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#101
SirOccam

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CoS Sarah Jinstar wrote...

SirOccam wrote...

Hmm. That's just where my tastes differ I guess. If the story goes "the hero was beset by a band of Darkspawn, but defeated them," then to me, playing that fight on Nightmare is no more interesting than on Easy. Either way the hero defeats the Darkspawn, and the story continues. That's why I always play on Easy, and I guess why I don't find saving up for things compelling. History won't remember the color of the tunic you wore when you defeated the Archdemon. :P I just like thinking about the more momentous events and decisions, not so much the minutiae.

You're right about Goldanna and Bella and Kaitlyn, but if you don't have the money to give them to change the story in that way, then it plays out the same as if you had it and just didn't give it to them. Being poor doesn't really figure into it. It's a case of "did you do it or not?;" the "why" isn't part of the equation.

But regardless, again, the system I proposed wouldn't make money come in any easier. It would even out. It would just cut down on the sheer amount of junk.


Why not just adopt ME's inventory )or lack thereof) at that point and have everything handed to you? Since it sounds like thats how you want to play, playing on easy, no interest in saving for decent gear. etc.

If you're referring to ME2, then sure. I liked it. ME1 had the same problem DAO had...way too much junk. Although I don't think it fits the DA Fantasy style as well as it does ME's Sci-Fi style. I sure would like the ability to specify a look I liked and have my gear not affect it, though.

But anyway, my own personal tastes have no bearing on the game, and I'm not sure why it seems to bother you. They also don't affect the legitimacy of the idea of having less loot that is more valuable. Nothing about that idea caters only to my tastes. It wouldn't shower everyone with cash.

#102
0x30A88

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It's kind of wierd to have around 10-20 swords in your backpack when you're to weak to carry any of them (mage).



But the inventory system is simple, thus good enough.

#103
Sylvius the Mad

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SirOccam wrote...

There should also be a full set of armor for every combatant, plus personal effects. And yet sometimes there is nothing on a corpse.

The armour could credibly be damaged by the battle (its wearer did ultimately die), so that doesn't bother me.

They already don't reflect everything that should theoretically be there

I think they should.

I don't see how it would break the economics. Less loot, but more valuable loot.

A sword costing 5 gp would absolutely break the game's ecnomics.  How anyone ever afford a sword if it costs 5 gp?

#104
hangmans tree

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Sylvius the Mad wrote...

SirOccam wrote...

There should also be a full set of armor for every combatant, plus personal effects. And yet sometimes there is nothing on a corpse.

The armour could credibly be damaged by the battle (its wearer did ultimately die), so that doesn't bother me.

They already don't reflect everything that should theoretically be there

I think they should.

I don't see how it would break the economics. Less loot, but more valuable loot.

A sword costing 5 gp would absolutely break the game's ecnomics.  How anyone ever afford a sword if it costs 5 gp?

Swords arent suppose to be cheap.  Soldiers are equipped by their employer, government. The rest have to work/save for 'em. Peasants cant have swords. In medieval times they could be executed for having that king of noble weapon. beasts like darkspawn do smelting themselves I suppose at primitive leadworks. Or scavenge from the dead foes.

But why do we argue about realistic - abstract inventory representation. Other means of obtaining goods is what's missing here. Options, options!

#105
SirOccam

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Sylvius the Mad wrote...

SirOccam wrote...

There should also be a full set of armor for every combatant, plus personal effects. And yet sometimes there is nothing on a corpse.

The armour could credibly be damaged by the battle (its wearer did ultimately die), so that doesn't bother me.

They already don't reflect everything that should theoretically be there

I think they should.

Even down to their socks and smallclothes?

I don't see how it would break the economics. Less loot, but more valuable loot.

A sword costing 5 gp would absolutely break the game's ecnomics.  How anyone ever afford a sword if it costs 5 gp?

Well the sword you just looted was free, so if you sell it for 5 gp, then it stands to reason you could then afford to buy a sword that costs 5 gp.

Of course it doesn't have to be a sword, and it doesn't have to be 5 gp. Those are just examples. They could just drop actual money, for all I care. I just think the idea that an RPG hero is supposed to be such a thorough scavenger makes for a really weird image, and it's one I don't think needs to be forced on us in every game.

#106
AngryFrozenWater

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SirOccam wrote...

errant_knight wrote...

