Congratulations on making SP game.

"
mrmath wrote:
"
Zenn3k wrote:
"
mrmath wrote:
Pay attention to the drops. They aren't "yours" until they're in your stash.


Only the most "Hardcore" of the FFA loot lovers agree with this statement.

Frankly, when I play (solo mind you, for the same reasons as the OP), EVERYTHING is mine even if I don't look at it.

When YOU play you might not think an item belongs to you until its in your stash, thats fine...but when I solo, I see everything as mine regardless of if I even pick it up or mouse over it to look at it.

You don't have to like my outlook and I don't have to like yours, but the fact still remains that a large amount of people disagree with how you view items.


Luckily for me, GGG agrees with me.


Agrees? You were just stating the obvious. I mean, yea - the fact that the loot isn't belonging to anyone until it lies in the inventory is the reason for the discussions :-)

Let's see what GGG decides in the future. It would be nice with instanced loot.
Danskere: PM mig, hvis I har brug for en guild.
This sort of thread has come up quite a lot recently (aka since OB).

Personally, I'm totally opposed to FFA looting, which is why I don't play in Public Games, however, GGG seems to be set on this, so I don't see much point in continuing these threads.

Perhaps those making new threads on this would do well to utilise the already existing ones.


http://www.reddit.com/r/pathofexile/comments/17i5sp/i_never_had_a_problem_with_the_drop_system_until/c85zgvv


"

Hey guys, just wanted to throw in my feedback on this issue. We're well aware there there are a lot of different opinions about contested loot in POE, and while we're pretty happy with the current implementation, it is far from set in stone.

Fundamentally, POE is a game about tough choices, about making your way in a harsh world with few initial resources. This is a theme that runs through the whole game, from the starting areas, to the cryptic early NPCs, to the lack of respecs, and the quickly ramping difficulty. Having quasi-FFA loot definitely falls right in line with the general cutthroat, competitive aesthetic of Wraeclast.

However, we pay a lot of attention to feedback, and we absolutely recognize that the current system is pretty brutal on some players, especially new players, or those with slower connections of computers. I know exactly how it feels to have loot snagged out from under your nose, having played Diablo 2 for many many years. It's a frustrating experience that often makes you question why you're even playing in the first place.

Conversely, in a good group that has some basic "gentleman's rules", the current FFA-timer implementation VASTLY speeds up the pace of game play. We've tinkered around with a lot of different loot timers, and we've found that when we extend them, even by a little bit, the pace of the game drags considerably. You want to just be moving along all the time, going from pack to pack, blowing stuff up. The last thing you want to be doing is standing around every time some stuff dies, waiting for all your little bars to decay.

When everyone agrees to play by a fundamental set of rules, be they real "FFA" or "leave stuff alone that's not yours", the loot tends to average out pretty well anyway. Groups can also verbally punish or shame a player who appears to be abusing the drop system, and you do decide who you party with.

Ultimately, we believe that having an FFA-based system is good for the general health of the game. When you play in a group with completely player-bound, invisible-to-others loot like Diablo 3 or Torchlight 2, you really get the feeling that you're playing in a bubble. The other players with you might as well be bots, and there is little shared or vicarious joy in lucky stuff that drops. That's something we're definitely trying to avoid.

POE has proven to be extremely popular since our Open Beta release, far popular than we could have expected, and so we're obviously catering to a pretty wide audience. A certain portion of that audience is put off by the cutthroat nature of loot distribution in the game, and we're not deaf to those concerns. This is an issue that is going to be going through a lot of internal discussion in the weeks and months ahead.

Thanks for the understanding and for the great feedback. I really appreciate all the time people have taken to post here, as well as their passion for the game!
Things with "increased" and "decreased" in the tooltip are additive ... where as "More" or "Less" are multiplicative ...
"
wade001 wrote:


http://www.reddit.com/r/pathofexile/comments/17i5sp/i_never_had_a_problem_with_the_drop_system_until/c85zgvv


"

Hey guys, just wanted to throw in my feedback on this issue. We're well aware there there are a lot of different opinions about contested loot in POE, and while we're pretty happy with the current implementation, it is far from set in stone.

Fundamentally, POE is a game about tough choices, about making your way in a harsh world with few initial resources. This is a theme that runs through the whole game, from the starting areas, to the cryptic early NPCs, to the lack of respecs, and the quickly ramping difficulty. Having quasi-FFA loot definitely falls right in line with the general cutthroat, competitive aesthetic of Wraeclast.

However, we pay a lot of attention to feedback, and we absolutely recognize that the current system is pretty brutal on some players, especially new players, or those with slower connections of computers. I know exactly how it feels to have loot snagged out from under your nose, having played Diablo 2 for many many years. It's a frustrating experience that often makes you question why you're even playing in the first place.

Conversely, in a good group that has some basic "gentleman's rules", the current FFA-timer implementation VASTLY speeds up the pace of game play. We've tinkered around with a lot of different loot timers, and we've found that when we extend them, even by a little bit, the pace of the game drags considerably. You want to just be moving along all the time, going from pack to pack, blowing stuff up. The last thing you want to be doing is standing around every time some stuff dies, waiting for all your little bars to decay.

