Definitely, but loot drop rules is not about limiting character power, adding hard choices, obstacles, challenges etc., which is what limits are for. That is just a convenience setting basically.
You also shouldnât skip adding a color blind mode because âplayers need to be limitedâ.
Besides, when limiting players it is not something that should be done by giving players fewer choices to pick between. It is about limiting them in how many things they can pick at the same time (like, âhere are 3 choices, pick up to 3â, might theoretically offer more player choice, but it would also be a stupid choice)
Whatâs wrong with personal loot? Why would they make such an obviously divisive and confrontational system like FFA even an option?
I agree that Instanced loot is fine, but your proposed loot options instead of personal or instanced loot are strictly worse than the ones you discounted. I can only thank god youâre not in charge.
What would be divisive about it among friends? Easier to divide each piece of loot to the one needing it the most then, instead of the one winning it having to pick it up first.
While everyone else can, and probably should, play with the other two settings instead.
Permanet allocation has the same effect as instanced loot.
I think most ppl doesnât like this, because Blizzardâs personal loot is âjust Your classâ equipment,⌠and in mosts games if You get equipment from different class, Youâll probably create character with this class⌠if they remove this and You drop just Your class equipment, why You should create them? You have no âtop tierâ equipment, nothing⌠there is no point in creating another class.
Only + for this is when You drop really rare item, nobody can take it.
Yeah, it kinda is a separate issue with âsmart lootâ. You certainly could have personal/instanced loot without. Smart loot just needs to be removed entirely. Another one of those anti-ARPG ideas. Imo a big part of the fun of playing an A-RPG is to find new items that makes you want to make new characters and builds. Smart loot hurts that.
Besides, there should pretty much not be such thing as âloot for another classâ. Nearly all items should work across classes.
Instanced loot can be just as bad as smorgasbord loot, especially if there is limited or no trading (which is good) mainly because of RNG. One player may only get a single item, and it might be godly in power or numbers⌠or it might suck outright⌠or they might get nothing⌠or they might get numerous drops. Each is âbadâ from a certain PoV. This is why equipment should not be the determination of character power, per se. It should enhance or modify, but getting a single piece of equipment should not jump you from leeching, for example, to being the âmain DPS.â
Now, that assumes group play. Solo it doesnât matter. D4 should encourage more solo play â so, really, the reverse of what D3 does now (that is, more gold/magic find when not in a team.)
I think that was an one of those times where D2 had an elegant solution (even if the balancing of it was lacking). Enemies dropping more loot in groups, but less loot per player.
If a boss dropped 4 items solo, and 8 items in a 4 man group, resulting in each player getting 2 items on average (just an example, difference should probably be less than that), then playing solo might not be as far behind groups then, when also taking into account that the group will likely have an easier time with the content (leading to faster clears, less deaths etc.). Making it easier to balance the solo and groups overall (as well as different group sizes), compared to if your only available tool is to increase/decrease difficulty.
Man you love going off the deep end with slippery slope. No one has suggested cutting back on accessibility options. As for limiting drop rules, it guarantees everyone equal opportunity for drops while providing a pressure free grouping environment. Been in and left many a raid group that advertised one loot system only to change for certain bosses or by pressure by the group.
This definitely an area where options are not needed.
Just dont allow it to be changed after a group is formed (or as a middle ground, only through an anonymous vote where all agrees on the change)
Players should know what they are getting themselves into when joining.
Eh, slippery slope would indicate I said one would lead to the other, which I did not. Merely saying that âlimitations are essential in gamesâ, which I fully agree with and have constantly argued around here, is about one thing and not the other. Giving people more options for how to make the game flow better in their groups is an example of the other in this case.
Exact same reason why Timed Allocation and Permanent Allocation should be added to D2R.
My understanding is they are NOT the same. Permanent allocation is more like round-robin type of loot. One personâs loot turn might be a cracked buckler, and one person might get a BER rune.
Theres quite of bit of daylight between taking alternating turns looting, particularly when you know itâs YOUR turn for loot on the boss kill, and everyone always getting something every time. You can manipulate round-robin.
Sure, which is not different from Instanced loot. RNG is always RNG. Even in D3s personal loot one player in the group might get a great Primal item while the other gets a legendary without legendary affix.
Agreed, round-robin is bad, and manipulatable as you say. Loot should just be randomly rolled each time something drops. But those are all just different ways one could do both instanced loot and permanent allocation.
It kind of is. If we use Venaliterâs example, as in if an slain enemy drops letâs say 2 items, one good (ber rune) and another is bad (cracked buckler), then if you get the good item, then the bad one is guaranteed to the other player.
Now you could certainly say that with instanced loot or personal loot, you could get the same result of you getting a ber, while a friend gets a cracked buckler. However the difference is that you werenât guaranteed a cracked buckler, just because you friend had gotten a ber rune. Nor would your friend be guaranteed a ber rune just because you had gotten a cracked buckler.
In short, what you get isnât affected by what your party gets, nor what your party gets is affected by what youâve gotten.
After you have determined the drops you can create that scenario, true, but it could also have dropped 2 Ber runes. From the moment items are being rolled to they are in the hands of the players there should seemingly not be any inherent differences between the two systems.
Only difference is whether the pool of items are shared or not. So, as an example, does it first roll 8 items and then a second roll to allocate those items, or does it roll 4 items for each player, with the split being predetermined and static.
With the big difference imo being, if a boss always drop those 8 items, then the group get those 8 items no matter if there are 3 or 4 players (if we initially ignore stuff like No Drop for simplicity), whereas with at least personal loot, it is usually implied that you get X drops per player (such as 4 items), no matter how many there are (though technically you could of course make that dynamic, and even have a concept of No Drop, altered by amount of players, in a Personal loot system, it just isnt what people usually associate with that concept, I would argue)
Nor are you guaranteed that here either. Only after you already decided what the loot drops were, can you say that one is guaranteed to get one or the other (though not really, as one player could also get both of them - since it isnt a Round-Robin).
No different from instanced loot, if the game has decided you get a Ber rune and your friend gets a cracked shield, then that is what happens.
But before the drops are determined, the exact same outcomes in the two systems can happen too. Both get a Ber rune, both get a cracked shield, or one get the former and the other gets the latter.