0.10.3c Patch Notes

A suggestion that might sound difficult to implement but if it can be done both sides will be happy.

--> Party leader can control if the loot is FFA or player bound when the party is created meaning that he will have the option to make a FFA loot party or a Player bound loot party. By the time the party is created no one will be able to change it, including the party leader (so there will be no abuse in changing it all the time to get other players loot) and if they want to make a new party with a different loot option, they can just recreate the party.

Its not a direct complain about the loot system, i really love the FFA idea, but there are some days that i want to chill in a group, lay back and play the game without having to worry about the loot that much.

This might have been suggested again, but I don't really know because I'm not really active in the forums unless there is a patch. Hopping to hear from you back. Sorry for my bad English.
Problem NO.1 was and is still that it is hard to click the item right especially if there are mobs and or players around. Maybe we can get a function we can decide what is shown(itemlevel > x only rares ...)
to fix item click thing just make an automatic pickup for items that are for me if i am near them and if i have decided to see them
Last edited by Simondererste#0110 on Mar 18, 2013, 10:02:56 PM
looting should b up to the group not up to the developers. yes GGG is entitled to do w/e they want with their game but this change is TOO drastic. we should b able to have names on if we want, if we choose to play fair and with teamwork. plz fix this sooner than later.
IGN:tWojo
extending the timer and removing the timer bar = good changes

removing names from loot = bad change
IGN: IgnitedWafflez
"
Leeway wrote:
extending the timer and removing the timer bar = good changes

removing names from loot = bad change


QFT
"
Chris wrote:
Version 0.10.3c
  • 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%).



Items should never expire.

Travel time is a good idea, but items expire basically instantly for melee. Try looting more than one item at ground zero.

People dropping lag bombs during boss fights helps those with underpowered video cards lose loot. Fixing the lag is only one part of the problem, fixing the loot system is the other.

"
Chris wrote:

  • Allocated items no longer show a countdown timer or player name. They are still dimmed out while they are allocated to someone else.



The countdown helped a person see what was theirs. You've made it harder.

"
Chris wrote:

  • These changes were made to reduce the number of allocated items (for readability), increase their allocation duration (for fairness) and to reduce the visual chaos associated with the timer and allocation name appearing and disappearing (for readability). In our testing it is now much easier to see what items bosses drop and to click the items that are allocated to you.


Reducing the number of allocated items isn't enough. Reduce the number of items.

Find a way to at least fit the items on the screen. Having to walk away from the loot to see what dropped because text is off-screen, then walking towards it to maybe pick it up.. is not "cut-throat", it's a failed system.

"
Chris wrote:

  • Was it easier to read what items drop now that fewer are allocated and the size of the item hovers doesn't change?


No.

Fewer allocations has nothing to do with the horrible visual clutter.

The item never changed width, it was fine with the timer. It was easier to see with the timer! A height change was annoying but easy to get used to. Still, try making the bar just a sliver across the bottom of a one-line box instead of creating a two-line box.

"
Chris wrote:

  • Does the increased allocation duration help enough in terms of being able to grab items in time assuming you react quickly?


No.


---

http://www.pathofexile.com/forum/view-thread/392

"
Chris wrote:
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.


This view is beyond wrong.

This reads:

It's important to us that our co-operative games are not actually co-operative, and that instead of building mechanics to help people get along and have fun (the point of a game), we build mechanics to turn everyone into a troll and ninja so that our community is full of jerks.

We want people to hate our game because of the mechanics and our community because of what we've done to them.

..

Players are forced to create their own cliques which respect loot rules, in a game which has no mechanics which support this.

It's difficult to meet people (the chat system is obnoxious to navigate)

It's difficult to create a friends list (no categorization or notes system, no guild system)

With no social mechanics in place, players are relying on a loot system which isn't actively hostile .. which this one is.

Fast-paced doesn't have to be cut-throat.
From a major proponent of non-instanced loot

Even I am happy with these changes.
Let a man walk alone -
Let him commit no sin.
Let him bear few wishes,
Like an elephant in the forest.
Love the patch with the exception being the removal of name from loot. It's fine for public FFA runs or groupings of this nature. Farming with friends, however, is seriously a pain now.
"
This view is beyond wrong.

This reads:

It's important to us that our co-operative games are not actually co-operative, and that instead of building mechanics to help people get along and have fun (the point of a game), we build mechanics to turn everyone into a troll and ninja so that our community is full of jerks.

We want people to hate our game because of the mechanics and our community because of what we've done to them.

..

Players are forced to create their own cliques which respect loot rules, in a game which has no mechanics which support this.

It's difficult to meet people (the chat system is obnoxious to navigate)

It's difficult to create a friends list (no categorization or notes system, no guild system)

With no social mechanics in place, players are relying on a loot system which isn't actively hostile .. which this one is.

Fast-paced doesn't have to be cut-throat.


Cannot +1 this enough, I left world of Warcraft in part due to the nonsensical itemization and "loot pvp" minigame that I didn't enjoy, for all the negativity I can give you towards guild wars 2 that was ONE thing that they DID manage to do right, If i want a pvp element in my game, let me choose it or let it actually BE player VS player combat. No one likes feeling cheated, and given you even have your "number 1 streamer" advocating trolling with ice wall with this new system and basically admitting he "om noms on the drama" well... I simply ask what's the purpose behind this archaic loot system? some aspects of this game are "nostalgia-tastic" others are a grim reminder of why in the evolution of things we tend to trim the fat.
PVP:loot is fat that will eventually need to be trimmed.
When I first read the patch notes, I thought that you wouldn't even be able to see (what are now) greyed-out items at all. Stuff would just appear, ready to be picked up.

This would be nice for those boss fights in 6 people teams where there are so many items you have to like walk away just to see your loot. It would also stop 4 noobs swarming every minor thing of value that drops. You see something you can pick up and just go for it.

But, I guess it is fine. I wouldn't mind seeing the timer shortened 0.5s after the graphics have been optimized, and that is a much more serious problem. An option to show drop names set by the party leader would be nice for gentlemanly map running.

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