I quite likes it that money wasn't hanging off trees and you had to work hard for it, picking what you bought carefully. It made purchases part of your over all game strategy that could vary from playthrough to playthrough. Not only was it a challenge, but it also was more realistic than most games, where dead peasants animals have pocket fulls of gold.

I suppose I can see why someone would enjoy that, but if it doesn't figure into the story somehow, then it feels like more of a burden on me than on my character. If being poor were recognized and could affect the storyline, then, as I said before, I'd gladly see where poverty led me. But the game plays out exactly the same whether you have 2 gold or 2 million gold.

The only times I can think of where your money can affect the plot is that sometimes you can give people more than they ask for and they will respond to it accordingly. Those are very minor effects, and there's no converse for if you're too poor to give them even what small amount they want. You just have to tell them no.

And BTW, the system I proposed wouldn't result in money coming easier. If there is 1/20th the amount of loot but the loot is worth 20x as much, then you come out even. The only difference being you didn't have to loot a bazillion Darkspawn Daggers and Small Round Shields to do it.

I am sorry, but this is nonsense. The game plays out differently if you want a lot of gold to get good gear and it does matter how much gold you have. If you have a lot than you can buy better gear which results in easier combat. To obtain that money you have to collect stuff to sell. You will not only find it in crates, or loot it from bodies, you will also need to invest in the stealing skill, the deft hands talent and the dexterity attribute. That also indirectly affects combat. It also affects how you experience locations (where is the loot?). "Hey look! An Elfroot!" can lead to additional combat or a side quest. Obtaining money can even determine the order of the main quests if you want to obtain gold as fast or effectively as possible (do the Circle first, then do part of Orzammar to get a quest to obtain more money involving the Circle). You also need to visit merchants, which gives you access to rumors and sometimes additional side quests. Do I save the smithy's daughter or not to be able to buy that great bow? That in turn can lead to additional experience points which affect your stats. To do this properly I have to plan things from the start. And all this because you have to collect a lot of stuff to be able to buy some good gear.

Sure. If I don't do anything like the above then I can still play the main story. But to me it will be less fun that way. I'll miss out a lot of the gameplay I've described above. As I said before, I highly appreciate what BioWare did with all this. It's much like a game within the game itself. They did a great job on that and I wouldn't want to have such an experience wasted away by some meaningless rationalization.

Modifié par AngryFrozenWater, 08 octobre 2010 - 09:43 .


#107
CoS Sarah Jinstar

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SirOccam wrote...

Sylvius the Mad wrote...

SirOccam wrote...

There should also be a full set of armor for every combatant, plus personal effects. And yet sometimes there is nothing on a corpse.

The armour could credibly be damaged by the battle (its wearer did ultimately die), so that doesn't bother me.

They already don't reflect everything that should theoretically be there

I think they should.

Even down to their socks and smallclothes?

I don't see how it would break the economics. Less loot, but more valuable loot.

A sword costing 5 gp would absolutely break the game's ecnomics.  How anyone ever afford a sword if it costs 5 gp?

Well the sword you just looted was free, so if you sell it for 5 gp, then it stands to reason you could then afford to buy a sword that costs 5 gp.

Of course it doesn't have to be a sword, and it doesn't have to be 5 gp. Those are just examples. They could just drop actual money, for all I care. I just think the idea that an RPG hero is supposed to be such a thorough scavenger makes for a really weird image, and it's one I don't think needs to be forced on us in every game.


The thing is, most corpses in the game drop coin more than anything else to begin with. I'm currently playing through Awakening right now from an imported Origins character and I at one point had over 300 gold that I spent a good chunk (100 or so) on tracings and runes for imbuing gear.

I happen to like looting and actually in some way, shape or form, actually working to afford the better gear/upgrades in the game. I guess to me, being such a huge fan of the more classic trappings of the genre, any idea of dumbing the game down just automatically generally doesn't sit well with me.

A hero still has to make money, usually by selling spoils of his/her adventures, be it by quest rewards, or finding gear in dungeons, or off of enemies felled by her blade. I like that, I hate to see it go away just because there's such a huge mainstream group that due to titles like God of War and Mass Effect 2 being successful, wants an easy button ala the lets streamline everything to the point of stripping the genre down to nothing more than an action game mantra.

