0.10.3c Patch Notes

I love the changes, should mean a significant reduction in the "It had my name on it!" and "Ninja stole from me!" threads. I do indeed find it vastly easier to read the loot, click on loot labels and vastly more effective at giving you time to actually get your loot without slowing down the pace of the game too much.
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Last edited by Nicholas_Steel#0509 on Mar 18, 2013, 4:55:41 AM
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jeffadkins51 wrote:
This change would be great for public parties, like docks runs, etc.

However, in groups of friends where you do loot to name...

1) You don't know if the item is yours or if someone else's grayed out item just became visible
2) You can't call out in voice chat "Hey this is X's or Y's" which is extremely common among groups of map runners
3) It's actually not easier to see and you don't know how long you have to pick it up or if you even should in a group of friends

There are many more reasons I haven't named, but overall I feel like this is the first negative change I've seen come out for this game and I for one would like it reverted (except for the increased timers, those are great)

It is definitely better in public runs where you ninja everything you can etc, but when playing in map groups with friends, this is a very negative change.

Thank you for your time and consideration,
Jeff


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Chris wrote:
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NyteCruzeR wrote:
YES!! NO MORE NINJA LOOTING :D


I suspect (and support) that players will still grab items if the other players aren't making any effort to get to them quickly. To some extent, removing the names is to try to reinforce that they are items for your whole party, not just for the person who happened to get the first chance at them.

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xInfinite wrote:
Worst patch imo. Leave the loot with the players name. I am telling you now people are going to dislike this patch very much.


I am very interested to hear your feedback once you have tried it out.


I dono, I play in a group of friends that I gathered over time from public groups. We're a tight group, and sometimes an item drops for someone who is currently out of screen, or couldn't see their item cos of the mass of item names filling the screen. It's not uncommon to have something allocated to you appear out of the visible screen area, forcing you to move around to find that item, and then when you click on it you move back from where you were...

What I wanna say is, we leave items on the floor if it isn't ours, and we alert each other when their items drop and they didn't see it. With the removal of names, we don't know whose item was whose after the timer expires (due to the issue above), that person loses out on whatever dropped for them.
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I like everything beside the removal of names on timer items.

I can't count how often I called an item for another player because it drop just outside everone elses sight. Now all I can say is: "Oh look, an exalt dropped. Sry but I have no idea who it belongs to."
And yes, I only play premade parties with voice chat...

Tbh - most of our group came to a certain agreement, that it would be the best if the names would stay below the item till it is picked up. Removeing names below magic items should counter the the increased need of space that comes with this change sufficient.

I hope that the timer increase will make up for this somehow, hm... Any thoughts on that Chris?

My 2 cents how to solve the problem: Introduce a bunch of loot option. Make the party leaders loot option work for the whole group. Let us choose!
Last edited by Sjeg#3399 on Mar 18, 2013, 5:52:09 AM
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Eikus_ wrote:
I would like to see that while the loot timer is active for a piece of loot for player (A) the loot is invisible to players (B) (C) (D) (E) etc. would just stop people all running to a piece of gear/orbs etc. and start clicking like mad.

That would look really odd, killing a bunch of enemies then items just randomly appearing well after everything died or in places where enemies no longer live. It also causes players to wait after each lot of enemy deaths as there is no way to tell if someone left (ignored) some loot behind for others to have/fight over etc.. With the loot being visible it lets everyone know if something is worth waiting for!
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Last edited by Nicholas_Steel#0509 on Mar 18, 2013, 5:09:04 AM
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Xendran wrote:
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Tricky4u wrote:

I really dislike the fact that GGG has a certain vision and shoves it down eveyones throat. Sure it's their game so they can do what they want but without the players there wouldn't be a game.


As much as i want loot options (Fully instanced NOT being one of them, however) for parties, i disagree with this.

Want to know what you get when somebody shoves their vision down your throat? If they're a good designer, a masterpiece you may not have known you wanted. (Demon's Souls, Metal Gear Solid 2).

