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Lack of loot variety and meaningful loot in dragon age


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#176
asaiasai

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Herr Uhl wrote...

asaiasai wrote...

Again it still boils down to player choice, and i get real tired of the purests who want to complain about all the epic loot they find therefore they must use and how this blows fart gas. It is a game where you the player can decide how difficult or easy you want it to be based entirely on difficulty setting in combination with the gear you choose to use. I have had this argument concerning difficulty levels and one moron complained that my solution is for the player to hamper themselves and WTF is that, when my reply is so you feel entitled to hamper me which is a more apopriate application of the WTF is that, principle.


There is a distinct difference in the feeling of the challenge if you're forced to assemble the best gear, pick the best talents and the right combinations to barely succeed compared to basically tying a hand behind your back. Sure, the difficulty is the same, but the feeling of accomplishment is very much different.


Again what is at issue is how one feeling is supposed to be more important that another feeling. Stop me before i break out into another verse of FEEEEEEELLLINgs nothing more than FEEEELINGS.  The simple cruxt of the discussion is that some folks are asking, insisting that because they do not like haveing all the uber loot that i can not either. Rather than excercise a choice to vendor, store, or destroy the said offending item of uber quality they would have choice removed for alli will agrue against that till hell freezes over. 

It is like in ME i guess as a former soldier things like uniform of the day might rankle some civilians where as with me that was normal and to a degree still is (I am that guy who walks into a clothing store tries on a pair of pants to check size will grab 6 pairs of identical pants, head for the checkout and consider my shopping, aka finger nails pulling wet boarding experience over), but in ME i put every squaddie in the Scorpion armor which was the beige, grey and white camo patterened armor. Sure there were suits that had better stats later in the game but i preffered a certain uniformity which in the context of the Normandy and the military esque setup made a certain sense. I would under no circumstance insist that every other ME player do the same  to each his own especially considering that it is a single player experience.  

When it comes to DAO i did and still do have certain sets of armor that you betcha belong to certain players depending on what class i am playing. If i am a mage then the wardens commanders set goes to Allistair, the blood dragon plate another bonus set always goes to Sten because he is about the only one on whom it looks presentable. The Juggernaut set goes to Oghren as i consider him as useless as the armor anyway which i only grab because of the XP involved. This is just a brief look into my game and in no way am i going to infer that if you do not follow what i do your a noob, sub human or just plain lost. To the contrary i am most pleased when people have a different perspective on the usage of those sets because that means that there IS a choice. It is kind of like fanatiscm it does not know when to stop so we surrender a small choice here, then an insignifigant choice there, next thing you know we are all playing some cookie cutter shooter. 

I guess my point is i will always agrue for player choice whether it is inventory, character attire, romance options, character builds and any other little insignifigant detail that allows me to breathe life into my participation in the game. @ Herr i really do understand you point, having all the uber loot can make a game less of a challange but there are options you can excercise like not using the gear which i think is more satisfactory of an outcome than to remove the gear from the game entirely hence removing any option. Sometimes i just want to shoot them in the face, rummage around in thier pockets, and burn or blow up what i cannot cart off. If i have to pay 50 bucks for a sadomasochistic experience i should at least be able to get off.  

Asai

Modifié par asaiasai, 19 décembre 2010 - 01:50 .


#177
Aermas

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asaiasai wrote...
*snip

Asai


This is truly awe inspiring.

Supporting Asai all the way.

#178
asaiasai

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I have had an idea concerning loot on the games and it seems a simpler system than trying to design items with bonuses built on them. I think the idea is much simpler than trying to satisfy all sides with gear or the removal of gear. My idea frees up the developer as well because they do not have to design items like the Felon’s Coat, or Wades Dragon Bone Plate. They will have to design the base models but the tier system already in place becomes an integral part of this idea. What you would have is armor that looks identical to Wade’s Dragon Bone Plate as a base model then represented in grey iron to dragon bone, tier 1 to 7 respectively.

Right now we have items arranged in tiers 1 through 9 with the awakenings expansion so what if we used that tier system which determines the quality of an item and incorporate that with a simplified buff system. Any item in the game which drops, purchased or otherwise would come with NO buffs of any kind instead the buff spells themselves would be the sought after commodity. So a boss mob might drop a tier 7 sword with no buffs (potential vendor trash) and a +5 (insert stat name here) buff spell which could be applied to an item, This spell would also become a learned spell which the player could use when ever on what ever they chose including on the potential vendor trash sword they just picked up. They could buy a “taper of engraving” lets say from a vendor to “burn” the buff spell into an item.

