0.10.3c Patch Notes

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oXu wrote:
Please return name to loot. When playing with just one other friend, it is not that bad of an issue, however from 3 ppl up, it is just messy. We now have to stop and ask "orb?" and wait for answers like "not mine" "not mine" "not mine" to clarify who the hell was the owner :/ .


How about the one who can take it just says MINE or just TAKE it? Everyone can SEE that it is NOT "his" item (grayed out). I really don't understand people...
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AceNightfire wrote:
How about the one who can take it just says MINE or just TAKE it? Everyone can SEE that it is NOT "his" item (grayed out). I really don't understand people...
With the name on it you can say: 'Hey, there is an orb for you!' - without the name you only can say: 'Hey, there is an orb for one of you, don't know which of you five it is!'. In a party without ninjas (if you play with friends that not a problem at all) five people have to run back to the orb. If the owner and 1+ other people are too slow the orb is free for all and no one does know who would have been the owner. I don't have this problem because I only play together with one person - but in a large group of fair people this can easily get very annoying, I'd guess.
Last edited by Kormi#5927 on Mar 20, 2013, 7:53:30 AM
I think the biggest issue is the orbs. Its much easier to tell when a unique or rare or gem drops for you. When an orb drops you literally have to use way more mental resources than before because the orb is either beige or dark beige. If a single orb drops, without another to compare it to, you really cant be 100% sure if its yours, unless you try to click it. Please add borders to orbs while they're yours. You guys really made looting just more difficult not hardcore in some ways with this. Overall it's an improvement though, but in group loot having a slight shading difference to distinguish what is yours and no personal identifier on the loot isn't more hardcore its just silly.
Buy the ticket, take the ride.
Last edited by p0t#2885 on Mar 20, 2013, 8:50:59 AM
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AceNightfire wrote:
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oXu wrote:
Please return name to loot. When playing with just one other friend, it is not that bad of an issue, however from 3 ppl up, it is just messy. We now have to stop and ask "orb?" and wait for answers like "not mine" "not mine" "not mine" to clarify who the hell was the owner :/ .


How about the one who can take it just says MINE or just TAKE it? Everyone can SEE that it is NOT "his" item (grayed out). I really don't understand people...


How about if the players are ranged and by the time u get there, period is gone? Been playing for the last 2 days in the same situation, only with friends, 50% of the time we don't know which item is whose. All the changes were really welcomed, except this one that did not actually reduce "chaos" , but greatly improved it. And ofc, the other reply is true, if someone was in range and the others were not, he could have told us (orb for player X, orb for player Z); now its just like... orb for one of u, don't know who =)
ign: oXu / Hedonic / PuppyPower
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oXu wrote:
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AceNightfire wrote:
"
oXu wrote:
Please return name to loot. When playing with just one other friend, it is not that bad of an issue, however from 3 ppl up, it is just messy. We now have to stop and ask "orb?" and wait for answers like "not mine" "not mine" "not mine" to clarify who the hell was the owner :/ .


How about the one who can take it just says MINE or just TAKE it? Everyone can SEE that it is NOT "his" item (grayed out). I really don't understand people...


How about if the players are ranged and by the time u get there, period is gone? Been playing for the last 2 days in the same situation, only with friends, 50% of the time we don't know which item is whose. All the changes were really welcomed, except this one that did not actually reduce "chaos" , but greatly improved it. And ofc, the other reply is true, if someone was in range and the others were not, he could have told us (orb for player X, orb for player Z); now its just like... orb for one of u, don't know who =)


Lol, then you guys don't play very organized. I play with friends too and ofc we are ranged chars (playing HC) and we are always close together, so the time period is long enough to see who got the item (they even made the period longer, which makes it even easier). If you all run around unorganized, don't blame the devs for it.
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mushioov wrote:
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yhateful wrote:
GGG has a vision of a hardcore game experience. Evidently, loot drop is an important aspect of this experience, at least according to them and most of the core players.

Ask yourselves this. Does GGG NEED to appeal to a wider playerbase by changing the loot system and possibly alienating part of their intended audience?

Start talking about business, maximizing profits, whatever, but the actual answer would be "Nope", since hardcore players are picky and don't want a game that even offers carebear alternatives (see what Trammel did to Ultima Online). This is a niche game, for a niche market. I'm pretty sure it will sustain itself off that audience, without the need to water down their concept.

Nothing will satisfy everyone, but basically satisfying people who have a problem with FFA or responding to even the current loot timer is not, and should not be a priority for GGG. Sorry.


Absolutely great post yhateful. I agree 100%.

I've said it before and I'm saying it again: Do _not_ cater to the casuals, go with your Vision GGG. You can not _ever_ satisfy both groups. Ultimately all things considered the only path that's right, is yours. Don't sacrifice what is core to cater those who really don't care about this game, who only care about their instant-gratification needs. You know we hardcore players see past that. We found your game because we looked for that kind. Meta-options aren't in your vision and that's the way it should be.


