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Operations auto-assigned loot problems

STAR WARS: The Old Republic > English > General Discussion
Operations auto-assigned loot problems
First BioWare Post First BioWare Post

Samborino's Avatar


Samborino
04.04.2012 , 02:44 AM | #41
Quote: Originally Posted by BlackMink View Post
Every time we've tried to use it, it has bugged out a loot item here and there. The master looter tries to send an item to the person who won the /roll, but it just permanently stays on the corpse or in the chest. This has happened to us both before and after they supposedly 'fixed' master looter. We have lost important Rakata drops that people needed thanks to this broken master looter system. And the CS were unwilling or unable to help.

And no, the master looter system I described is not just a different interface, it's an interface that appears for everyone in the raid. One of the current flaws with Master looter is ONLY the master looter gets to see what dropped, and then has to slowly link each piece and have people /roll for it one at a time. It's combersome and time consuming.

The master looter system I proposed before will allow everyone to see just what dropped, up front. And it will allow everyone to see who has opted for (needing) on each item, before it's actually distributed. This is essentially idiot proofing.

Sometimes people don't roll on the things they should be (ex. an Agent passes on the rakata off-hand item because the icon looks like a pistol.)

Other times for whatever reason, people roll need on items they shouldn't have. Effectively ninjaing the item. Wether this is intentional or a mistake, there is no way to cancel your choice once the button has been hit. My idea for a master looter system would allow us to double check everyone's rolls, before finalizing the loot distribution.

Yet another problem with the current loot systems is not seeing everything that drops. With Need/Greed only two items appear on your screen at a time. It sucks to see your Rakata drop, roll need on it, then find out later that a second one also dropped. Now what do you do for that second roll when you have no idea if you've won that first one or not?

Not only would my loot system be idiot proof, it would work a whole lot faster and be more user friendly than the current link and /roll master looter system.
Everyone has to be close to the master looter (quite close) or they wont beable to receive the loot. Ive been raiding hard modes for almost 3 months and ive rarely had problems with master looter (only with the bug where if it was on master loot the bosses didnt drop all their loot but that wasnt a problem with the master looting system, it was a problem with the loot drops and they fixed that a few patches back anyways) If people are rolling on items they should be standing right beside the chest, not heading off to clear trash.

Thonos's Avatar


Thonos
04.04.2012 , 05:40 AM | #42
I appreciate the system that was described at the end of page 1 with the ui interface showing up to handle all loot. But the way my guild does it is with need/greed. One person, usually myself as the GM, turns off autoloot, and clicks on the items on the boss or in the chest one at a time. People roll need/greed on that one item, and we quickly move on to the next once the roll takes place. This way there is no messing with master looter, and if two of one item drops we have whoever wins the first one to come up then pass on the second obviously. We were originally just using need/greed but ran into the problems several others have mentioned with not knowing what to roll on each piece when two identical items drop. Also when we have 2-3 items that several people really need the discussions became very chaotic in vent as they all tried to figure out before the timer ran out on the loot if they should roll against such and such a person or not. This part might not be a problem for all raids because you can easily pug things like story mode and just need on whatever is an upgrade, but my guild, Nightfall, Ven Zallow, farms hard mode and almost 2 months ago got the server first nightmare clears and titles from both raids. So we are far more group minded when it comes to gear and if its a bigger upgrade for someone else a lot of our memebrs will simply pass.

Knockdown's Avatar


Knockdown
04.04.2012 , 12:15 PM | #43
The autoassign system doesnt appear to have any filters to it what so ever.

Last night two pieces of columi gear tokens dropped and where autoassigned to a person who already had those two slots filled with columi gear yet we had another person in the raid that could have used those two tokens.

Like others have said, if the loot was tradeable for a short time (an hour or two) only to a person that was in the raid (other mmo's do/did this) it definitely help remedy this problem. When a guild is trying to gear up and working towards progression, giving duplicate items to the same toon only prolongs this process.

Idunhavaname's Avatar


Idunhavaname
04.04.2012 , 12:25 PM | #44
I hear you. My guild and I were trying to carry and gear our sage healer. Multiple items droped but guess who won? the guy who didn't need anything.
.

RIP orange pixel

Gungan's Avatar


Gungan
04.04.2012 , 01:03 PM | #45
This isn't a bug.

Normal mode operations auto assign loot. Period. It's the only loot choice. You can't change to to need/greed, or master.

bootsakah's Avatar


bootsakah
04.04.2012 , 03:33 PM | #46
A simple fix should be implemented. Allow 1 hour to trade items that drop (only with people in the Operation or Flashpoint). Or allow trading of items only within the instance. Basically the current Bind on Pickup system is terrible and ripe for mistakes and complaints. Blizzard realized this and put in a trade system in their game. There is no reason why a newer MMO such as SWTOR which has such similar loot mechanics should not have a valid trade system for BoP items within the Operation or Flashpoint group.

Nicolettexiv's Avatar


Nicolettexiv
04.04.2012 , 04:59 PM | #47
Quote: Originally Posted by BlackMink View Post
By the way, the master looter system sucks.


You know what would be really nice in SWTOR raiding? An entirely new Master loot system. This is what I envision:

- Only the raid leader can loot a corpse. This prevents people from looting early when there may be dead people on their way back from the med-center.

- When the corpse or chest is looted, pop up a big window for everyone in the raid. This window would be similar to the auction house UI, capable of listing every item the boss has all at the same time.

- Individual players can 'opt-in' for each individual piece of loot. Everyone in the raid can see who has opted for what.