Its seriously going to get to the point where much like space sims, classic rpg's will end up extinct since the industry really only plays it safe these days due to over blown big budgets and the "me too" where developers just try and copy the latest 10 million seller to get a piece of the profit. Which in a way I understand, Publishers and developers are in it to make money, but at some point you'd think there would still be room for creativity and artistic vision.

#108
hangmans tree

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AngryFrozenWater wrote...
The game plays out differently if you want a lot of gold to get good gear and it does matter how much gold you have. If you have a lot than you can buy better gear which results in easier combat. To obtain that money you have to collect stuff to sell. You will not only find it in crates, or loot it from bodies, you will also need to invest in the stealing skill, the deft hands talent and the dexterity attribute. That also indirectly affects combat. It also affects how you experience locations (where is the loot?). "Hey look! An Elfroot!" can lead to additional combat or a side quest. Obtaining money can even determine the order of the main quests if you want to obtain gold as fast or effectively as possible (do the Circle first, then do part of Orzammar to get a quest to obtain more money involving the Circle). You also need to visit merchants, which gives you access to rumors and sometimes additional side quests. Do I save the smithy's daughter or not to be able to buy that great bow? That in turn can lead to additional experience points which affect your stats. To do this properly I have to plan things from the start. And all this because you have to collect a lot of stuff to be able to buy some good gear.

Sure. If I don't do anything like the above then I can still play the main story. But to me it will be less fun that way. I'll miss out a lot of the gameplay I've described above. As I said before, I highly appreciate what BioWare did with all this. It's much like a game within the game itself. They did a great job on that and I wouldn't want to have such an experience wasted away by some meaningless rationalization.

Oh, excuse me, miss smarty-pants. How many playthrough did you do? I play (and played) once, with all the time investement I can get, did not have the time to maximise and optimalise the playthrough. I played vanilla DAO. I tried pickpocketing with rogue. Really. Maxed out stats for that, missing the shadow skill even. And what do I get from all the toons around be it poor elf or a noble, king even? A poultice and an elfroot 90% of the time; why the hell npcs carry poultices' ingredient is beyond me. I tell you, you must be playing some different DAO than I had.
It comes to this I suspect one of the dlcs or later game updates correcting the looting problem. If that is the case then the game had broken mechanics from the start - corrected afterwards...but I'm speculating.

Modifié par hangmans tree, 08 octobre 2010 - 12:02 .


#109
CoS Sarah Jinstar

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hangmans tree wrote...

AngryFrozenWater wrote...
The game plays out differently if you want a lot of gold to get good gear and it does matter how much gold you have. If you have a lot than you can buy better gear which results in easier combat. To obtain that money you have to collect stuff to sell. You will not only find it in crates, or loot it from bodies, you will also need to invest in the stealing skill, the deft hands talent and the dexterity attribute. That also indirectly affects combat. It also affects how you experience locations (where is the loot?). "Hey look! An Elfroot!" can lead to additional combat or a side quest. Obtaining money can even determine the order of the main quests if you want to obtain gold as fast or effectively as possible (do the Circle first, then do part of Orzammar to get a quest to obtain more money involving the Circle). You also need to visit merchants, which gives you access to rumors and sometimes additional side quests. Do I save the smithy's daughter or not to be able to buy that great bow? That in turn can lead to additional experience points which affect your stats. To do this properly I have to plan things from the start. And all this because you have to collect a lot of stuff to be able to buy some good gear.

Sure. If I don't do anything like the above then I can still play the main story. But to me it will be less fun that way. I'll miss out a lot of the gameplay I've described above. As I said before, I highly appreciate what BioWare did with all this. It's much like a game within the game itself. They did a great job on that and I wouldn't want to have such an experience wasted away by some meaningless rationalization.

Oh, excuse me, miss smary-pants. How many playthrough did you do? I play (and played) once, with all the time investement I can get, did not have the time to maximise and optimalise the playthrough. I played vanilla DAO. I tried pickpocketing with rogue. Really. Maxed out stats for that, missing the shadow skill even. And what do I get from all the toons around be it poor elf or a noble, king even? A poultice and an elfroot 90% of the time; why the hell npcs carry poultices' ingredient is beyond me. I tell you, you must be playing some different DAO than I had.
It comes to this I suspect one of the dlcs or later game updates correcting the looting problem. If that is the case then the game had broken mechanics from the start - corrected afterwards...but I'm speculating.


Basing your whole arguement off of version 1.0 when the game has been patched numerous times is pretty silly to begin with.

