0.10.3c Patch Notes

Disclaimer: I've already played with the new loot system in place. I have not read this thread in it's entirety (I did make it to page 24 from the beginning).

First, to respond to Chris's inquiries regarding specifics:
I did see that this change helped reduce visual clutter associated with massive quantities of loot. However, I feel that the biggest contributor to that was simply taking the magic items out of allocation. The change to the timer length is hard to gauge, given the removal of the timer bars.
I also feel that removal of names and timers has only added confusion overall, especially in 'gentleman' loot groups, who like to play friendly and inform team members when loot drops for them.


1 - I suggest adding client side options for display of timers and names. Ideally, granular enough to where I would be able to choose to display a timer if it is my item, or the name if it is for someone else.

I primarily play with friends in premade groups. I do not like the forced removal of names or timers. I understand that there are people who prefer FFA loot (just like Diablo 1/2). I also understand that there are people who prefer Diablo 3's instanced loot (I agree with the dev's on this specifically. It is intrinsically more exciting to get a legendary drop when everyone at least has a chance to glimpse it prior to it being picked up).
Having read some of the dev comments regarding loot, I appreciate their 'vision', but as has been said, there are times where you have to be more fluid regarding your project.
I assume that they would like to make more money (as opposed to less), and I feel that this patch (while potentially experimental in nature; it ~is~ still in beta, after all) is not the right direction to go.

There is clearly a significant amount of people who prefer to play with the existing loot system, and have adapted to a 'gentleman's loot rule style of play. My group of friends are among these. To that end, we adapted (as many did) to honoring the allocation past the timer, as we prefer everyone be focused on the fight at hand instead of the loot. But, again, this style is not for everyone (clearly).

One option that has been discussed is 'instancing' loot, a la Diablo 3. As I said above, I do not feel this is the way. From a technical perspective, I can see this would be moderately challenging to implement, plus, it would have a severe impact on the economy. An easier, less directly impactful solution would be...


2 - Enable party leader choice of loot distribution systems.
I.E. Choose complete FFA loot with no allocation whatsoever, or current system of allocation, or perma-allocation where item belongs to whoever until they pick up and drop it, or leave the vicinity. This would only apply to gear, not currency, for the best results. Also, having a choice in the types of loot considered for allocation would be great.

I sincerely endorse putting the choice into the players hands. Information regarding the looting rules should be readily visible in some fashion. Easiest way would be to put it under the league/map information when you have the map full-screened. A more preferable option would be (in case of public groups) have the information displayed on the group description or hover-over, so you would know before joining.
(As an aside, to prevent douchebaggery, notify all party members if the leader changes loot type, and only make the change after a small timer. i.e. Party leader changes it to FFA, 5 seconds later, all drops are then FFA)


3 - Add a mechanic to the allocated loot timer where if the person is actively giving or receiving damage, the timer gets extended.
This can either be done by simply adding (for instance) a half second, or pausing the timer countdown for a duration while they are actively in combat. I feel that with some tweaking, this would go a long way to ensuring that those who are busy doing the actual fighting are having a fair shot at loot that drops for them.

In conclusion:
I'm sure the 'loot ninja' community will not care for my first and third suggestions, but at the least, giving the option to choose loot style should be universally appealing. Face it, not everyone plays the game the same way, and you do ~not~ want to alienate half of your community just to please the remaining half. Simplistically put, that's like saying you only want half the money.
Last edited by Phieeel#1411 on Mar 19, 2013, 1:04:13 PM
Sounds like the patch has misfired to an extent. Open public groups, it's better because you can see your stuff easier once you focus on grabbing whatever is lit up, and you have longer to get it, so the risk is greatly reduced and less chance of ninjas. Closed friend groups, it is worse because unclaimed loot has no obvious owner.