How it would work is instead of an item dropping in the game like a sword with a buff like plus to strength that buff is itself the item. The buff becomes a spell that a mage any mage can burn into the item. How many and what size of the buff is determined by the quality of the item. For example a tier 9 item will be able to hold more and larger buffs than a tier 5 item. Each item is granted a certain amount of “magic” points based entirely on the tier of the item so just to keep the numbers simple it is 4 points a tier. That example then makes a tier one item have 4 magic points where as a tier 9 item has 36 points.

Each buff costs a certain amount of “magic” points for example a +1 (insert stat name here) would cost 2 points and the player would only be able to place one buff of each type on the item. A player could add a +1 to strength and a +1 to agility, at 2 “magic” points per buff to a tier 1 item, but the player could not double up similar buffs. The player could not add a +1 strength to an item that has any + strength already on it, they would have to buy or locate the +2 to strength which would cost 3 “magic” points to apply to the item. So the player could create a grey iron (tier 1) sword with a +2 to strength at 3 “magic” points leaving an unusable 1 point left or the aforementioned +1 to strength and agility at 2 points per buff spell.

When it comes to items like the mage robes which are not really tiered like the “metal” items a simple addition of infusing a tier metal into the mage robe. You would walk into the Wonders of Thedas and buy grey iron infused robes of the Tevinter which is a level 1 item established by the infusion of grey iron subject to the same criteria as grey iron armor or weapons.

I think this will go along way to satisfying several sides of this debate including the developers as well. So what happens is in the case of Isabella from what I have been able to understand has a certain look the developers are going for. With out the ability to change her gear which would change her look, stepping on the artist’s creative intention, she may not be a suitable fit into the team I am building which steps on my creative personalization. What this does is allow the developer to present Isabella as visualized buy the artist, but it allows me to use Isabella as a closer fit to the team fighting style I want to use, both the artist and the player win as neither has to give up anything.

This also would work in the ME universe as well with very little change. It is not entirely fleshed out, and some balance issues will arise, some tweaks will be necessary but off the top of my head I could probably flesh the idea out in greater detail, but I will wait to see how it is received and see if someone has any ideas of their own. The issue is though that in a single player experience balance is important, but not as important as say in a game like WoW because bots do not whine when you gank them.

Just a thought.
Asai

Modifié par asaiasai, 19 décembre 2010 - 03:21 .


#179
Ziggeh

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asaiasai wrote...
The simple cruxt of the discussion is that some folks are asking, insisting that because they do not like haveing all the uber loot that i can not either. Rather than excercise a choice to vendor, store, or destroy the said offending item of uber quality they would have choice removed for alli will agrue against that till hell freezes over.

It's odd, I actually stand on both sides of this debate. I carry a cognative dissonance in my approach to gear in games. On the one hand I feel it is crucial that my characters look good, but on the other I don't see gearing as a "choice" in the way you present it.

I'm not sure if it's a learnt behaviour, or something that comes from a certain type of personality, but choosing between two pieces of gear is not something I see as a decision. It's a calculation. I work out (or at the least, make an educated guess) which piece will be more effective and use that. Or rather, I would, but then I look at it. And if it's ugly I try to weigh it's statistical quantity against it's visual quality, fail miserably and become frustrated.

And so it's not a case of restraint, my personal quirk aside, there is an approach that simply wouldn't see vendoring a powerful item as an option, because there is no choice in the process. It's simply mathematics (or more often, mathematics plus a stab in the dark).

As I say, I'm not sure where the different approachs come from, what the exact divide is, but from extensive exposure to MMOs, I find both are equally common, and very hard for either side to come to terms with the other. I think games should attempt to cater for both, and ideally, for me. Items should look cooler as their statistical values increase.

#180
Piecake

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Yea, I look at it as a calculation as well. Up to a certain point of cource, since there was no way I was using those stupid looking mage hats

#181
asaiasai

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Piecake wrote...