#110
hangmans tree

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CoS Sarah Jinstar wrote...


The thing is, most corpses in the game drop coin more than anything

A lie.

A hero still has to make money, usually by selling spoils of his/her adventures, be it by quest rewards, or finding gear in dungeons, or off of enemies felled by her blade. I like that, I hate to see it go away just because there's such a huge mainstream group that due to titles like God of War and Mass Effect 2 being successful, wants an easy button ala the lets streamline everything to the point of stripping the genre down to nothing more than an action game mantra.

Assumption and generalisation from your part. Nobody wants to strip anything.

Its seriously going to get to the point where much like space sims, classic rpg's will end up extinct since the industry really only plays it safe these days due to over blown big budgets and the "me too" where developers just try and copy the latest 10 million seller to get a piece of the profit. Which in a way I understand, Publishers and developers are in it to make money, but at some point you'd think there would still be room for creativity and artistic vision.

Excessive looting looks more like space sims than anything else. We are talking about the system, mechanic. Not creativity and artistic vision.

#111
hangmans tree

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CoS Sarah Jinstar wrote...

hangmans tree wrote...

AngryFrozenWater wrote...
The game plays out differently if you want a lot of gold to get good gear and it does matter how much gold you have. If you have a lot than you can buy better gear which results in easier combat. To obtain that money you have to collect stuff to sell. You will not only find it in crates, or loot it from bodies, you will also need to invest in the stealing skill, the deft hands talent and the dexterity attribute. That also indirectly affects combat. It also affects how you experience locations (where is the loot?). "Hey look! An Elfroot!" can lead to additional combat or a side quest. Obtaining money can even determine the order of the main quests if you want to obtain gold as fast or effectively as possible (do the Circle first, then do part of Orzammar to get a quest to obtain more money involving the Circle). You also need to visit merchants, which gives you access to rumors and sometimes additional side quests. Do I save the smithy's daughter or not to be able to buy that great bow? That in turn can lead to additional experience points which affect your stats. To do this properly I have to plan things from the start. And all this because you have to collect a lot of stuff to be able to buy some good gear.

Sure. If I don't do anything like the above then I can still play the main story. But to me it will be less fun that way. I'll miss out a lot of the gameplay I've described above. As I said before, I highly appreciate what BioWare did with all this. It's much like a game within the game itself. They did a great job on that and I wouldn't want to have such an experience wasted away by some meaningless rationalization.

Oh, excuse me, miss smary-pants. How many playthrough did you do? I play (and played) once, with all the time investement I can get, did not have the time to maximise and optimalise the playthrough. I played vanilla DAO. I tried pickpocketing with rogue. Really. Maxed out stats for that, missing the shadow skill even. And what do I get from all the toons around be it poor elf or a noble, king even? A poultice and an elfroot 90% of the time; why the hell npcs carry poultices' ingredient is beyond me. I tell you, you must be playing some different DAO than I had.
It comes to this I suspect one of the dlcs or later game updates correcting the looting problem. If that is the case then the game had broken mechanics from the start - corrected afterwards...but I'm speculating.


Basing your whole arguement off of version 1.0 when the game has been patched numerous times is pretty silly to begin with.

WTF? Why may I ask? SO today games supposed to ship broken and we suppose to wait for them to be patched? Who am I talking to? What age are you?
And that is the only comment from your part? That is not even an argument.
BTW I had installed 1.01, 1.02 I think was over a month past release (not to mention others). A month is enough to finish the game dont you think?

#112
Sidney

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AngryFrozenWater wrote...

I am sorry, but this is nonsense. The game plays out differently if you want a lot of gold to get good gear and it does matter how much gold you have. If you have a lot than you can buy better gear which results in easier combat. To obtain that money you have to collect stuff to sell. You will not only find it in crates, or loot it from bodies, you will also need to invest in the stealing skill, the deft hands talent and the dexterity attribute. That also indirectly affects combat. It also affects how you experience locations (where is the loot?). "Hey look! An Elfroot!" can lead to additional combat or a side quest. Obtaining money can even determine the order of the main quests if you want to obtain gold as fast or effectively as possible (do the Circle first, then do part of Orzammar to get a quest to obtain more money involving the Circle). You also need to visit merchants, which gives you access to rumors and sometimes additional side quests. Do I save the smithy's daughter or not to be able to buy that great bow? That in turn can lead to additional experience points which affect your stats. To do this properly I have to plan things from the start. And all this because you have to collect a lot of stuff to be able to buy some good gear.


