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Ideas for improving looting.


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#1
Ward Cleaver

Ward Cleaver
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"If we kill them we get their stuff!"  Isabela

Looting has been one of the mainstays of rpg's since I can remember.  Dead enemies, corpses, chests, rubble, etc. must be searched for your characters to have the needed coin and to find unique items.  If you're like me then you searched every square inch during your travels in DA2 often holding down the tab button just to make sure you didn't miss anything.  The questions I want to ask are "Is looting fun?" and "How can the looting system be improved?"

For me looting is expected in any rpg I play.  I know I have to do it to get enough coin and find the best gear.  It's more routine than either fun or annoying but honestly I rather have more fighting, quests or conversations in a game than spending time looting. My ideas for improving looting are below.

My suggestion would be to do away with the majority of looting altogether.  Instead of searching each enemy for coins, mediocre gear or junk, the only items to draw your parties attention would be unique gear, potions, injury kits, poisons or grenades.  These would be located in chests or on enemy corpses.  A npc would alert you to the face that there's something worth investigating.  For example, if you just killed a mercenary leader who dropped a unique sword, a npc would say something like "That sword looks interesting" after the battle.  Once the area is cleared you can hire a group to loot the place for you.  When you talk to them when they come back they'll show you any unique items they found.  You can then tell them that'll you'll keep such and such unique gear and sell the rest or just to sell everything.

This change in looting would necessarily lead to a change in the inventory screen making it simpler and more realistic.  No longer could your characters carry a ton of equipment around.  Instead, a character would only be able to take what then can realistically carry.  For armor a character can only carry what they are wearing.  For weapons, it would depend on the size.  For example a rogue can carry four daggers (2 equipped on back, 2 sheathed on their side),  a sword and shield warrior can carry two (one equipped on their back, one sheathed on their side) and a two handed warrior can only carry their one weapon on their back.  If they find a unique item during their quest and wish to equip it then they'll have to drop the item they're currently carrying to exchange it for the unique item.  Any items dropped will be recovered by the group you hired to loot so you'll have the chance to get it back later.

Potions, injury kits, poisons and grenades would also be limited.  Each character would have two flasks, one for health potions and the other for stamina/lyrium potions.  Each flask would be limited to a certain number of servings (up to bioware to determine what number is best for gameplay) and a character would take a swig of the potion in battle consuming one serving.  Injury kits, vials of poison and grenades would also be limited (again, determined by bioware how much is the right for gameplay).  Injury kits could not be used in battle (no time to bandage someone up when you're getting beat up by darkspawn) and the characters could only consume the potions/use the poison/grenades equipped on them during the battle.   Out of battle a team member could refill another's flask from their own and give them an poison vial/ grenades they want. 

I think that the improvements above would make for a more enjoyable game and you can focus more on roleplaying and battles than on tedious looting.  It also seems to be in vein with how bioware has simplified ME2 and DA2.  Please share your opinions.

#2
ashwind

ashwind
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:o:O

How dare you~ this is an outrage! How dare you suggest something that might lead to the streamlining of the inventory system!!

The meaningless, unrealistic, chaotic and messy loot & inventory system is an inseparable part of any REAL RPG! It must not be touched, not even with a 10-foot pole!

:devil:

Modifié par ashwind, 25 mars 2011 - 03:38 .