Yea, I look at it as a calculation as well. Up to a certain point of cource, since there was no way I was using those stupid looking mage hats



I agree to a point but in the end since DAO is a numbers game so i will wear the Hefty lawn and leaf bag of Ass Kicking even though it may look like a trash bag with holes for the arms and head, if the numbers pan out it is a no brainer for me. The look has a certain value but i do not care how good it looks wrapped around my dead corpse laying on the floor, if given the option/decision/calculation/choice i will take the item that will help prevent the flopping on the floor thing everytime.

Asai

#182
AlanC9

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asaiasai wrote...
 The simple cruxt of the discussion is that some folks are asking, insisting that because they do not like haveing all the uber loot that i can not either. Rather than excercise a choice to vendor, store, or destroy the said offending item of uber quality they would have choice removed for alli will agrue against that till hell freezes over. 


I'm just saying that I don't want even five minutes of dev time spent implementing that stuff in the first place, or balancing the game around it. If loot came for free and game balance assumed that you wouldn't use it, I wouldn't have any problem with you having it.

All things being equal, I don't give a damn what you do in your playthroughs (though I reserve the right to mock you mercilessly). But all things are never equal.

#183
asaiasai

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AlanC9 wrote...

asaiasai wrote...
 The simple cruxt of the discussion is that some folks are asking, insisting that because they do not like haveing all the uber loot that i can not either. Rather than excercise a choice to vendor, store, or destroy the said offending item of uber quality they would have choice removed for alli will agrue against that till hell freezes over. 


I'm just saying that I don't want even five minutes of dev time spent implementing that stuff in the first place, or balancing the game around it. If loot came for free and game balance assumed that you wouldn't use it, I wouldn't have any problem with you having it.

All things being equal, I don't give a damn what you do in your playthroughs (though I reserve the right to mock you mercilessly). But all things are never equal.


Well then we are aggreed that neither of us care what the other does in thier play throughs, but that still does not resolve the issue of how to implement a loot system in a game that we seem to be at odds about. I do think that just following the ME2 trend that Bioware will minimize any of the RPG aspects because it will be easier for them and cheaper in the long run to give you the bland experience (ala ME2) you seem to crave in a sense riding the pig called Dragon Effect until it drops. If you willing to allow them off the hook to where they provide some ME2 dumbed down version called Dragon Effect where you can not customize your character even to the point that you can not remove head gear (WTF was that about), where everybody all looks the same in some Orwell-esuqe drudge through mediocrity cashing in on the carcass of the pig, like that is not prevelent in the market today. But mock away pal, opinions out of context lack merit, as that is the case they are irrelevant, soldiering on now. Or if you preffer, i follow the mid over matter principal, i do not mind because you do not matter. Go nuts i really hope this proves interesting, gimmmie 5 minutes to make a sandwich and grab a beer.

Asai

Modifié par asaiasai, 19 décembre 2010 - 10:23 .


#184
Pedonecrophile

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Maybe it is better to increase monetary loot and decrease items. So you'll get identical value-wise loot

N gold=N gold after selling all aquired loot.

That'll remove junk loot from inventory and provide you with the same profit.

#185
Ziggeh

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Pedonecrophile wrote...

Maybe it is better to increase monetary loot and decrease items. So you'll get identical value-wise loot.

I always find that deeply unsatisfying. I know the net result is the same, just with less tedium and repetition, but it definitely loses something.

I'd prefer the resource system detached from loot in some manner. Like Hawke getting a job on the side. Or recieving a salary for his position as champion.

#186
Blacklash93

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I just hope it doesn't take 20 seconds after a fight for enemies to drop loot this time.

#187
Psython

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I would like to see a greater abundance of different regular (non-magical gear). I would like to see double-bladed staves, kukuri, katana, morningstars and flails etc. There are lots of cool items that could be in the game to help customization and add replay value. Items of a certain tier should be comparable but have slightly different positives and negatives. For example, the regular short sword could be the base all around weapon for that class, while a kukuri could do slightly less damage but have a 5% chance to do a bleeding hit. A saber could do slightly more damage but have less armor penetration. I think there should also be multiple armor options as well that are comparable at each tier so that one type is not always the best.



I think magical items should stay rare, I think the best items should be tied to quests and not just as random chests and drops. This helps make them feel special and powerful. I think enchanting should be more rare and expensive because its wierd to see a low level character with a fire sword etc. Aquired gear needs to make sense with the world and the lore. This does not mean that there should be less gear options, you can have tons of customization without ruining the feel of the game. A good example is neverwinter nights or baldurs gate. Those games had tons of types of gear and you could really make unique, awesome looking characters. However, the gear fit well with the world.