Nonsense is right but you are full of it. The only thing you are correct about is that less cash = harder combat but that's was not the argument. It doesn't affect how the story plays out just the difficulty level of the game. The two aren't the same thing.

You certainly do not need to invest in the stealing skill to loot bodies. That's an absurd comment and the amount of loot in chests is neligible anyways. I never stole a thing in any of my non-rogue playthroughs - and even with the rogue most of the stuff was junk - and had plenty o' cash. Even if I did this is still not a story element and it will, in the end, have zero to do with the game outcome only challenege.

Money can't affect the order of quests unless you are min/maxing because you can't know where the big pots o' money are going to be in advance.

As for the "you have to visit merchants" that can be wrapped under "You have to talk to NPC's". There's nothing transactional based about the quests from merchants. You go to to the Recliffe smith to gain access to weapons for the village not yourself. If you don't buy anything you get his quest.

Basically monetary needs can affect grinding but in the end as SirOccam said you don't have to change the overall amount of money in the system as much as how you aquire that money. Rather you get 5sp in one place or 1 SP in 5 places doesn't change any of your concerns anyways.

#113
CoS Sarah Jinstar

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In the current version of the game, most corpses give money. Thats fact. You're obviously basing your whole topic about version 1.0 since you yourself said you played through once. Basically, you want other ways to make money, rather than actually..well looting and completing quests, which is a staple of the genre and was never a problem before or at least something I've never once seen complained about in the past.



Ohh its so difficult to loot a few bodies, chest, etc and sell what you find once getting back to town or where ever you happen to come upon a merchant. Oh gods why can't it be simpler, so hard and so much work!! Yeah lets streamline the mechanics so I don't have to loot anything, better yet! Lets add a stupid tedious scanning/loot finding mini game instead, I hear those are all the rage these days.

#114
AngryFrozenWater

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Sidney wrote...

Nonsense is right but you are full of it.

Same to you.

#115
nightcobra

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CoS Sarah Jinstar wrote...

In the current version of the game, most corpses give money. Thats fact. You're obviously basing your whole topic about version 1.0 since you yourself said you played through once. Basically, you want other ways to make money, rather than actually..well looting and completing quests, which is a staple of the genre and was never a problem before or at least something I've never once seen complained about in the past.

Ohh its so difficult to loot a few bodies, chest, etc and sell what you find once getting back to town or where ever you happen to come upon a merchant. Oh gods why can't it be simpler, so hard and so much work!! Yeah lets streamline the mechanics so I don't have to loot anything, better yet! Lets add a stupid tedious scanning/loot finding mini game instead, I hear those are all the rage these days.


let's stop with the insulting now shall we...ugh i swear anyone disagrees with you and you treat them like immature young children who don't know any better or they are in the "BDF".
what's wrong as to find other ways to gain money other then looting corpses or opening chests, i'm not saying to remove them (even though you'll probably take it that way) but to try and come up with more fun ways to earn it.

#116
hangmans tree

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CoS Sarah Jinstar wrote...

In the current version of the game, most corpses give money. Thats fact. You're obviously basing your whole topic
about version 1.0 since you yourself said you played through once.

Is that a crime and the argument should be discarded?

Basically, you want other ways to make money, rather than actually..well looting and completing quests, which is a staple of the genre and was never a problem before or at least something I've never once seen complained about in the past.

WHERE DID I STATED THAT? You never saw the topics about looting problems? Maybe you did not pay attention to the forums when the game was out? Try search function, they are there.

Ohh its so difficult to loot a few bodies, chest, etc

When summed up it's a bigger portion of the game than the fighting.

and sell what you find once getting back to town or where ever you happen to come upon a merchant. Oh gods why can't it be simpler, so hard and so much work!! Yeah lets streamline the mechanics so I don't have to loot anything, better yet! Lets add a stupid tedious scanning/loot finding mini game instead, I hear those are all the rage these days.

1st of all I think you did not read any of my comments or have problem with short-memory thingie.
2nd you are being offending.

Modifié par hangmans tree, 08 octobre 2010 - 12:21 .


#117
Sidney

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CoS Sarah Jinstar wrote...

