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Does anyone miss looting anymore? I surely don't.


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#101
khevan

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In most RPG's, looting serves a purpose. You're on a quest, and every time you turn around, one of your party needs healing, or resurrecting, or you need to stay at some inn...all of these things cost money. The looting system lets you get random gear, and if it's good enough, you keep it and use it. If it's not something you're gonna use, you sell it, and earn the money for all the things I listed above. It's more interesting than just "You found X gold coins!"



What I don't like about looting is the random box searches for crap items to make a few coins off of. I prefer a streamlined looting system, where there's say one or two places in a dungeon, or quest location, or whatever, where you can get either a really good item, or enough gold/sellable stuff to make the trek worth it. And maybe one more location that's well hidden, with something really worth the search. Alot of avid RPGers would find it, but not everyone, so it'd be the reward for really searching an area thoroughly.



In Mass Effect, though, the situation is a bit different. In ME1, you're an Alliance Marine, which means the Alliance should realistically supply your weapons and armor. In my perfect little world, the armor would have been decent, but not uber, and the weapons would have been generic, but good enough to play the entire game with if you wanted to. Instead of the loot system that ME1 had, there should have been a (relatively) limited number of weapon mods that you can either recieve by defeating the "boss" in the UNC missions, or bought from the Citadel Spectre weapon merchant, as well as three or four different weapons of each type. Examples for the AR would include a light assault rifle that's easy to aim, and carries a large magazine with plenty of spares, but does relatively light damage (M4/M16 series in modern parlance), a heavier AR with a lower magazine, fewer reloads, harder to aim, but does a good bit of damage (AK-47), or a middle of the road, with good accuracy, good magazine size, decent damage (in modern terms, this would be newer AR's that chamber the 6.8mm SPC round).



In other words, give me ME2's weapon system with a couple more options as far as pistols go, anyway (AR's, SG's and SR's have good diversity, IMO), but with more modding abilities ala ME1 (without the epic failure that was the loot/inventory system.)

#102
finnithe

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How would looting improve customization exactly?



Looting would necessitate a variety of guns. However, most people min-max with this anyways, so most would just take the most effective gun, as most took the Spectre weapons once they became available? There was the option of customization, but I don't think many tried to role-play characters who would only use one manufacturer's guns or something,



ME2's current gun variety is fine, and can still be improved upon via DLC. There are two pistols, 3 SMG's, four AR's, four Snipers, 4 shotguns and many Heavy Weapons. If you do an indepth analysis of these weapons based on how they work (i.e. rate of fire, damage, ammo capacity), you'll find that they support a variety of playstyles. Increasing the variety here is just going to create redundancies I think. They will add more guns I think, but they will be pretty similar to the ones that already exist.



Looting will also create more variety in armor. This can be done without looting having to be implemented. However, I can see a mission where the end goal is trying to get a suit of prototype armor as being a nice addition to ME2.



What other items could looting possibly add?

#103
KitsuneRommel

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finnithe wrote...

How would looting improve customization exactly?

Looting would necessitate a variety of guns. However, most people min-max with this anyways, so most would just take the most effective gun, as most took the Spectre weapons once they became available? There was the option of customization, but I don't think many tried to role-play characters who would only use one manufacturer's guns or something,


I think I went from 179 damage, 1.4 shots before overheat and 50 accuracy rating to 278 damage, 1.8 SBO and 85 accuracy with sniper rifles.

#104
finnithe

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KitsuneRommel wrote...

finnithe wrote...

How would looting improve customization exactly?

Looting would necessitate a variety of guns. However, most people min-max with this anyways, so most would just take the most effective gun, as most took the Spectre weapons once they became available? There was the option of customization, but I don't think many tried to role-play characters who would only use one manufacturer's guns or something,


I think I went from 179 damage, 1.4 shots before overheat and 50 accuracy rating to 278 damage, 1.8 SBO and 85 accuracy with sniper rifles.


My point was that all the Sniper Rifles were semi-automatic, as were the pistols and shotguns. Every AR was full-auto with every weapon differing only on three factors. To me, ME2, with guns in the same class that are either semi-auto, bolt-action, long-range, anti-shield, anti-armor etc. offers much more variety and customization than ME1 ever did. How many playstyles per class did ME1 support? ME1 did offer different playstyles by giving you extra skills, but these were behind achievements that I bet the majority did not see. ME2 supports many more playstyles by giving you the extra weapon and power up front. For example, some people play a more aggressive Adept by taking the shotgun or AR, while I prefer to play one that hangs back and throws Singularities by taking the Sniper Rifle+AP ammo. 

#105
Alpha-Centuri

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I just hope the Requisitions Officer makes a return. Having the ability to buy an assortment of items is all I'd ask for. Don't give me any slight variation of the ME1's inventory, it was terrible. If we have to have a loot system, look for inspiration from games like what the people above mentioned, most preferably Fallout 3