I think its fun, strategic and rewarding to mix and match different equipment to give yourself an advantage depending on where you are and what the situation is. Unfortunately, in DAO I felt like there was a limit to how much strategy and customization there was. This was mostly because there was a lack of different types of weapons and armor as well as a tier system that garanteed that there were only one or two options at each level. I do not remember ever debating which weapons or armor I should equip in DAO because it was pretty cut and dried what set-ups were best. You had worse and better gear instead of gear with situational positives and negatives.



I hope DA2 adds lots of options to make unique characters and makes choosing gear strategic and fun!

#188
revengeance

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Psython wrote...

I would like to see a greater abundance of different regular (non-magical gear). I would like to see double-bladed staves, kukuri, katana, morningstars and flails etc. There are lots of cool items that could be in the game to help customization and add replay value. Items of a certain tier should be comparable but have slightly different positives and negatives. For example, the regular short sword could be the base all around weapon for that class, while a kukuri could do slightly less damage but have a 5% chance to do a bleeding hit. A saber could do slightly more damage but have less armor penetration. I think there should also be multiple armor options as well that are comparable at each tier so that one type is not always the best.

I think magical items should stay rare, I think the best items should be tied to quests and not just as random chests and drops. This helps make them feel special and powerful. I think enchanting should be more rare and expensive because its wierd to see a low level character with a fire sword etc. Aquired gear needs to make sense with the world and the lore. This does not mean that there should be less gear options, you can have tons of customization without ruining the feel of the game. A good example is neverwinter nights or baldurs gate. Those games had tons of types of gear and you could really make unique, awesome looking characters. However, the gear fit well with the world.

I think its fun, strategic and rewarding to mix and match different equipment to give yourself an advantage depending on where you are and what the situation is. Unfortunately, in DAO I felt like there was a limit to how much strategy and customization there was. This was mostly because there was a lack of different types of weapons and armor as well as a tier system that garanteed that there were only one or two options at each level. I do not remember ever debating which weapons or armor I should equip in DAO because it was pretty cut and dried what set-ups were best. You had worse and better gear instead of gear with situational positives and negatives.

I hope DA2 adds lots of options to make unique characters and makes choosing gear strategic and fun!



Well said sir, well said!

#189
Guest_Hanz54321_*

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I don't feel very strongly on this matter, but . . .

I remember Diablo 1 - when you got a piece of gear from a quest it was a thing of glory.  It mattered.  It was a huge bump.

In Diablo 2 your quest rewards often did not stack up to random drops or purchaseable items.  It took something away from Diablo 2 that Diablo 1 had.  Of course Diablo 2 was still a way better game for a bunch of reasons but that goes off point.

I stand with Herr Uhl's sentiment on this one.

Also - on the topic of what armor "fits" what character - Alistair belongs in Cailan's Armor, The Blood Dragon Armor is Dwarven Heavy Armor and belongs on a Dwarf, not Sten.  Sten belongs in The Juggernaut set until Wade's Superior Dragonebone Plate with Rocknocker Helm are obtained.  My Warden gets the Warden Commander's set w/ Honleath Helm UNLESS I'm a mage or a dwarf and then they get sold.  Morrigan keeps her sexy clothes.  Lelianna gets the armor from Lelianna's Song and Zevran gets The Felon's Coat.  Oghren gets Legion of the Dead set or Blood Dragon set, pending if my Wardenis a dorf.  Wynne gets what whe came in.  Loghain, of course, gets the River Dane armor with the Juggernaught Helmet (by then Sten has the Dragonbone plate).Posted Image

(edited for paragraph structure)

Modifié par Hanz54321, 19 décembre 2010 - 08:44 .


#190
Herr Uhl

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asaiasai wrote...

Again what is at issue is how one feeling is supposed to be more important that another feeling. Stop me before i break out into another verse of FEEEEEEELLLINgs nothing more than FEEEELINGS.  The simple cruxt of the discussion is that some folks are asking, insisting that because they do not like haveing all the uber loot that i can not either. Rather than excercise a choice to vendor, store, or destroy the said offending item of uber quality they would have choice removed for alli will agrue against that till hell freezes over.


