Aller au contenu

Photo

How COULD they do loot?


  • Veuillez vous connecter pour répondre
78 réponses à ce sujet

#26
Akizora

Akizora
  • Members
  • 594 messages
I would prefer a "mission reward" system before actual loot and an overflowing inventory-system. Basically similar to the 'gear' that you had in ME2 except a bigger selection of weapons and "mods" for the weapons that you assign before you go on a mission.

Also maybe add some "armor mods" to squadmembers, so you can sort of upgrade them while keeping their unique appearance.

#27
Walker White

Walker White
  • Members
  • 933 messages

aimlessgun wrote...

There are tons of options for weapon mods. There are the standard ones: Silencers, extended mags (er rather extended heat sinks), grenade launcher attachments, scopes. Then of course you could have damage amplifiers, recoil reducers, range increasers, ROF increasers, fire selection modifications, the works.


I could maybe go with a weapons modification format that is similar to the way armor mods work in ME2.  You assemble everything at the fabrication plant on the ship, and no swapping out on missions, like in ME1.  And the number of modifications should be low, but dynamic.  Big differences, not minor stat changes.  I always was a "wonderous item" kind of guy for loot (as that's how Vance did it, and he is the grand-grand-daddy for RPGs).

I guess the real issue is how that plays out with the companions.  Do you just want weapon mods for Shepard or for everyone?

#28
Locutus_of_BORG

Locutus_of_BORG
  • Members
  • 3 578 messages
^Mods for everyone would be the best for a inventory / mission salvage system, imo. I'm a wonderous item kinda guy too.

#29
Zelnik

Zelnik
  • Members
  • 142 messages
That is simple, you will suffer the Samus Aran effect.

*start the game with some examples of the previous games upgrades, suffer an attack which for some reason will bypass all of your defenses for no clear reason, and throw you back to square one.*

#30
Manic Sheep

Manic Sheep
  • Members
  • 1 446 messages
I like what they have in ME2. The inventory (visible one that you can open at anytime anyway) is unnecessary in this game and should not be thrown in there just for the hell of it. There is no point to having Shepard loot and it makes more sense that you would pick witch weapons you want before a mission rather than somehow carrying around 6 different assault rifles. I would like mods brought back but you don’t need an inventory for that. They could just have you buy them with credits or occasionally scan one and then use the same sort of system they have for armor on your weapons.
It would add more to the combat too if you actually had to read you mission description, predict what type of enemy you will be facing and bring the right weapons and mods for the job rather than being able to switch things out and install new mods on the fly.

#31
Vena_86

Vena_86
  • Members
  • 910 messages
I don't really care how (and there are coutnless games with very good examples) as long as I get a satifying feeling of progression unlike in ME2 where there is no feeling of progression and rise in power at all.
I want my character at the end actually look and play more powerfull and experienced than at the beginning. The journey in between should give you these sweet "nice, something new!" moments which you don't get with purely stat based research upgrades that you will never notice or appreciate since the fights feel exactly the same throughout the game and it is so easy to just research everything without consideration.
Dropped loot, researched, store items...it can all work if the people working on it actually care and try to balance it and view loot as an opportunity and not just RPG baggage. In both games that aspect was handled in a very careless, lackluster way. You can't slap these elements on just to please the RPG audience, it has to work properly within the game. The goal should not be having loot for the sake of having loot but for the overreaching reasons there has been loot in games in the first place.

#32
Walker White

Walker White
  • Members
  • 933 messages

Vena_86 wrote...

I don't really care how (and there are coutnless games with very good examples) as long as I get a satifying feeling of progression unlike in ME2 where there is no feeling of progression and rise in power at all.


I don't understand this statement at all.

First of all, progression does not require loot.  Historically, progression in RPGs goes through leveling. And leveling in ME2 is just fine.  It may not be fine if you are of the generation that played games with 50-100 levels and got a new reward every level.  But I grew up playing RPGs with (soft) level caps around level 12, so I think it is fine. Furthermore, you cannot tell me that my level 30 Adept is not radically different than the level 5 one I start out with.  Maybe this is different for other classes like the Soldier.