I happen to like looting and actually in some way, shape or form, actually working to afford the better gear/upgrades in the game. I guess to me, being such a huge fan of the more classic trappings of the genre, any idea of dumbing the game down just automatically generally doesn't sit well with me.

A hero still has to make money, usually by selling spoils of his/her adventures, be it by quest rewards, or finding gear in dungeons, or off of enemies felled by her blade. I like that, I hate to see it go away just because there's such a huge mainstream group that due to titles like God of War and Mass Effect 2 being successful, wants an easy button ala the lets streamline everything to the point of stripping the genre down to nothing more than an action game mantra.

Its seriously going to get to the point where much like space sims, classic rpg's will end up extinct since the industry really only plays it safe these days due to over blown big budgets and the "me too" where developers just try and copy the latest 10 million seller to get a piece of the profit. Which in a way I understand, Publishers and developers are in it to make money, but at some point you'd think there would still be room for creativity and artistic vision.


Once gain we're back to your usual dumbing down despite the fact that clicking sparkly things and hitting "Sell All Junk" isn't high end brain material. Even in your bugaboo of ME2 you still have to work to get the good stuff. You have to *gasp* loot stuff on the battelfields - be it tech or money- and then buy it OR research it so it gives you more ways to get get stuff than just buying it the way DAO did. Wow, I hate that DAO dumbed down that process for me.

A hero still has to make money - and lo and behold in ME2 the hero does for example. What the hero doesn't have to do is loot the pockets of every dead body. No one has given any reason why opening a safe or hacking a datapad is a lesser mechanism of looting than clicking on 10 dead men.  If DAO had not had individual drops but instead you found all the guards cash in a payroll chest would that really sap your fun right outta the game?

Your last paragraph is a classic. You want room for creativeity and artistic express but demand that people hew to the same tired game mechanics. Creative but not TOO creative apparently.

#118
CoS Sarah Jinstar

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Sidney wrote...

CoS Sarah Jinstar wrote...

I happen to like looting and actually in some way, shape or form, actually working to afford the better gear/upgrades in the game. I guess to me, being such a huge fan of the more classic trappings of the genre, any idea of dumbing the game down just automatically generally doesn't sit well with me.

A hero still has to make money, usually by selling spoils of his/her adventures, be it by quest rewards, or finding gear in dungeons, or off of enemies felled by her blade. I like that, I hate to see it go away just because there's such a huge mainstream group that due to titles like God of War and Mass Effect 2 being successful, wants an easy button ala the lets streamline everything to the point of stripping the genre down to nothing more than an action game mantra.

Its seriously going to get to the point where much like space sims, classic rpg's will end up extinct since the industry really only plays it safe these days due to over blown big budgets and the "me too" where developers just try and copy the latest 10 million seller to get a piece of the profit. Which in a way I understand, Publishers and developers are in it to make money, but at some point you'd think there would still be room for creativity and artistic vision.


Once gain we're back to your usual dumbing down despite the fact that clicking sparkly things and hitting "Sell All Junk" isn't high end brain material. Even in your bugaboo of ME2 you still have to work to get the good stuff. You have to *gasp* loot stuff on the battelfields - be it tech or money- and then buy it OR research it so it gives you more ways to get get stuff than just buying it the way DAO did. Wow, I hate that DAO dumbed down that process for me.

A hero still has to make money - and lo and behold in ME2 the hero does for example. What the hero doesn't have to do is loot the pockets of every dead body. No one has given any reason why opening a safe or hacking a datapad is a lesser mechanism of looting than clicking on 10 dead men.  If DAO had not had individual drops but instead you found all the guards cash in a payroll chest would that really sap your fun right outta the game?

Your last paragraph is a classic. You want room for creativeity and artistic express but demand that people hew to the same tired game mechanics. Creative but not TOO creative apparently.




How creative do you consider ME2's system of teduously matching up a few colored word patterns or tediously moving a scanner over a planet's surface. You guys make it sound like its this super hard thing to click a body once, or open a chest.  I much perfer that than spending 15 mins moving a cursor over a surface looking for minerals repetedly just to find enough to do some arbitrary upgrade that barely makes a difference in the first place. Which was about as much fun in ME2 as pissing off a hive of wasp.

#119
Sidney

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CoS Sarah Jinstar wrote...