As long as they properly balance the game, that shouldn't be an issue. It is when they introduce items that makes even the hardest difficulties a cakewalk and you have to throw it away to get a challenge that I get peeved.

I guess my point is i will always agrue for player choice whether it is inventory, character attire, romance options, character builds and any other little insignifigant detail that allows me to breathe life into my participation in the game. @ Herr i really do understand you point, having all the uber loot can make a game less of a challange but there are options you can excercise like not using the gear which i think is more satisfactory of an outcome than to remove the gear from the game entirely hence removing any option. Sometimes i just want to shoot them in the face, rummage around in thier pockets, and burn or blow up what i cannot cart off. If i have to pay 50 bucks for a sadomasochistic experience i should at least be able to get off.


If the entire point is to have armors that look appealing, I'm not against it. It is the overpowered bit. Unless your aim is to make difficulty levels easier, in which case toning it down would have the same effect.

#191
Vaeliorin

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Aermas wrote...

Faust1979 wrote...

revengeance wrote...

The Hardest Thing In The World wrote...
We are moving forward. We want less loot, no inventory. Get on with the times, man.

A majority disagree with you, what is fun about less loot? it's not an rpg then it's just an action adventure.

you don't need tons of loot to make it an RPG.  Just make the vendors and stores more important by having less loot. Have more treasure but in a limited amount that way we can save stuff up and buy all the good things from stores. Finding useless stuff is the worst part of any RPG. In my experiences you don't have people looting all the dead bodies in tabletop RPGs, because I never put anything of any worth on them 99% of the time. All the good stuff was found in treasure chests or through solving puzzles. What is the point of taking swords and armor? it's kinda stupid it just makes your horde it to sell back to stores and takes up tons of space.

Don't limit your table-top knowledge to just your own. I for one have only gotten the best magic items from the corpses of my enemies, because my DM lets the enemy use the item like they should. Why the heck would the evil overlord keep his sword of doom in is sock drawer? He should be brandishing it about & killing PCs.

On the other hand, I've seen parties literally strip everything out of an enemy's hideout (including the marble floors and expensive wood paneling) in order to sell.  Some people only see the items as loot, some see everything.

I still maintain that the loot needs more randomness.  Fixed loot is, to me, one of the worst features a game can have.  Instead of having an enemy always drop the same 2-handed sword, have him drop a 2-handed weapon from a small list of 2-handed weapons that are all of approximately equivalent quality (and since we have gear score in DA2, it shouldn't be too hard for them to figure out what approximately equivalent is.)

#192
AlanC9

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asaiasai wrote...
Well then we are aggreed that neither of us care what the other does in thier play throughs, but that still does not resolve the issue of how to implement a loot system in a game that we seem to be at odds about.


Yep; I don't think resolution is conceptually even possible on an issue like this; there's at least one design decision that will maximize utility, but that won't resolve the difference so much as paper it over.

I do think that just following the ME2 trend that Bioware will minimize any of the RPG aspects because it will be easier for them and cheaper in the long run to give you the bland experience (ala ME2) you seem to crave in a sense riding the pig called Dragon Effect until it drops. If you willing to allow them off the hook to where they provide some ME2 dumbed down version called Dragon Effect where you can not customize your character even to the point that you can not remove head gear (WTF was that about), where everybody all looks the same in some Orwell-esuqe drudge through mediocrity cashing in on the carcass of the pig, like that is not prevelent in the market today.But mock away pal, opinions out of context lack merit, as that is the case they are irrelevant, soldiering on now. Or if you preffer, i follow the mid over matter principal, i do not mind because you do not matter. Go nuts i really hope this proves interesting, gimmmie 5 minutes to make a sandwich and grab a beer.


Wow. This is just sad. Someone doesn't share your tastes and it reduces you to this? Look, I know I must have shattered some dearly-held beliefs when I pointed out in that other thread that not all long-time gamers feel the way you do about CRPG traditions, but that's no reason to post a pile of irrational blather.

What am I supposed to"go nuts" about, anyway? You didn't actually post any content there.

Incidentally, where are you from? I never heard the metaphor "cashing in on the carcass of the pig" before.

#193
AlanC9

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Vaeliorin wrote...

