Good post!
+1
I do think there is still a bunch of tweaking that needs to be done though.
傲慢な忍者 Последняя редакция: Spyro#2704. Время: 30 янв. 2013 г., 15:46:56
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СообщениеSpyro#270430 янв. 2013 г., 15:45:30
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Could you please stop that tiresome "It's not your loot" argument.
It's just not true.
1) A single player being able to click faster on items while his teammates die while fighting monsters did not "earn" that item.
2) If I'm the only witch in the party that witch-armor should be mine, but that doesn't work because people are a-holes. With instanced loot people would be more inclined to give me that item because the next monster might drop something they need. FFA just leads to the everything is mine attitude that is not healthy for a community.
All I want is a functioning party with random strangers rather than being penalized for not being a loner.
this is an understandable fallacy. the thing is. your not supposed to get every piece of witch armor that drops, even if you ARE the only witch in the group. in a perfect world, if the game was designed just right, you would NEVER get to that magical, perfect, precisely matched, min/maxed gear set. the system is as it is to keep you always needing that one more piece. if they changed it so that you would be promised (as the only witch in the group) every witched specific upgrade, they would have to nerf the crap out of the drop rate such that it was extremely rare to even SEE a witch item drop and then most of them would have to have the wrong stats.
where you get the blowback from people saying "go play [other game] instead" is that many games aimed at the more casual audience has this idea that if you just keep plugging away, some day you will have put in enough time and you will be given the item you're looking for. this game simply isn't designed this way. your never supposed to actually finish out your kit.
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Сообщениеfindangle#148930 янв. 2013 г., 15:46:15
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God damn! AMEN! I want to have your babies! Nicely put and you said exactly what I was thinking about the loot system. I love it the way it is. It's one of the things that make POE what it is.
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Сообщениеdbbreaker#091830 янв. 2013 г., 15:46:17
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tinghshi написал:
Why would you want competition in a party? The whole point of having parties is so that people can work together. This entire system makes no sense from its very roots.
It really is sad that you "hardcore" gamers think you are better than us. No we're not "casual" players. We're just players who have a different opinion on a subject. I love this game just as much as you, and like a challenge just as much. This is why I never complain about the game being hard. But having to compete in a party is simply ridiculous, and the only reason you think that it's the way it's "supposed to be" is because it was in Diablo 2. Well guess what? Diablo 2 doesn't define this genre. It was a great game, but it wasn't perfect. No game is. This is why games need to adapt and evolve. You people are just to ignorant to realize this.
Adapt and evolve?
Ignorant?
Dude, get over yourself and your butt-buddy, Blizzard. You stink of their logic.
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FFA is about who is able to get to the loot first, often the nearest person and who has the space for it at the time in their inventory.
That is not a fair system, it is not a badge of honour, it is simply being in the right place at the right time.
Sheer dumb luck.
Random loot and the extra random factor in who receives it means that there is no meaning to you receiving it over some other party member who made a similar contribution to the result.
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СообщениеByteMyAscii#468530 янв. 2013 г., 15:48:05
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findangle написал:
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potaco написал:
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findangle написал:
the problem with simply "setting an option" that allows loot to be distributed more advantageously, is that doesn't actually present a new option for players who want it without removing the old option for players who want that. once you open up a method for players to satisfy their gear goal without trading, they have no reason to participate in trade. This need to participate in trade is what makes the other option attractive to those players.
you need a solution that prevents the disparity of wealth, without allowing players to satisfy their gear requirements completely outside of the intended trade mechanics.
How would such an option satisfy all of a player's gear requirements without trading any more so than the current system? The loot would still be random and would still be randomly assigned... you would just have more time to claim it.
because the system is partially balanced around the idea that you will not actually get to all the drops with your name on them in time and other players will swoop and scoop. if you started actually nailing "your" drops at a higher rate because of a longer timer, your going to end up with your drops sooner rather than later. later is what the game is presently built for.
you must also realize, people behave differently under time constraints (even reasonable ones) than they do without them. this is one of the reasons chess has a timer. if you have a much larger or infinite amount of time to stare and compare between whats in your bag and whats on the floor there is a much higher chance your going to take just the best gear and leave the rest to rot or get scooped.
there is a balance of gear that is expected to get vendor'ed or rot or end up in someones inventory not getting used, and when you start to mess with those numbers (by removing pressure from a players decision making for example) you lose efficiency in gear leaving the system/economy. now you must start re-adjusting drop rates (read: nerf) and mucking with award rotations to prevent people from increasing the rate at which they end up with their preferred gear configuration.
basically, it is the way it is to slow people down from getting to the min/maxed "best" gear configuration. yes it's a somewhat frustrating way of inhibiting this, but changing it would also mean adding new mechanics to make sure that it doesn't allow you to get into your preferred setup any faster.