How creative do you consider ME2's system of teduously matching up a few colored word patterns or tediously moving a scanner over a planet's surface. You guys make it sound like its this super hard thing to click a body once, or open a chest.  I much perfer that than spending 15 mins moving a cursor over a surface looking for minerals repetedly just to find enough to do some arbitrary upgrade that barely makes a difference in the first place. Which was about as much fun in ME2 as pissing off a hive of wasp.


Slighty more than clicking on sparkly guys and hey let's face it the clicking on sparkly guys really is a dumbed down mechanism for people who can't do something as easy as matching patterns.

You talk about hating doing something for an "upgrade that barely makes a difference" but yet in DAO you consistently are looting dead bodies who have nothing that makes a difference. Even early on the game game you don't want what Genlock or Hurlock has as weapons or armor. Heck you talk about incremental gains but each "tier" of weapons steps up at about 10% increase in damage. You likely didn't gripe in BG2 about going from a +2 sword to a +3 sword where the incremental gain is from 1d8+2 to 1d8+3 or a gain at the top of...10%.

The biggest whip in the game is churning through a slew of worthless material and things you know to be worthless merely to convert them later to money. If you added up all the looting time, travel time and then vendor fiddling about you'd likely be stunned how much game time you spend not to mention the tragic cases in the Brecillian ruins of Deep Roads when you max your inventory out and either have to trek back to sell or start playing the juggling game to eliminate stuiff while adding marginally better stuff to sell later.

You also continue to confuse looting and inventory. Looting is the process of aquiring stuff. How do you go about getting what you've got. Inventory is managing all the crap once you get it. You can keep your 8 swords, 4 Hammers, 3 Bows, 5 suits of armor and enough herbs to stock a Penzy's Store BUT not have to loot every dead body for that junk.

#120
FieryDove

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CoS Sarah Jinstar wrote...

How creative do you consider ME2's system of teduously matching up a few colored word patterns or tediously moving a scanner over a planet's surface. You guys make it sound like its this super hard thing to click a body once, or open a chest.  I much perfer that than spending 15 mins moving a cursor over a surface looking for minerals repetedly just to find enough to do some arbitrary upgrade that barely makes a difference in the first place. Which was about as much fun in ME2 as pissing off a hive of wasp.


I don't bother with ME2's mini-games, they are repetitive time fillers, nothing more.

As to inventory/loot what needs to be done is not so much junk. In ME1 and DA 1.0 way too much junk dropped. A patch helped somewhat for DA but far too many quartz etc. drop to this day for my liking. For ME stopping so much junk dropping would have elimiated alot of the headcahes of inventory rather than deleting it outright.

I never did like list inventories but since Kotor it seems to be that or nothing. Oh well.

#121
In Exile

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Sidney wrote...

Slighty more than clicking on sparkly guys and hey let's face it the clicking on sparkly guys really is a dumbed down mechanism for people who can't do something as easy as matching patterns.


You clearly do not have an appreciation for the sort of high intellectual flair it takes to play Homeless Age: Dragon Age Origins. Beside strip mining every corpse you encounter, stealing 14th blank vellum from a somewhat strangely large padlocked chest is comparable to solving the n-body problem.

Think of the the choices! Do you destroy this useless acid flask for this acidic trap? One is worth 24 sp 0 cp, but the other is worth 23 sp and 35 cp! That is an entire 65 cp difference, or enough for like 5 flasks! Is your character the type to walk back who knows how long across the deeproads to unload your junk?  Would you keep the flask for the sake of utility?

Role-playing at its finest, and you want to deny players this sort of experience? 

#122
Bobad

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In Exile wrote...

Sidney wrote...

Slighty more than clicking on sparkly guys and hey let's face it the clicking on sparkly guys really is a dumbed down mechanism for people who can't do something as easy as matching patterns.


You clearly do not have an appreciation for the sort of high intellectual flair it takes to play Homeless Age: Dragon Age Origins. Beside strip mining every corpse you encounter, stealing 14th blank vellum from a somewhat strangely large padlocked chest is comparable to solving the n-body problem.

Think of the the choices! Do you destroy this useless acid flask for this acidic trap? One is worth 24 sp 0 cp, but the other is worth 23 sp and 35 cp! That is an entire 65 cp difference, or enough for like 5 flasks! Is your character the type to walk back who knows how long across the deeproads to unload your junk?  Would you keep the flask for the sake of utility?

Role-playing at its finest, and you want to deny players this sort of experience? 


This.  I'm thrifty.