I still maintain that the loot needs more randomness.  Fixed loot is, to me, one of the worst features a game can have.  Instead of having an enemy always drop the same 2-handed sword, have him drop a 2-handed weapon from a small list of 2-handed weapons that are all of approximately equivalent quality (and since we have gear score in DA2, it shouldn't be too hard for them to figure out what approximately equivalent is.)


I've seen people argue that they greatly prefer fixed loot, since they can plan a playthrough around where and when they're going to find certain items. I'm with you , but it's surprising how many people want to know that the Holy Avenger sword is in Firkraag's lair.

#194
Vaeliorin

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AlanC9 wrote...

Vaeliorin wrote...
I still maintain that the loot needs more randomness.  Fixed loot is, to me, one of the worst features a game can have.  Instead of having an enemy always drop the same 2-handed sword, have him drop a 2-handed weapon from a small list of 2-handed weapons that are all of approximately equivalent quality (and since we have gear score in DA2, it shouldn't be too hard for them to figure out what approximately equivalent is.)

I've seen people argue that they greatly prefer fixed loot, since they can plan a playthrough around where and when they're going to find certain items. I'm with you , but it's surprising how many people want to know that the Holy Avenger sword is in Firkraag's lair.

I know, and I don't understand it, at all.  To me, it takes all the fun out of getting that epic piece of loot if you already know what it is.

#195
asaiasai

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Pedonecrophile wrote...

Maybe it is better to increase monetary loot and decrease items. So you'll get identical value-wise loot
N gold=N gold after selling all aquired loot.
That'll remove junk loot from inventory and provide you with the same profit.


It has been done already it is called Mass Efect 2 and it sucked, no customization options for squaddies, well you got a choice between a white suit default for an unloyal squaddie,  to a black suit upon completiong of thier loyalty mission. My head is still spinning at the lost possibilities the ME2 loot system or shall i say the lack of one just threw away. Even the bonus armors had helmets that could not be removed and upon many complaints the players were pretty much told to "suck it up" so when i do not by ME3 i shall respond to Bioware in kind.

Asai

#196
Aermas

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Why not have junk items that are clearly defined as junk items, & are purposed to be sold. That way you are not receiving your fourth Grey Iron Chainmail, but instead a handful of coins & "rent armor" or "broken sword". The loot mechanic of Final Fantasy 12 is great. (the rest of the Final Fantasy Series suck IMO).



This would allow for loot to have a purpose & a consistancy within the game & set a difference between junk Equipment & junk Items, which I think is the heart of the problem.

#197
revengeance

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asaiasai wrote...

Pedonecrophile wrote...

Maybe it is better to increase monetary loot and decrease items. So you'll get identical value-wise loot
N gold=N gold after selling all aquired loot.
That'll remove junk loot from inventory and provide you with the same profit.


It has been done already it is called Mass Efect 2 and it sucked, no customization options for squaddies, well you got a choice between a white suit default for an unloyal squaddie,  to a black suit upon completiong of thier loyalty mission. My head is still spinning at the lost possibilities the ME2 loot system or shall i say the lack of one just threw away. Even the bonus armors had helmets that could not be removed and upon many complaints the players were pretty much told to "suck it up" so when i do not by ME3 i shall respond to Bioware in kind.

Asai


Sorta getting off topic guys, but i do agree with you on this asai. the lack of customization was terrible to me.

Let's try bring it back to the matter at hand.

#198
Sigil_Beguiler123

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Aermas wrote...

Why not have junk items that are clearly defined as junk items, & are purposed to be sold. That way you are not receiving your fourth Grey Iron Chainmail, but instead a handful of coins & "rent armor" or "broken sword". The loot mechanic of Final Fantasy 12 is great. (the rest of the Final Fantasy Series suck IMO).

This would allow for loot to have a purpose & a consistancy within the game & set a difference between junk Equipment & junk Items, which I think is the heart of the problem.

I would simply already have that as money, jewels, etc. I dunno for me one reason I don't like loot in games (and in P&P) especially as a main money resource is the idea of carrying all that stuff especially into combat. I can see a character lining their pockets with money, jewels, etc. as they pat down a corpse but stripping them of broken sword for instance just seems silly to me. 

#199
asaiasai

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AlanC9 wrote...

asaiasai wrote...
Well then we are aggreed that neither of us care what the other does in thier play throughs, but that still does not resolve the issue of how to implement a loot system in a game that we seem to be at odds about.