Loot is an alternate progression system, and it has been historically abused as exploit around level caps (this is what caused D&D to go from a game with few magic items to assembly-line manufacturing of items).  Game balance for loot progression is very, very hard.  Twinking is the rule, not the exception.  Therefore, it is best to push most of the progression into leveling.  This is what D&D 3.x tried to do; more powers intrinsic to the character levels, but heavy restrictions on character wealth and items (which everyone promptly ignored).

#33
Whatever42

Whatever42
  • Members
  • 3 143 messages

Walker White wrote...

Vena_86 wrote...

I don't really care how (and there are coutnless games with very good examples) as long as I get a satifying feeling of progression unlike in ME2 where there is no feeling of progression and rise in power at all.


I don't understand this statement at all.

First of all, progression does not require loot.  Historically, progression in RPGs goes through leveling. And leveling in ME2 is just fine.  It may not be fine if you are of the generation that played games with 50-100 levels and got a new reward every level.  But I grew up playing RPGs with (soft) level caps around level 12, so I think it is fine. Furthermore, you cannot tell me that my level 30 Adept is not radically different than the level 5 one I start out with.  Maybe this is different for other classes like the Soldier.

Loot is an alternate progression system, and it has been historically abused as exploit around level caps (this is what caused D&D to go from a game with few magic items to assembly-line manufacturing of items).  Game balance for loot progression is very, very hard.  Twinking is the rule, not the exception.  Therefore, it is best to push most of the progression into leveling.  This is what D&D 3.x tried to do; more powers intrinsic to the character levels, but heavy restrictions on character wealth and items (which everyone promptly ignored).


What DM hasn't been faced with realizing his campaign has gone Monty Haul and that the only step up is battling gods because that character just happened to acquire the Holy Avenger +15 Black Razor Vorpal Battle Axe of Smiting. But it seemed like a fun weapon at the time!

#34
aimlessgun

aimlessgun
  • Members
  • 2 008 messages

Walker White wrote...

aimlessgun wrote...

There are tons of options for weapon mods. There are the standard ones: Silencers, extended mags (er rather extended heat sinks), grenade launcher attachments, scopes. Then of course you could have damage amplifiers, recoil reducers, range increasers, ROF increasers, fire selection modifications, the works.


I could maybe go with a weapons modification format that is similar to the way armor mods work in ME2.  You assemble everything at the fabrication plant on the ship, and no swapping out on missions, like in ME1.  And the number of modifications should be low, but dynamic.  Big differences, not minor stat changes.  I always was a "wonderous item" kind of guy for loot (as that's how Vance did it, and he is the grand-grand-daddy for RPGs).

I guess the real issue is how that plays out with the companions.  Do you just want weapon mods for Shepard or for everyone?


Yeah it would definitely work well from a ship interface. Like with the armor you'd get a preview of the weapon and get to see how cool it looked with the silencer/scope/damage amplifier nodule thingy.

What's your definition of 'low'? I mentioned 6-7 things. That sounds low to me.

#35
RedShft

RedShft
  • Members
  • 672 messages

Gentleman Moogle wrote...
 

Any thoughts?


No loot. Me2 system is fine.  Move along.

#36
Gyroscopic_Trout

Gyroscopic_Trout
  • Members
  • 606 messages
How about implementing a tech/upgrade tree for weapons and armor, with different options unlocked when certain items are found or objectives met?

#37
MassEffect762

MassEffect762
  • Members
  • 2 193 messages
Little to no numbered variants than ME1 and WAY more variety/impact/depth than ME2.(i.e. unique stat based upgradable armors/weapons and mods)

This is elementary for an rpg(especially pre-EA Bioware) imo, feel free to disagree.

The vast variety of weapons in ME2 sure did cater to some folks.

Just hire me Bioware, I'll square you away while keeping the Shooter and RPG crowd happy.

Modifié par MassEffect762, 26 mars 2011 - 12:27 .


#38
Demonhoopa

Demonhoopa
  • Members
  • 702 messages
Too be honest I was relieved to find I would get a break from managing loot. I mean, it's not like there isn't enough games WITH it. I don't mind taking a break.

#39
scarface71795

scarface71795
  • Members
  • 150 messages
Well i just hope i rejoin the Alliance
This private contractor bull**** just doesn't fly with me, i want my spec ops funding back.

#40
The Shadow Broker

The Shadow Broker
  • Members
  • 636 messages
why loot when your crew has far advanced weapons than most of enemies, and the first time you kill a group of "better" armed foes (collectors-Horizon) you actually loot the collector beam canon...