#123
errant_knight

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*Facepalm*

This thread really went to hell overnight, didn't it?

#124
hangmans tree

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In Exile wrote...

Sidney wrote...

Slighty more than clicking on sparkly guys and hey let's face it the clicking on sparkly guys really is a dumbed down mechanism for people who can't do something as easy as matching patterns.


You clearly do not have an appreciation for the sort of high intellectual flair it takes to play Homeless Age: Dragon Age Origins. Beside strip mining every corpse you encounter, stealing 14th blank vellum from a somewhat strangely large padlocked chest is comparable to solving the n-body problem.

Think of the the choices! Do you destroy this useless acid flask for this acidic trap? One is worth 24 sp 0 cp, but the other is worth 23 sp and 35 cp! That is an entire 65 cp difference, or enough for like 5 flasks! Is your character the type to walk back who knows how long across the deeproads to unload your junk?  Would you keep the flask for the sake of utility?

Role-playing at its finest, and you want to deny players this sort of experience? 

Yep, definitely put a grin on my face
=]

EDIT:
(not to make it a worthless post )
That is what I've been talking about. The looting, shifting through the inventory what to take and what to discard in order to make some gain is a waste of my time  but at the same time I have to do it to affort better gear. It was at the Deep Roads when I realized, considering a trip back to Orzommar to sell the loot and return back for the stuff I left, I'm a raving loonatic. With the loong ass time loading screens I said F! it.
I think it was about 10 levels that I was running around with the same stuff, non of the dropped loot was interesting, not even worthwile - just a different coin. The next thing I bought was some stuff for Morrigan at the end just
before she f****g left me with said robe and winter staff...[smilie]../../../images/forum/emoticons/angry.png[/smilie]
Myself padded with medium drake skin armour...and executioners helmet. So you see I wasnt even wasting any money on myself, just the party. And only could afford top gear (but not all and not most expensive) before taking back the city and archdemon fight.

Modifié par hangmans tree, 08 octobre 2010 - 02:55 .


#125
CoS Sarah Jinstar

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Sidney wrote...

CoS Sarah Jinstar wrote...

How creative do you consider ME2's system of teduously matching up a few colored word patterns or tediously moving a scanner over a planet's surface. You guys make it sound like its this super hard thing to click a body once, or open a chest.  I much perfer that than spending 15 mins moving a cursor over a surface looking for minerals repetedly just to find enough to do some arbitrary upgrade that barely makes a difference in the first place. Which was about as much fun in ME2 as pissing off a hive of wasp.


Slighty more than clicking on sparkly guys and hey let's face it the clicking on sparkly guys really is a dumbed down mechanism for people who can't do something as easy as matching patterns.

You talk about hating doing something for an "upgrade that barely makes a difference" but yet in DAO you consistently are looting dead bodies who have nothing that makes a difference. Even early on the game game you don't want what Genlock or Hurlock has as weapons or armor. Heck you talk about incremental gains but each "tier" of weapons steps up at about 10% increase in damage. You likely didn't gripe in BG2 about going from a +2 sword to a +3 sword where the incremental gain is from 1d8+2 to 1d8+3 or a gain at the top of...10%.

The biggest whip in the game is churning through a slew of worthless material and things you know to be worthless merely to convert them later to money. If you added up all the looting time, travel time and then vendor fiddling about you'd likely be stunned how much game time you spend not to mention the tragic cases in the Brecillian ruins of Deep Roads when you max your inventory out and either have to trek back to sell or start playing the juggling game to eliminate stuiff while adding marginally better stuff to sell later.

You also continue to confuse looting and inventory. Looting is the process of aquiring stuff. How do you go about getting what you've got. Inventory is managing all the crap once you get it. You can keep your 8 swords, 4 Hammers, 3 Bows, 5 suits of armor and enough herbs to stock a Penzy's Store BUT not have to loot every dead body for that junk.


I'm sorry but looting a dead body that takes not even half a second, is far less tedious than the suck that is ME2's mini game extravaganza. Managing inventory isn't this difficult process either, compare a few item stats, decide which is better for the particular characters/skills you're current using, equip, or sell.

God forbid those of us who like comparing the stats of items, and having lots of customization are able to do so vs having the 2 kinds of each weapon with minimal differences between them ala ME2. Could they maybe cut down on the amount of useless stuff? I guess, but its not this big end o the world thing a few want to make it out to be.