Yep; I don't think resolution is conceptually even possible on an issue like this; there's at least one design decision that will maximize utility, but that won't resolve the difference so much as paper it over.

I do think that just following the ME2 trend that Bioware will minimize any of the RPG aspects because it will be easier for them and cheaper in the long run to give you the bland experience (ala ME2) you seem to crave in a sense riding the pig called Dragon Effect until it drops. If you willing to allow them off the hook to where they provide some ME2 dumbed down version called Dragon Effect where you can not customize your character even to the point that you can not remove head gear (WTF was that about), where everybody all looks the same in some Orwell-esuqe drudge through mediocrity cashing in on the carcass of the pig, like that is not prevelent in the market today.But mock away pal, opinions out of context lack merit, as that is the case they are irrelevant, soldiering on now. Or if you preffer, i follow the mid over matter principal, i do not mind because you do not matter. Go nuts i really hope this proves interesting, gimmmie 5 minutes to make a sandwich and grab a beer.


Wow. This is just sad. Someone doesn't share your tastes and it reduces you to this? Look, I know I must have shattered some dearly-held beliefs when I pointed out in that other thread that not all long-time gamers feel the way you do about CRPG traditions, but that's no reason to post a pile of irrational blather.

What am I supposed to"go nuts" about, anyway? You didn't actually post any content there.

Incidentally, where are you from? I never heard the metaphor "cashing in on the carcass of the pig" before.


SHOCKING!  IT pretty much told me to prepare to be mocked yet when mocked in kind IT wants to whine like a little **** with a skinned knee.  IT does not like to be teased does IT? I also pretty much informed IT in advance that IT was wasting IT'S time. Now IT wants to pout because IT was informed in advance that IT'S attempts to mock would be considered irrelevant by the object of IT'S derision yet still insists on geting  IT'S feeling hurt, sorry i can not help myself FEELINGS NOTHING MORE THAN HURT FEELINGS.  This is not about a difference of opinion, this is about IT'S desire to be taken seriously yet IT wants to act like punk, so i say again, mock away if IT has the stones but be prerared to be mocked in return fair is fair after all.

So now we can go back to the discussion at had keeping the tone as civil as a difference of opinion can be, or we can continue down this path, turth be told i am amenable but not ambivilent as to your choice.

As i said before i can see both sides of the argument i do not like the streamlined attempt at inventory that was ME2. I like the ability as i said that i had in ME where i could hunt down the armor of choice, where the choice centered more on what look for my team i was gong for as opposed to the stats on the armor. I do understand it is all a personal preference, but i will argue for that choice with almost reckles abandon, because it is one of the ever shrinking points in games where the player can actually participate in the world they will be spending hours of thier time in rather than just be limited to pushing someone's elses idea of what thier character should/could be around in a static, never changing soon to be boring world. It is not about "dolly dress up" it is about the player having the ability to personalize the mass produced experience to the purest point, where it is the developer, the game (product) and the player, where my experience has the potemntial to be different from your experience. 

It is interesting that having described how i distribute the sets of armor in the game that another person in the forums has a different distribution of the armors. It is interesting that they have completely valid yet different reasons for that distribution. It is interesting that the game was set up to allow for this difference where both the other poster and i have a similar experience yet a different one from the same medium. This is why i argue, this is what is special, this is worth the effort both from me and the developer.

Asai

Modifié par asaiasai, 20 décembre 2010 - 02:11 .


#200
Aermas

Aermas
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Sigil_Beguiler123 wrote...

Aermas wrote...

Why not have junk items that are clearly defined as junk items, & are purposed to be sold. That way you are not receiving your fourth Grey Iron Chainmail, but instead a handful of coins & "rent armor" or "broken sword". The loot mechanic of Final Fantasy 12 is great. (the rest of the Final Fantasy Series suck IMO).

This would allow for loot to have a purpose & a consistancy within the game & set a difference between junk Equipment & junk Items, which I think is the heart of the problem.

I would simply already have that as money, jewels, etc. I dunno for me one reason I don't like loot in games (and in P&P) especially as a main money resource is the idea of carrying all that stuff especially into combat. I can see a character lining their pockets with money, jewels, etc. as they pat down a corpse but stripping them of broken sword for instance just seems silly to me. 


Sillier than getting a pile of gold coins from a bear, or a ghost, or a hurlock?