When everyone agrees to play by a fundamental set of rules, be they real "FFA" or "leave stuff alone that's not yours", the loot tends to average out pretty well anyway. Groups can also verbally punish or shame a player who appears to be abusing the drop system, and you do decide who you party with.

Ultimately, we believe that having an FFA-based system is good for the general health of the game. When you play in a group with completely player-bound, invisible-to-others loot like Diablo 3 or Torchlight 2, you really get the feeling that you're playing in a bubble. The other players with you might as well be bots, and there is little shared or vicarious joy in lucky stuff that drops. That's something we're definitely trying to avoid.

POE has proven to be extremely popular since our Open Beta release, far popular than we could have expected, and so we're obviously catering to a pretty wide audience. A certain portion of that audience is put off by the cutthroat nature of loot distribution in the game, and we're not deaf to those concerns. This is an issue that is going to be going through a lot of internal discussion in the weeks and months ahead.

Thanks for the understanding and for the great feedback. I really appreciate all the time people have taken to post here, as well as their passion for the game!


TL;DR: We wanted the game to be competitive and cutthroat and it is currently working to our expectations, but we understand not everybody shares the same mindset so we will be discussing this matter amongst ourselves and figure out how to handle the situation.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
Last edited by Pizzarugi#6258 on Jan 31, 2013, 5:43:00 PM
"
ongZ wrote:


Agrees? You were just stating the obvious. I mean, yea - the fact that the loot isn't belonging to anyone until it lies in the inventory is the reason for the discussions :-)

Let's see what GGG decides in the future. It would be nice with instanced loot.


I mean, philosophically, GGG has *repeatedly* stated that FFA (and now semi FFA with timers) loot is a big part of the "feel" that they have designed for the game. No need to be extra pedantic

"Wait, what did I just drink?" - Socrates
"
mrmath wrote:
"
ongZ wrote:


Agrees? You were just stating the obvious. I mean, yea - the fact that the loot isn't belonging to anyone until it lies in the inventory is the reason for the discussions :-)

Let's see what GGG decides in the future. It would be nice with instanced loot.


I mean, philosophically, GGG has *repeatedly* stated that FFA (and now semi FFA with timers) loot is a big part of the "feel" that they have designed for the game. No need to be extra pedantic



They have also stated that nothing is set in stone, and it's still something they aren't completely sure about.
Danskere: PM mig, hvis I har brug for en guild.
"
KillerClaw wrote:
You make some good points and I agree with you. It is also hilarious that the two fanboys above can't construct a valid argument against what you've said.


All it takes to be a fanboy now is to have a supporter tag. Go hang yourself kid. Please.
"
ongZ wrote:
They have also stated that nothing is set in stone, and it's still something they aren't completely sure about.


"
Ultimately, we believe that having an FFA-based system is good for the general health of the game. When you play in a group with completely player-bound, invisible-to-others loot like Diablo 3 or Torchlight 2, you really get the feeling that you're playing in a bubble. The other players with you might as well be bots, and there is little shared or vicarious joy in lucky stuff that drops. That's something we're definitely trying to avoid.


"
We've tinkered around with a lot of different loot timers, and we've found that when we extend them, even by a little bit, the pace of the game drags considerably. You want to just be moving along all the time, going from pack to pack, blowing stuff up. The last thing you want to be doing is standing around every time some stuff dies, waiting for all your little bars to decay.


They sound pretty sure to me - FFA or semi-ffa is and will hopefully continue to be, a core element of the gameplay design.

The entirety of that quote reads to me that the devs hear the complaints and are reiterating the philosophy of the design choice. There may be small additional tweaks, but FFA is a key part of the game.


"Wait, what did I just drink?" - Socrates
"
ongZ wrote:
"
mrmath wrote:
"
ongZ wrote:


Agrees? You were just stating the obvious. I mean, yea - the fact that the loot isn't belonging to anyone until it lies in the inventory is the reason for the discussions :-)

Let's see what GGG decides in the future. It would be nice with instanced loot.


I mean, philosophically, GGG has *repeatedly* stated that FFA (and now semi FFA with timers) loot is a big part of the "feel" that they have designed for the game. No need to be extra pedantic



They have also stated that nothing is set in stone, and it's still something they aren't completely sure about.


Yeah only because D3 crybaby-carebears came here whining that they want full respecs and instanced loot.
IF that happens, im out.
I am not sure why anyone is opposed to the party leader being given an option to set the loot to party or ffa, and the party searchers be given a filter for loot type.

Personally, in public games i prefer FFA because i have absolutely no problem scooping my stuff up and do enjoy getting extra free stuff once in a while. Yah that is selfish, but also it is just a game being played with anonymous strangers.

When i am playing with my friend though i would prefer party loot so we could both just snap up all our orbs and all the yellows while playing. We give each other stuff we don't need anyways. Sometimes there is an orb on the ground that we didn't see time down and it creates an awkward moment where neither of us want to seem like we are greeding each other out.

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