Looting Options Discussion (I will update this thread Daily)
FFA Looting:
True free-for-all would be whoever clicks it, gets it. In a first come first serve fashion with no restrictions. Semi-FFA Looting: Semi_FFA is allowing anyone to pick up any loot, but giving random party members a slight advantage (such as a short timer where only they can pick up the item) Non-FFA Looting: This would be the same as Semi-FFA except the timer would never run out. So you could see what others are looting but you cannot EVER "steal" it. Instanced Looting: In this mode, each player would have his own loot and no one else could see it other than that player. ------------------------------------------------------------------------------- First, I will explain why Instanced Looting does not work in PoE Loot is determined by whoever got the last hit. Meaning quantity and rarity is calculated from the player who opened a chest or killed a creature. Giving the items that one player increased the quantity or rarity of to other players with him having no chance to see or loot is unfair. Problems with looting right now The biggest problem with looting right now is that in a group, if you aren't concentrating on looting items, you will be beaten to the looting by other players. This isn't necessarily bad... but it can be very frustrating to some players, and frustrating situations aren't fun. ------------------------------------------------------------------------------- ~~~☼☼☼ Solution 1:Group-Chosen Looting ☼☼☼~~~ My idea (and other people have presented this) would be to make it so parties can select their looting rules. I would simply make it so they can increase or decrease the timer for how long an item is locked to a player. This doesn't break the game, and "should" solve the problem of both sides of this argument. ------------------------------------------------------------------------------- If you have other ideas for Solutions, feel free to reply. DO NOT reply unless you are presenting ideas or debating. And please try to put forth statements to support your arguments. |
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Leave current looting system as it is, except one tiny change to prevent ninjas or implement this as an alternative:
Instead of having a timer, the further the player moved away from the item with his/her name tagged, the shorter the "timer" bar decreases to. If the bar ran out (ie. player left his/her item there and moved on), other party members can pick it up if player decided to ditch it. It's the player's fault if their items got ninja'd because they were not paying attention. Dernière édition par Dakaa#7781, le 31 janv. 2013 à 15:04:17
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grouping makes game much easier, and also more loot.
FFA should stay as is. semi should have a penalty to drop rate. non FFA should have a bigger penalty to drop rate. YET i know some people will complain that coordinated group will have so much advantages over non blah blah blah. typical wow player who wants everything handed to them. i say fuck them |
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" Well, since the "problem" you highlight here is trivially easy to fix, it is not a real problem imo. " You have not fairly described the main problem imo. Even if you are 100% concentrating on loot, unscrupulous players can use various methods to beat your timer and grab it that are completely unfair. Either using skills that move them very quickly across the screen, or those which prevent you moving across the screen. Either way, unless loot lands right at your feet, you CANNOT get "your" loot when faced with such players. 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.
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" Good stab at controlling the narrative but you have no basis for this. The current system used to determine the timer allocation could be used to distribute loot and you wouldn't even blink. The truth is you start from the same premise as all the other ninja warriors - you own everything and the idea of loot getting by you ping/click is abhorrent. For anyone >200 ping, the loot has dropped, timed out and been grabbed before it has even registered on their client. This isn't skill. This isn't hardcore. This is a thoroughly borked looting system which should have been left to rot. FFA: The looting choice of Hardcore-Hero Manly-Men Griefers! Yo!
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" Why are you assuming everyone here played WoW? Are you stupid or what? |
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OP's options are great. Why shouldn't people in groups be able to dictate how loot is divided up automatically? Especially with public groups, some people don't want to have fight over loot while others don't care. Giving people options takes nothing away, it only makes the game more appealing to the general/casual/pick up and play audience while not taking away from those that like the loot system the way it is now.
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http://www.reddit.com/r/pathofexile/comments/17i5sp/i_never_had_a_problem_with_the_drop_system_until/c85zgvv " Things with "increased" and "decreased" in the tooltip are additive ... where as "More" or "Less" are multiplicative ... Dernière édition par wade001#1394, le 31 janv. 2013 à 15:22:06
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I haven't played WoW, I didn't like D3 - I have played D2 for a decade - and I want instanced loot or non-FFA loot. I want it as an option, so everybody's happy.
The main reason, why GGG wanna stay on the FFA-loot is, that it makes the game more fast paced - which is true. However, there is plenty of other reasons to why, the game could be fast paced: - Training for races. - Participating in races - Going for first lvl 100 For gamers like me, who doesn't have the time to race for lvl 100, I might not really need to have everything so fast paced. When I play with my friends, and we practice for the 1 hour or 3 hour races, we will be doing it in a fast pace. So why should the loot-system be the one to determine how we should play? What I'm really interested in is having a great time with my friends, where we won't have to argue over the loot drops, and just focus on being effective on our team work. Danskere: PM mig, hvis I har brug for en guild.
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" A good set of options, I think. " Well, I think it is fair. If the person has a bunch of magic/item finding equipment instead of equipment to help them kill better, that person may not be doing their share of the work in killing the monsters. That work has to be made up by the other party members, and I think they should be rewarded for it. But I agree that it isn't the best system, so here's what I'd rather see: When a monster is killed, the drops are determined by averaging the item quantity and item rarity bonuses of the four party members. The averaged number is applied to the loot of all party members regardless of who got the last hit. " And even if you are, players can sometimes use certain methods to block you from your item until the timer expires, such as body-blocking a doorway or using Frost Wall. Dernière édition par StarlightGamer#6805, le 31 janv. 2013 à 15:24:20
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