0.10.3c Patch Notes
" Is it really that hard to understand that the game designers WANT FFA loot to add a certain amount of tension to it? That's the loot system of this game, period. Crybabies, these changes are already more than enough if you ask me. As long as pathfinding and physically blocking loot gets fixed, this system is pretty fine. And before I get thrown in the fire and get called a 'ninja', I play solo or with friends, if one of my friends takes something I forgot/was too late for/... that's it. Get over it and move on. Default: Nagarashi
HC: MrsNagarashi or Nagarashi_JrJr |
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" Came here to post almost exactly this. I play with a regular group and we let the game allocate the good loot for us. We all keep an eye out on the items and let each other know who the loot drops for in case you don't see it yourself. In the chaos of big battles that happens a LOT. Taking away the names means we're not going to be able to help each other out anymore and we'll be guessing who's loot it was. I really don't like taking away the name at all. |
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Smart patch actually GGG but don't let afew whiny people who were to slow to get a exalt push you to far.
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Just did a public map run with a ''no ninja'' group and it was a cluster shit.
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" +1 |
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" Why? There is no social or game-play advantage to this. I am honestly astounded the loot issue has gone on as long as it has and that an actual correct solution has evaded you guys this long. I would love to hear the actual thought process and reasoning behind this. There are far too many de-sync, and user interface issues with this game to have this kind of loot system. Everyone has had loot that they have clicked on 500 times and the game still has not triggered that they clicked on it. The map system already has a fantastic way of forcing the players to chose wisely what they want to pick up and leave. This is all you need; A conflict driven 'click to pick up' system is simply juvenile and adds no value no matter how much trolls like to say it adds to the game. I would suggest that the timer is removed on 'timed' loot and it remains 'greyed' out until the 'owning' player leaves the zone, or loots it and drops it. That way groups that actually work together can still see all the loot so no-one is left in the dark about a drop. I also agree about a way to turn off timers for races and such (or just general parties where the participants aren't all complete twats about sniping loot). _L Last edited by _Lokken#7609 on Mar 18, 2013, 9:56:56 AM
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Seems like this patch turned out highly controvercial.
My personal opinion is that names as they used to appear were a hindrance. They simply take too much screen space. As for the timer, it did take some space, though not as much as the names themselves. I do understand the need for differentiation between loot which originally dropped for a different player, as some use the system to split loot with their friends, myself included. I personally have never played with public parties, so some concerns aren't there for me, however I too approve of the increased timer duration. A solution to the naming problem is possibly an indicator(like an asterisk) can be placed on an item as it drops and persists until it is picked up, akin to how the sockets are shown. This would indicate for example that the particular item has dropped "for you"(other players will not see this) and will make it a bit easier to differentiate between loot for cooperating party members, without causing the same amount of clutter as having a character name does. As for timer indication, I imagine it could be easily handled by using the item-name background in progressbar fashion - just like the previous one. Another option is having a small clock-like circle running that turns into an asterisk when the time runs out, which would also be only visible to the player "for whom" the item dropped originally. Being able to adjust a specific option for a particular party is probably a good idea, however I'm not sure if it's possible to implement. One thing I am firmly against is instanced drops. This "feature" in games somehow makes me feel like I'm playing single-player instead of in a party and it's even possible that I will miss something which a buddy, could have seen and picked up/pointed out for me. Also generating separate loot for each player seems way too casual, which I don't believe is the goal for PoE. |
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My feedback to the changes:
0) Well done GGG, you showed balls nerfing the FFA loot system like that in the face of your hoard of closed-minded fanboys. I salute this, welcome the precedent it hopefully sets, and am much closer to throwing real cash at the game now! Now the real feedback... 1) A step in the right direction for looting, no question, but not far enough. The increased timer should reduce ninja'ing and make people more willing to play in groups as a result, which is a good thing, no question. However people will still be unwilling to open their Map to the public; only true instanced loot will result in that. Until then, you are going to have a lot of high level players starved of endgame who didn't need to be 2) I don't get why you turned off names on the timers. This simply makes it harder for groups composed of friends who would share loot logically anyway, but grab currency assigned to themselves. Now if I see an item drop that isn't mine, but the group has moved on, I do not know who to give it to. No biggie I guess I could just keep it, but still not seeing the practical reason for this change. 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. Last edited by GhostlightX#1022 on Mar 18, 2013, 10:24:41 AM
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Not sure if this is working right, but all my items that dropped rare/orbs/scrolls/etc - none of them has my name on them. I don't run in pubs, I run with my own team and not one item had a name on it or a timer...
This is a step in the wrong direction... |
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" Hello Chris After this patch I have to say Im starting to feel sad about the direction you GGG are going nowadays, specially since the open beta. It looks like a bit into "Path of Casuals" indeed. You know, nerf to some cool monsters (voidbearer), increasing the map drops (because some guys dont have patience and now all we have is insane map drops, so no need to chisel+alche+chaos anymore to get maps, they just drop everywhere, destroying the economy and making the feeling of finding a new map less rewarding than before, now its kinda "meh" when one drops), and now increasing the timer in a game supposed to be free for all in the start (correct me if wrong). I hope my text is clear, my English is bad and I still got a lot of trust in you guys, and I love the game a lot (dont get me wrong), Im not trolling here, just expressing my feelings. But I dont like the way the game is going now, it was supposed to be for the hardcore gamers, a different ARPG from all out there, and if you continue transforming this into one more, then we all know what will happen. Whinning/complaining people —yes Im doing also lol, I know— will eventually leave the game sooner than later. As soon as something is wrong, they will leave. You can change every aspect they want (nerfs, maps, timers, respecs, AH, etc), and just when you won't do one change they want, they will leave to other game. Or just when other game is throw out there. But, the problem is hardcore community (the ones from close beta which came here because of this game is different), then will look at the game, and it should happen than we realize the game is not like the one you promised to us a year or two years ago, because of the changes in favour of "casuals", so move away too. Im starting to feel this way, this looks a different game than you promised and its going in the wrong direction I guess more and more. Very sad. Just my opinion. I still love the game, but I'm starting to feel a little overwhelming because of recent changes (specially the map drop). I understand since open beta jumps, you prefer to make everyvody happy and turn the back to old hardcore close beta players, but IMHO this is a big mistake for the longevity of the game. I honestly prefer a little community that remains 9-10 years than a big community that remains a year and a half and then its game over for all you and us. Just IMHO. Keep the good work, guys. I still trust in you, but don't turn the game into a regular 2012-2013 ARPG... Keep it hardcore and oldschool, just saying. Some people just dont have the patience enough to grind maps or things and complain after 10-12 runs without a map, this is very lol imho. IGN: Gonorreitor Last edited by Valmar#3550 on Mar 18, 2013, 11:16:18 AM
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