0.10.3c Patch Notes

"
nerom86 wrote:
I think the loot system was fine as it was before.


The loot system was effeminately not fine as it was. BUT this patch is a VAST improvement. The extra second has seen me actually get my loot nine times of the ten.
I play on a slow connection 300+ ping and as a ranger.
=============================================
Chris needs to add a "Poll" to patches like this one.

I Vote thumbs up for the patch.
"
Chris wrote:
"
EndOfEnds wrote:
Thank you for finally doing something about the loot system.

I'd still like you to address the ability to block other players by standing on loot, though.


I do agree that needs addressing. We want there to be tension around the drops, but agree that players shouldn't be able to physically deny the drops in that way.


This has happened so many times to me, it's so aggrevating.
I literally hate the game when this happens.

I would greatly appreciate the ability to scale the timer for a game I create and make public. The current problem is: many players enjoy playing "No-ninja" games, but inevitably, when something good drops, it gets ninjad even as I am trying to pick it up. Just two days ago, my first GCP dropped ever. It was a short distance away and it was in a big champion mob fight. Needless to say, it got ninjad. I have spent many many hours playing, and my first GCP gets ninjad in a "No-ninja" game. 1.6 seconds was way too short. 2.6 is better, but why not implement a player adjustable timer when a public game is created? Include the "loot time" number in the list when browsing. This would allow players to play co-op as we want without ninjas.

People who want to play FFA loot can do so with their 0 sec timer, or 1.5 sec timer, or whatever. If players like the "tension" for competitiveness, a bulk majority of games will be populated with short timers. But, if you have a tracking mechanism, you could see how players like playing; there may be more people than you think who like a 10 sec or 20 sec timer. This would fix the problem of players "standing" on the loot, and the frost wall barricade. Just allow us to play co-op as we want to play, not as how you "think" we should play.

If you suggest "play solo" or "don't party", that is not the solution to the problem. Parties are required to level up. The game was meant to be multi-player. So why should those of us who want to play multi-player be forced to have stuff stolen?

Chris, I ask you in earnest, have you ever had anything in real life stolen? Have you had your car broken into? I have. When that GCP dropped and it was stolen, it was the same sickening feeling all over again. What is the point of creating that feeling in players? Why would you want to force people to experience that sickening feeling just because you "want tension" for loot drops?!

Not everybody likes the sickening feeling of being stolen from. Not everybody likes "tension". It's a game, I play it to escape stress, not to get stressed.




"
Alesana wrote:
I like the fact magic is no longer allocated.
I'd like a party option so that names stay on loot after timer expires, so people trying to play nice can play nice easier.


Agree with both sentiments here! An option to include names would be nice. Everything else about patch should satisfy (mostly) both sides of issue...that extra little bit of time should help a lot.
I didn't have trouble getting loot often at all before patch and apparently after patch is more or less the same to me. I still hump my loot. Problem is there is still spell/body blocking. Ninja=kick groups are still here to stay sadly. Maybe it'll fizzle out soon enough?

Worst part? People still want other options available to them.

As we can see already, you have in this thread:

- a person who wants true FFA (no timers)

- a person who likes the timers now

- a person who liked timers before

- a person who wants instanced loot

- I'm sure you're gonna have people come in here asking for longer timers :P

Is it design implementation that is the issue with creating party leader options? I'm sure loot competition is what you guys would like, but extending timers or timers in general I feel is going away from the vision you guys once had which is sad, considering you had a bunch of people who liked it, and you should just let the players decide for themselves what loot system they wish to play with.

My two cents.
IGN: Mibuwolf
Last edited by mibuwolf#7946 on Mar 18, 2013, 10:49:16 AM
Yes definitely agree with the name option especially since it will reduce confusion and most importantly for Map to Maker parties it will be easier to deter ninjaing of maps as the ninja name would be known.
Awesome improvement. Really liking it now.
"
JMacker wrote:

Chris, I ask you in earnest, have you ever had anything in real life stolen? Have you had your car broken into? I have. When that GCP dropped and it was stolen, it was the same sickening feeling all over again. What is the point of creating that feeling in players? Why would you want to force people to experience that sickening feeling just because you "want tension" for loot drops?!


The one big mistake GGG made was by putting names on drops in the first place. This should never have happened. If you were never able to claim a drop then it never was yours in the first place and have therefore not lost anything. As it now stands you have a 2.6 second head start over other party members to claim a drop.

The only thing that still needs to be sorted out is the pathing issue where players are able to prevent people from reaching a drop. That and make it 3 seconds.

I'm BACK :)
Last edited by Coldet#4619 on Mar 18, 2013, 11:04:26 AM
"
JMacker wrote:
"
Chris wrote:
"
EndOfEnds wrote:
Thank you for finally doing something about the loot system.

I'd still like you to address the ability to block other players by standing on loot, though.


I do agree that needs addressing. We want there to be tension around the drops, but agree that players shouldn't be able to physically deny the drops in that way.


This has happened so many times to me, it's so aggrevating.
I literally hate the game when this happens.

I would greatly appreciate the ability to scale the timer for a game I create and make public. The current problem is: many players enjoy playing "No-ninja" games, but inevitably, when something good drops, it gets ninjad even as I am trying to pick it up. Just two days ago, my first GCP dropped ever. It was a short distance away and it was in a big champion mob fight. Needless to say, it got ninjad. I have spent many many hours playing, and my first GCP gets ninjad in a "No-ninja" game. 1.6 seconds was way too short. 2.6 is better, but why not implement a player adjustable timer when a public game is created? Include the "loot time" number in the list when browsing. This would allow players to play co-op as we want without ninjas.

People who want to play FFA loot can do so with their 0 sec timer, or 1.5 sec timer, or whatever. If players like the "tension" for competitiveness, a bulk majority of games will be populated with short timers. But, if you have a tracking mechanism, you could see how players like playing; there may be more people than you think who like a 10 sec or 20 sec timer. This would fix the problem of players "standing" on the loot, and the frost wall barricade. Just allow us to play co-op as we want to play, not as how you "think" we should play.

If you suggest "play solo" or "don't party", that is not the solution to the problem. Parties are required to level up. The game was meant to be multi-player. So why should those of us who want to play multi-player be forced to have stuff stolen?

Chris, I ask you in earnest, have you ever had anything in real life stolen? Have you had your car broken into? I have. When that GCP dropped and it was stolen, it was the same sickening feeling all over again. What is the point of creating that feeling in players? Why would you want to force people to experience that sickening feeling just because you "want tension" for loot drops?!

Not everybody likes the sickening feeling of being stolen from. Not everybody likes "tension". It's a game, I play it to escape stress, not to get stressed.






Your GCP wasnt stolen..you FAILED to grab your item before it became FFA. In other words..YOU..as a gamer..failed! I don't see how that translates into an item was stolen from you.


The item is yours when it is in your bag.
double post
The item is yours when it is in your bag.
Last edited by Ushela#2383 on Mar 18, 2013, 11:05:07 AM

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