[UnrivaledPiercer] wrote: I normally don’t chime in on things like this, but I figured since this forum is new I’ll take a shot on a hot topic.
The thing I see a lot of people misunderstand is the difference between ‘personal loot’ and ‘allocated loot’ compared to ‘public loot’ in Diablo 3’s case. Currently we have public loot, as it has been for years. Diablo 3 has ‘personal loot’ where items drop for each player only. If an enemy in Diablo 3 drops loot, the loot gets multiplied per player. Example: Normal boss drops 3 items with 1 player in the game, but would then drop 9 items if 3 players were in the game with 3 items going to each person privately. That is what ‘personal loot’ is, items are multiplied by the player count so each person gets an entirely personal loot experience. With Diablo 3’s lack of trading, it makes sense.
Now on the topic of ‘allocated loot’ using the same example. If Diablo 2 had allocated loot if a normal boss dropped 3 items with 1 player in the game, that person could pick up all 3 items. However if a normal boss dropped 3 items with 3 players in the game, only 1 item would drop for each player. If a fourth to eighth player were in the game, players 4 through 8 would see zero items drop. Now granted the chosen players would be randomized, or round robin to make this work. The end result is you see a lot less items drop, but the total drops remain the same as they are now with public loot.
Because of the economy driven design of Diablo 2, a ‘personal loot’ system as described above using Diablo 3 as an example would destroy the economy very quickly. In my above example, EIGHT TIMES more items would be dropping in 8 player games, 4 times more items in 4 player games and so on. It would accelerate the economy so quickly that value would be nothing after mere days. I fully understand the “want” for personal loot, but most people don’t seem to think about the game as a whole.
Allocated loot would in theory work. However it too has its flaws with how it works. If allocated loot was an option, do you set it to round robin, random, or something else? Do you let the game creator decide and give multiple options within allocated loot? Where does that choice stop? It could in theory work, but would need some adjustment on how the loot chooses the player to drop for.
Another small thing to think about with allocated loot is do you let all players see all loot but only pick up the items allocated to them? Do you put all items on a global timer so they become free for all after a certain time? If you don’t let all players see items, what happens if player 1 doesn’t need an item, but player 2 does. Then if the item player 2 needs, drops for player 1, but player 1 doesn’t say it dropped player 2 would never know and still need it even though it dropped and was skipped by player 1. If items are always visible, then player 2 could tell player 1 to pick it up to re-drop it for player 2, but that becomes a hassle.
Leaving it as an option at game creation between personal loot or public loot, creates the same problem as stated above. You still end up with more items in the market than normal. If only 20% of the games used personal loot, that’s 20% more items added to the global item pool still. It would need to be either all or nothing because of that.
This is why I am sadly against the idea of public loot, or allocated loot. Allocated loot IS the correct way to handle it if they were to go that route, but just creates other problems. Leaving everything public has its issues too, but carries less overall issues with it in the long run. You want an item that someone else doesn’t? Pick it up. Yes it does create a situation of people being loot ninjas in public games, but that’s part of the experience. You don’t go into [Baal] run games expecting items, you go into them expecting exp, with getting items as a bonus. If you want to MF in large games, you tend to do it with groups of friends who are already sharing items anyway. If you want to MF without people stealing your items you MF in private games. Personal loot as a concept already exists, you just make a game with a password and then all of that loot is personal. Yeah I know that’s not what people want to hear but that’s the reality of how it works and how it in my opinion should work in this game.
I am definitely open for conversation on the topic, it’s not a open and closed book in that regard. I just feel like it doesn’t get the full thought from people who seem to campaign for the idea of personal loot. Allocated loot would work, personal loot would not. Maybe you have a different idea of how something should work? It’s all up in the air at this point.
Me: Thought this was a good take.