The top ladder players are all grouping and sharing loot already. That's clearly much more beneficial than a slightly longer period of time to claim some random loot that may or may not be useful to you (and may very well end up vendored or traded away anyway).
If someone in the group is avoiding combat to run around collecting loot, aren't they gearing up unfairly quickly, too? It seems like you're arguing for an arbitrary line to be drawn.
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Сообщениеpotaco#519230 янв. 2013 г., 15:48:40
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Why are we all responding to these people who want the game's mechanics altered they wont be around in a month anyways cruel difficulty will weed them out so it wont matter.
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СообщениеDrMucas#310230 янв. 2013 г., 15:49:01
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Zenn3k написал:
FFA loot just teaches new players the grouping = bad.
If you think the game is going to survive by teaching new players that playing with others is a bad idea, you're deluding yourself.
Replace "Timer" with "Lock", meaning that if an item drops with a set name on it (as current), it can only be picked up by that person.
That solves item theft on items that are suppose to be "yours".
It DOES NOT make loot instanced, and avoids all the problems related to that.
Better still, it helps encourage MULTIPLAYER.
Why should I group with other people if it means only getting 10% of loot I'd normally be getting? Besides some XP, which is really just about time spent...there is no honest benefit.
I don't want PoE to be a solo ONLY game, however, thats currently exactly what it is.
D2 did well for a long time with full on FFA and a ton of public games all the time. And seeing as the first 200 times didn't get it across, THE DEVS SAID THE ITEM DOES NOT BELONG TO YOU. So, stop arguing a point that has already been settled.
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СообщениеTandimonium#315030 янв. 2013 г., 15:50:36
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Delmas написал:
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Zenn3k написал:
Delmas, you're an idiot.
1: If I solo, anything on the screen is "mine". It only STOP being "mine" when I introduce another player, so why should I EVER do that? Can you kindly answer that question? Why should I EVER group? Why? There is no benefit, only negatives.
2: Arrogance, pure arrogance. Skill in playing the game has NO relation to ability to click on items on the ground, kindly STFU.
3: Maybe, maybe not. It certainly does not help incoming revenue to allow anyone who attempts to play with others to have a bad experience.
1: Nothing when you solo is your until you pick it up. Good luck trading something without picking it up first.
2. Good players will get the loot before the timer runs out, I see no arrogance here.
3. I am starting to believe the game would, infact, be better without you
1: Everything is mine, I am simply choosing if I want to pick it up or not. Choosing not to pick up an item doesn't make it any less mine.
2: So if the melee runs off by themselves and kills things, and some of those kills results in drops for the Ranger he is grouped with and he steals them all before the Ranger can get there...its the Ranger's fault? Thats a terrible game mechanic.
3: K, I KNOW the game and the forums would be better off without you, so we'll call that even
Your arguments are incredibly poor.
You and I should group up, I'll follow you and pick up all the items while you kill everything...anything that drops with YOUR name I'll just stop what I'm doing and click on that until either I get it, or you stop attacking and pick it up before me. After all that, and I have tons of orbs and you have jack shit...you can let me know if you wanna group up again.
That experience not sound good? Well thats a LOT of players experience during play and thats NOT going to make them want to stick around and buy cosmetic items.
Learn what is and what is NOT healthy for a game like this before you open up your NON SUPPORTER ass and speak.
Последняя редакция: Zenn3k#6008. Время: 30 янв. 2013 г., 15:54:35
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СообщениеZenn3k#600830 янв. 2013 г., 15:52:50
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Delmas написал:
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Zenn3k написал:
Delmas, you're an idiot.
1: If I solo, anything on the screen is "mine". It only STOP being "mine" when I introduce another player, so why should I EVER do that? Can you kindly answer that question? Why should I EVER group? Why? There is no benefit, only negatives.
2: Arrogance, pure arrogance. Skill in playing the game has NO relation to ability to click on items on the ground, kindly STFU.
3: Maybe, maybe not. It certainly does not help incoming revenue to allow anyone who attempts to play with others to have a bad experience.
1: Nothing when you solo is your until you pick it up. Good luck trading something without picking it up first.
2. Good players will get the loot before the timer runs out, I see no arrogance here.
3. I am starting to believe the game would, infact, be better without you. The way you talk, you simply joining another persons party will likely make it a bad experience for them
1) This is another argument of semantics. It is "yours" in the sense that no one else can take it. While solo, this is even more obvious, since there is no risk of some random mob running over and picking it up while you TP back to clear some inventory space.
2) "Good players" is pretty subjective. Which part of 'stopping attacking a boss for the sole purpose of running over to pick up loot before the timer runs out' makes you a better player than someone who sticks on the boss in order to kill it before it wipes the group?
Последняя редакция: potaco#5192. Время: 30 янв. 2013 г., 15:55:16
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Сообщениеpotaco#519230 янв. 2013 г., 15:53:47
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