Want to know what happens when some fans whine and complain without spending the time to properly understand or experience something? Metal Gear Solid 4, a game that Hideo Kojima purposely wrecked the story of. Partially out of spite to fans who wanted tits, explosions and badasses over a postmodern social commentary and analysis that breaks the boundaries of traditional games and forces you to question everything the game has told you, and partially out of not even wanting to make the game.

Important: This post is not specifically about the idea of forcing a loot system on to people, it is about forcing others to experience your vision in a game as it was intended as opposed to giving them more control or freedom to change it.


You're comparing oranges to apples. Changing a story isn't the same as this IMO.

I had 2 friends join me here after I told them about it and they both quit becuase of the loot system.

Just give people the option to choose. This is costing them money and I really can't understand why they refuse to add it.

Just read the looting thread. So many people complain about it and in a f2p game you'd want people to support your game. It's not like they bought the game for $60 so you already earned that money. You need people to support your game and this is such a weird decision by GGG.
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awesome changes, you are brilliant ggg!
exactly changing what is desired by the community!! thx alot <3
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Tricky4u wrote:
I doubt the devs will read past the 5th page but I'll reply nonetheless.

I really dislike the fact that GGG has a certain vision and shoves it down eveyones throat. Sure it's their game so they can do what they want but without the players there wouldn't be a game.

Have a 1 week test with certain loot options and see which is used the most. That way you actually look at what players want instead of just being stubborn about it.


Honestly, there's a certain amount of benevolent dictator that needs to be run on any project. Someone's got to have a vision for how things should be done, and push forward with that vision, otherwise you get some designed-by-committee mess that nobody wants. So far, I'd say GGG and Chris specifically have done an outstanding job with the game overall.

However, this is one of those areas where I don't like/can't justify what GGG is doing. Chris has said a number of times that he wants there to be pressure over loot drops, but as you can see in this thread, there's a ton of people who disagree vehemently with that. That's fine, people will have different opinions on things like this (put me firmly in the "I hate FFA loot" group, FWIW). The problem comes when changes are being made that prevent people from playing the game the way they want to, regardless of if it's coming out of the vision for the game, or otherwise. Names being shown on the items allowed for gentleman mode loot rules, where people would call out each other's items off-screen over VOIP, and the removal of those nameplates prevents this form of play from even happening.

The bit that scares me when these sort of discussions happen is how quickly the conversation drifts to sound like conversations from prior to the release of Diablo III. Jay Wilson would try to explain why people didn't really like some part about Diablo II and they were just looking back with nostalgia, and people would pipe up that they were still playing D2 on a daily basis and knew what they wanted. That sort of arrogance bit that game square in the ass, because people really did want what they were saying, and weren't looking back with nostalgia, and the final product suffered because the input from the community was being ignored.

Nobody is going to force people into liking FFA loot rules, and making it harder to work around those rules is just going to annoy paying or potentially paying customers, and leave a bitter taste in their mouths.
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Increased the base duration of the item allocation timer from 1.6 seconds to 2.6 seconds. There is still a bonus allocation time for characters that are a distance away (travel time +10%).


This really sucks. Did it ever come to your mind GGG, that people who dont write on forums do like the game as it is? Just because a few lowirds are too slow to pick up items you have to change this? You said yourself that this would be a hardcore ARPG and now you making it more and more random.


Noobs call it "Ninja", i call it reflexes or skills.

Btw Ninja is referencing to WoW, the most random/mainstream game ever, is this your target GGG?


Last edited by HEMI#4292 on Mar 18, 2013, 5:26:59 AM
I like it how it's now longer timer, but when I'm running maps etc. farming runs I like to pick up items for others so they won't be ninjaed and give them back to them later. Now I have no chance of knowing whose the item was so I just leave it there and say someone loot is there go get it. And I do run mostly friend based groups but PUG's also. So it's like +-0 for me this change.

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