0.10.3c Patch Notes
I don't think you get what I said either though.
Yes, the economies would be the same, mostly. However, the players themselves would not. As I said, I don't think it's good to mix players who play by different rules. Would it be acceptable to mix HC and Default into one league? Or, if there were leagues for them, Ancestral and Turbo players? Or anything else like that? If you are wondering why it matters, some people care about the ladder. If GGG takes exception and adds instanced loot for people who want it, they should separate them so that only people who play the game by the same rules are in the same ladder, or league. Edit: Otherwise, there's no reason to separate player bases, at all. If we don't separate them for this, then there is no point in separating them for any other reason. Last edited by TremorAcePV#7356 on Mar 19, 2013, 3:23:40 AM
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" this Last edited by Fatalizm#1342 on Mar 19, 2013, 3:23:33 AM
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" How is it different from having to choose between running with protective gear vs running with IIQ/R gear? Yes playing a FFA will be "better" for drops but more stressful. Sometimes you may be up for it, sometimes you might prefer a more casual team environment (where the focus may be on progression). The developers have a vision for the game. They have to work out how best to hold true to the essence of their vision but also attract and retain enough players. I believe my suggestion helps this particular dilemma. Tin foil hats are a lie propagated by the aluminium industry.
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" This^ |
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The new system works fine - nerfed ninja looting a bit XD, and yeah reduced the visual chaos when item highlighting is on.
However if we really want to promote fairness, giving the map maker the option to allow locked/instanced loot would definitely solve ninja looting, and the opposite free for all for those who want to maintain the so-called cutthroats feel - this way different players who want to play the game one way or the other would all have a more satisfying experience. If we want to address screen clutter, it would be great if the dimmed visual applied to the items is applied to other player's summons as well or anything to that effect that will make them not so distracting. The default effect is bypassed though when they purchase cosmetics. That way other players won't mistake summons for mobs and summoners won't get banned from joining groups. |
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I would like the name back, it help to know who it was for when playing a group of friends if one misses his loot the other knows who it was.
Timer gone, i dont mind(i didnt mind before and i dont mid now). Also maybe make a option for Party-leader FFA, Short-timer(as it is now) or long-timer(one or 2 sec more than now) Last edited by Zethrion#0334 on Mar 19, 2013, 3:48:24 AM
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Some feedback as Chris requested :
" Yes,awesome change ! " Yes easier to read but we need to keep the names on allocated loots! Having Names on loot have two advantages 1.Easier to spot when an allocated loot drops 2.We know for whom the item was if the allocated player was not there. |
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" Am I the only one who is rabidly against multiboxing and keycloning? It's pretty clearly against the ToU to use a keycloner... My words are poetry and thus not subject to spellcheck or the laws of grammar.
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"i understand how you may want the loot to be randomly distributed to reduce the competition between friends. when playing with "randoms" however, the item isnt yours until you pick it up. the allocation timer is by design not meant to decide who gets what. guess you cant make everyone happy without having the ability to set "custom loot options". |
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Honestly i think this patch is a big fail.
I`m playing with friends and usually we tell each other what droped for who. Now because we dont see names it doesnt work, so it means a lot of loot on the ground and we have no idea what is for who. WE RESPECT EACH OTHERS LOOT. in this patch GGG just made it impossible. The timer thing is perfect, but to remove the names sucks. It feels like GGG encourage everyone to ninja |
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