Sounds like putting people's names back onto the loot but keeping all the other changes solves everything. I know they were clutter, but not nearly as much as Blues being named was, and those have gone now.
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.
I liked the changes, it is much easier to read the loot drop now especially when there's a lot of it on the ground and I run around with labels on by default. Also glad blues don't get tagged anymore, i rarely pickup blues and it was kind of annoying to run over sometimes putting yourself at great risk to pickup my item and it's a blue. Definite pluses for playing public rooms. But these changes will have a negative effect on playing with a private group where you have a gentlemans agreement to leave named loot on the ground for the person to pickup even after the timer.

As a ranged character though, the bonus pickup time could use a bit more of a buff in my opinion.

Ultimately though i think the loot system should all be instanced per player. I see what you're trying to do with the hybrid approach but it's a difficult line to walk.
Last edited by xTANKx#0175 on Mar 19, 2013, 1:26:02 PM
I like the changes as well.

My suggestion: Remove the timer all-together. That's it. Just go back to Pure FFA.

Walking the tight-rope of catering to everyone doesn't look like it's going to work with the loot system. So either cut your losses and ditch the kids (Love that movie) and choose Pure FFA, or bite the bullet and add loot options and give everyone options regarding that, such as filtering loot, looting options for parties, etc etc and just say "our vision for loot isn't going to happen" and accept it.

I would prefer the first option, personally, as I like your vision GGG and want it to be real. It's up to you to make the hard decisions in making it real.

Edit: Just know, I will support it, and I trust there are many others like me.

Whatever you decide, the game will live and thrive.
Last edited by TremorAcePV#7356 on Mar 19, 2013, 2:37:13 PM
"
Undon3 wrote:
GGG, stop trying to "fix" the loot system. Just put options for the loot system, so the party leader can choose, and let people play THEIR WAY. Everybody imagines Wraeclast their own way, games are about imagination. Some imagine the loot FFA, some allocated. Removing the names from the drops was plain stupid, and others gave you the reasons before, in parties, friends used to tell people "X orb dropped for you, trade me for it" and such.


+1000
loot ninja concept will piss off a lot of players from playing POE.

maybe those nonjas don't care.

but What about you, GGG? Do you care for those who just want a fair game?
-o-o-o- IGN: DontWorryAboutTheDetail -o-o-o-
-o-o-o- IGN: JustFollowYourHeart -o-o-o-
--------------------------------------------
I prefer forum message when you need to contact me regarding bid, since sometimes I afk in game.
I was against the change until i actually played it.

With no names on items, it does indeed balance the game towards a more FFA loot system. In no-ninja parties (not by name, but player type) with the old system, people would still wait around a named drop for that person to pick it up. Now with out names, i see more scrambling.

No one waits around for named drops now. Either you get it when it drops for you or someone will snag it.
"
Rufus82 wrote:
Loot Options:

1) Standard (as it was minus blues on timers)
Private groups, +50% items per new memeber.
Public groups, +60%

2) "Instanced" Loot (endless timer)
Private groups, +25%
Public groups, +35%

3) FFA
Private groups, +65%
Public groups, +75%

Simply put, add an incentive to play public FFA. Give option for casual mode that is less rewarding. Leave option to keep current mode (with names) that has same mechanics in private, but a little better in public games.


How dumb a change.

Why does there have to be incentives for FFA?
-o-o-o- IGN: DontWorryAboutTheDetail -o-o-o-
-o-o-o- IGN: JustFollowYourHeart -o-o-o-
--------------------------------------------
I prefer forum message when you need to contact me regarding bid, since sometimes I afk in game.
one good thing about a small company is that, it's easier to shift direction.

Please utilize that, and see the players' needs fit.

POE is such a good game except its shitty loot system
-o-o-o- IGN: DontWorryAboutTheDetail -o-o-o-
-o-o-o- IGN: JustFollowYourHeart -o-o-o-
--------------------------------------------
I prefer forum message when you need to contact me regarding bid, since sometimes I afk in game.
I like that the timer was increased, but perhaps instead of increasing the base time so much, increase the bonus of the duration for distance. Also, instead of taking out the names, make it an option for the names to be there. My screen brightness is a bit derpy, and, not whining just stating, lost an exalted because didn't know it was mine. That's my feedback.

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