- The master looter can make sure everyone has 'opted' for the items they need to, and everything is taken care of. Loot is not distributed until the master looter hits a 'go' or 'accept' button.

- Each individual item would be randomly distributed (like need / greed) to the people who opted for it.

- People can change their mind and cancel their opt-in for an item before the master looter hits his accept button.


I described this idea to my raid group a while back, and the responce I got was "I wish we had that!". So please consider.
Great Idea! For our Operations groups, we don't use Master looter because of the issues with proximity and such - so we ensure everyone has area loot/auto loot off, and our Ops leader opens the boss loot, and has to link each item to ops chat, and whoever needs it types "need/me" or we do a /roll on items no one needs. We use SuicideKings loot system, so there's no question as to who has priority.

That said, A new master looter system would be welcome.
Islå, Daenora - Sage - Azaelia - Sorcerer
Nichole, Sloåne - Gunslinger - Nicollete - Operative
Irelis - Sentinel - Iselle - Jugg
Harlow - Commando - Lorelux - Powertech

Karkais's Avatar


Karkais
04.05.2012 , 09:24 AM | #48
Quote: Originally Posted by Samborino View Post
Ah that kind of sucks to be honest, unless they are lowering the amount of items that drop per boss which would make alot of sense, 4-6 pieces of loot per boss in an 8 man is ridiculous , i dont think i ever heard anyone in wow complain about 2 pieces per boss in an 10 man being too low.
What? This isnt about the amount of drops, this is about the stupid automatically assigned loot. Right?

Master looter system may suck only according to people who do only pick-up groups.

Quote: Originally Posted by Idunhavaname View Post
I hear you. My guild and I were trying to carry and gear our sage healer. Multiple items droped but guess who won? the guy who didn't need anything.
For you uninformed people: this is why the auto-assigned loot sucks.
"Lieutenant, be advised that your weapon will require several decades of sustained fire
in order to penetrate my shields at their current charge... Good luck!"
- M1-4X

SikrouDeco's Avatar


SikrouDeco
04.05.2012 , 11:48 AM | #49
Quote: Originally Posted by BlackMink View Post
You know, it was a really good idea. I wish you could just improve it rather than throw it away. Normal mode raids are nice because of that loot system. Just have everyone loot the boss. Maybe they get something, maybe they don't. No muss, no fuss, no need for us to establish fancy loot rules.

But then we get to hard mode raids, and we are right back to old fashioned loot problems. When you happen to have 4 of the same class in the raid and two of that class's rakata item drops, it's a real PITA to distribute them. If you use the need/greed system, you run the risk of one person winning both. If you use the Master loot system, you run the risk of bugging out the loot.

By the way, the master looter system sucks.


You know what would be really nice in SWTOR raiding? An entirely new Master loot system. This is what I envision:

- Only the raid leader can loot a corpse. This prevents people from looting early when there may be dead people on their way back from the med-center.

- When the corpse or chest is looted, pop up a big window for everyone in the raid. This window would be similar to the auction house UI, capable of listing every item the boss has all at the same time.

- Individual players can 'opt-in' for each individual piece of loot. Everyone in the raid can see who has opted for what.

- The master looter can make sure everyone has 'opted' for the items they need to, and everything is taken care of. Loot is not distributed until the master looter hits a 'go' or 'accept' button.

- Each individual item would be randomly distributed (like need / greed) to the people who opted for it.

- People can change their mind and cancel their opt-in for an item before the master looter hits his accept button.


I described this idea to my raid group a while back, and the responce I got was "I wish we had that!". So please consider.[/
I agree totally as long as the master looter can't grab all and go link dead. That said, the predestined loot system was light years better than any loot system I have seen in other mmo's. If they go back to the old system everyone else uses, players will get screwed again and again and just stop raiding. I really thought Bioware wasn't going to cater to the hard core basement dwellers and treat all PAYING customers alike. My bad..

Sarcasm aside, remove loot and replace it with barter tokens. Then all can get what they want/need. Unfortunately gaming companies think if you constantly do not get what you need you will be the lil rat on the wheel and keep trying thus insuring monthly subscriptions. This premise has failed over and over, and sadly BW is going to make the same mistake.


Quote: Originally Posted by bootsakah View Post
A simple fix should be implemented. Allow 1 hour to trade items that drop (only with people in the Operation or Flashpoint). Or allow trading of items only within the instance. Basically the current Bind on Pickup system is terrible and ripe for mistakes and complaints. Blizzard realized this and put in a trade system in their game. There is no reason why a newer MMO such as SWTOR which has such similar loot mechanics should not have a valid trade system for BoP items within the Operation or Flashpoint group.

An easier solution is add a pass feature for those that win stuff they don't need. The problem seems to be the system running the game is a very very simple one in that it just can't do many things yet and will require many huge updates to enhance and "beef" up the core operations. Essentially the game is a multi-player version of Dragon Age or Mass Effect.

Morthanos's Avatar


Morthanos
04.15.2012 , 09:01 AM | #50
Quote: Originally Posted by DavidBass View Post
Good news! We announced at the Guild Summit that we're removing this "pre-destined loot" system from Story difficulty in Game Update 1.2.
This is NOT good news. A Stalker got the Sage robes and a Commando got the Guardian gloves last night, because not everybody is familiar with the set bonuses (or is just greedy). They only saw they could "use" it by armor type.

The old system was much better. As somebody above said, fix it, don't throw it out. Very disapointing.