What planet are you on? If GGG didn't NEED to appeal to a wider player-base why bother with them and the challenges they introduce in the first place?

They could have just kept their small, tight-knit, hardcore community. Problem solved!
Wait a minute, the solution was there all along?! Fantastic, let us review:

  • GGG's rarefied hardcore player-base will be their sole benefactors
  • .


To whom does this sound appealing? It is a lose/lose scenario.
If you're telling me this group of people can achieve and sustain that outcome I want to meet them! They would be a categorically altruistic community! (If you're not following, read: Impossible)

Furthermore, you reveal yourselves to be patently short-sighted in your support of GGG's "vision" at this juncture (not to target GGG, they take feedback for a good reason). Consider a future patch which divides the community. How will it feel to potentially have your own words thrown back in your face by someone more "core", or by GGG themselves?

They say a good compromise leaves all party's dissatisfied. Given that criterion has been met here, it certainly seems to be the case.
I think the problem is that this compromise is not necessary. Simply enable player's to play pure FFA, and enable player's to play "gentlemen's rules". There is no reason the two must be mutually exclusive.
IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle.
You can play any build you want, as long as it's the current meta.
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AceNightfire wrote:
Lol, then you guys don't play very organized. I play with friends too and ofc we are ranged chars (playing HC) and we are always close together, so the time period is long enough to see who got the item (they even made the period longer, which makes it even easier). If you all run around unorganized, don't blame the devs for it.




We are really not running around the map unorganized, that's just an idea u created and then stated. I really don't think this was a welcomed change, nor were the name tags creating chaos Oo. It's more like the clutter of items is creating chaos, not the name tags. Everybody i've been speaking to is not satisfied by this change. What is the reason you are so much defending the removal of name tags? I mean, how did it really help u?
ign: oXu / Hedonic / PuppyPower
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PagApont wrote:
Can I also point out that this is system gives an advantage to people stealing loot:
-orbs are white for the person's loot, but grey for everyone else.
-that means they are highlighted, stand out, whereas are more difficult to distunguish for the player
-also when a yellow item is seen on the screen one cannot tell if its his and just dropped, or someone else's and became available.

so in general this system has promoted the so called ninjia technique and it's not enjoyable for me since when I play I like more emphasis on the gameplay and less on looking carefully on what is dropping.. it's ruining the experience for me and i took my first 2 day break from the game in a while.

that is all

this.
IGN: Leha_Shadow
"Take A Look" shop: http://www.pathofexile.com/forum/view-thread/120466
In my opinion the biggest problem with FFA loot is:

That people are standing spam-clinking an item on the ground while they should be concentrating on fighting enemies. I also do this in fights, when I see something drop I try to get that item even when there are still enemies around it, just so nobody else can "steal" it from me. I don't wanna do it, but feel that I must in order to get my equal share of loot.
Is someone actually complaining that they can't tell whose loot it is now??
The entire point is you now know whether or not it's YOURS...
Yes, I agree the shading should be different than it is now, but nametags?? Horrible idea.. If the item isn't yours, you'll know..


Old system:
See an item on the ground
Ask yourself "is it mine?"
Look to see if your name is there
Read the name that is there and compare to your own name
If names match, it's yours
Click & loot
If names don't match, it's someone else's

New system:
See a bright colored item tag and know it's yours
Click & loot

Slightly simplified, but this is the process your brain goes through each time... I see a definite advantage to one of these systems....

If you're the type of person who cries over every tiny piece of loot you miss, you're probably not the type of person who will stick with ANY game for very long, so why bend over backwards to please you?
As for appealing to the "casuals" or the "hardcores" there are advantages and disadvantages to both.. This is why any good dev company knows better than to pull massively in one direction or another. The hardcore will usually spend more, stick with the game longer, and care more about what's good for the game as opposed to themselves.. The casuals usually flitter from one flavor of the month to another, spend a bit of cash while it's new and shiny, then find something else to flitter to; in the course of all this flittering they create a lot of attention which draws in even more players (both hardcore AND casual). Obviously, catering to the hardcore player is the best idea in the long run, but short-term profits must exist in order to get the most expensive phase of development finished (the beginning) and create enough media buzz to draw in more players. The long and the short of it is this: there must be a sort of balance between appealing to the different groups without ever thinking either will be 100% happy all the time. This is why great dev companies only cater to themselves. GGG earns my cash and my respect because they are such a company. A group of people who love to play the type of game they are developing. Will certain business decisions be decided mostly by what's most profitable? Of course, that's the nature of business. Will GGG ever pervert THEIR view of what makes a game such as this great, just for a few more bucks from some short-term customers? Good god I hope not (and, up to now, I believe they will not)

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