaction time and travel distance). We're thinking a base time of something in the order of 1 second when standing next to the item.
- The time would be increased by the time it takes for the character to run to the item. An item allocated to a ranged player might unallocate after two seconds, for example.
- It's important that the time is low enough that the player can only get the item if they are paying attention and make an effort to immediately grab it.
- The allocation times can be lower or non-existent in hardcore or cut-throat leagues.

Players who wanted an allocated looting system will hopefully be happy that this system mitigates item loss due to latency and travel distance.

Players who wanted a free-for-all looting system will hopefully be pleased - with this system they can take any item they want if the allocated player is not paying attention to the drops.

This is a concept based on feedback only. It's not locked in stone, but we like the direction it's going in.

What do you guys think about this suggestion? Please don't just post "allocated sucks", or "I won't play if it's free-for-all".


Under the assumption that every player living in U-S to the fatass-A playing with smooth latency? There are a lot of players with above 200ms which put them on slight disadvantage when it comes ffa looting. Not even GGG employees themselves can play their own game under 200ms unless you got the budget for a business class line lmao.
Last edited by Dakaa#7781 on Jan 28, 2013, 3:36:00 PM
"
p0t wrote:
It gives an advantage to melee/tanks and those who chose to put themselves in the middle of combat.


Better yet is to improve their efficiency in combat, for being so bold and choose to be in the fray.

Since a few seconds loot-advantage does not negate the less risk and greater combat-efficiency of a ranged combatant.
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
"
Dogblaster wrote:
Hello.

I was thinking the same but now I see it different. This is not Diablo 3 anymore and this is not casual friendly EZ mode game.


Having a loot system that is inherently UNFAIR (low ping users and ranged chars might as well not bother) has nothing whatsoever to do with casual-friendly, or easy mode. I have yet to encounter a single person in-game who likes the loot system; it is BY FAR the most disliked aspect of the game right now, apart from the crashing / dc'ing.

What makes me laugh is that the devs acknowledged these problems, yet their solution (the timer) is woefully inadequate. You CANNOT walk across the screen when a boss dies and pick up the 5 or 6 items with your name on it (among an explosion of 30 items) in 1 second. Laughable.

All it serves to do is make the game look bad.

"
You also have the option to join or create a friendly loot game.


Where? Thus is the option people would like to see added. I'd bet right here that 90% of the player base would opt for personal loot.

If GGG's goal is to alienate and frustrate players, and totally kill public multiplayer in the process, well, mission accomplished!
Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.
Last edited by GhostlightX#1022 on Jan 28, 2013, 3:38:35 PM
From Reddit
"PoE has the nicest gaming community out there."

Meanwhile in-game
"I don't need this, but pay me 5 GCPs and it's yours because I'm a greedy bastard, or I'll just vendor it for 1 alternation shard later on."

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