#41
AlanC9

AlanC9
  • Members
  • 35 825 messages

MassEffect762 wrote...

Little to no numbered variants than ME1 and WAY more variety/impact/depth than ME2.(i.e. unique stat based upgradable armors/weapons and mods)

This is elementary for an rpg(especially pre-EA Bioware) imo, feel free to disagree.


Put a "C" in front of the "RPG" and I'll accept it as a standard. Still wouldn't make it any good.

#42
AlanC9

AlanC9
  • Members
  • 35 825 messages

scarface71795 wrote...

Well i just hope i rejoin the Alliance
This private contractor bull**** just doesn't fly with me, i want my spec ops funding back.


Ummm.... Cerberus funds you.. The Alliance  doesn't give you much of anything-- though they graciously let you buy stuff.

#43
Rurik_Niall

Rurik_Niall
  • Members
  • 887 messages

The Shadow Broker wrote...

why loot when your crew has far advanced weapons than most of enemies, and the first time you kill a group of "better" armed foes (collectors-Horizon) you actually loot the collector beam canon...


Precisely, and I'd wager that even the default N7 armour is better than anything your average Blue Suns mook has on, though I do think looting for credits, clips, and medi-gel doesn't seem like a stretch, these are all things that they're likely to have and all things Shepard can actually make use of as well as carry easily.

#44
AlanC9

AlanC9
  • Members
  • 35 825 messages
I agree Shepard should find credits. The question is what Shepard would need credits for

#45
Rurik_Niall

Rurik_Niall
  • Members
  • 887 messages
That shiny new upgrade for his beloved Widow, model ships, a subscription to Fornax.

#46
AlanC9

AlanC9
  • Members
  • 35 825 messages
Well, Cerberus should be buying the upgrades. Fornax...not so much.Though it'd be kind of fun to run that requisition past Miranda.

#47
habitat 67

habitat 67
  • Members
  • 1 584 messages
Bumper stickers, hamsters, Hanar action figures, LED light armor mods, toilet seats for the Normandy bathroom... loot that makes people happy can be any number of things.

If they go anti-loot though I hope they at least give us more customization. Yeah I want to change the color of my weapons, my squaddies' armor and especially the style of my hair from time to time (Black Emporium for life).

I mean sh*t, they've gotta know how many times people are playing these games, and the customization/loot/variety keeps it fresh.

#48
Rurik_Niall

Rurik_Niall
  • Members
  • 887 messages
I have to admit I wouldn't mind being able to change the colour of the Incisor to something a little more natural, like grey or black. I mean, seriously, blue? I also wouldn't object to having more than two-three choices, including DLC, for my squad mates, granted I'd be pretty content as long as I have armour for Garrus without big gaping holes and carbon scorching and Blue Suns armour for Zaeed, assuming he returns.

Modifié par Rurik_Niall, 26 mars 2011 - 06:42 .


#49
habitat 67

habitat 67
  • Members
  • 1 584 messages
I'd like for minigames to finally mean just that: games you find and play in Grunt's room or something. We've already been teased wit that game guy on the Citadel. Anyone who's played Animal Crossing remembers the joy of finding the Super Mario game and playing it in the basement of your house. Well, if anyone here remembers that.

e: Where was I going with that? Er, yeah... loot needs to have those highly sought after/ rarely found items to keep you hoping for riches. ME1 had Rage armor. Fallout: NV had a blinged out Pip-Boy and a gold sniper rifle among other things. RDR had the black horse. If the forums teach us anything it's that people need to be made to feel special. Special items would cater to us all.

Modifié par habitat 67, 26 mars 2011 - 07:00 .


#50
piemanz

piemanz
  • Members
  • 995 messages
I thought they got it just about right with ME2.The only thing i didn't much care for was the hacking and decription minigames.I would much prefer a system like in Batman AA with the Cryptographic sequencer for those type of things.

I'm not a huge fan of the inventory system in ME1 from a realism standpoint, yea i know it's a game but having the protagonist carrying around 150 items at any given time makes no sense what so ever.

A few more items in the shops  would be nice.Maybe have diffrent things in the shops the shops at different times in the game too, currently once you've bought everything the first time you go to a shop theres absolutly no point in returning to it.

Modifié par piemanz, 26 mars 2011 - 07:01 .