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So why can't companions have "iconic" looks and wear other things?


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#126
Yrkoon

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KiddDaBeauty wrote...

I like the sense that my party members have lives of their own and can handle their own wardrobes.


LOL  "wardrobes".  That almost sounds like they've all got a closet full of clothes, rather than just ONE outfit each, which they wear every single day and night for 10 years.

Modifié par Yrkoon, 23 mai 2012 - 11:31 .


#127
Sidney

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Fandango9641 wrote...

I said in an earlier post that I consider loot and visual customisation to go hand in hand. I mean, one need only consider the treatment of equipable items in DA2 to acknowledge that being surrounded by vendors, picking up loot we couldn’t use, was the source of great frustration for many, myself included. As for this restriction in choice being pointless, well it’s more important to me than any 'compromise' for the sake of cosplay, action figures and the separate selling of item packs!


It does but looting is another "problem" for me. One that DA2 didn't really resolve. I hate the mechanics of looting. It grinds the game to a halt, slaps immeresion in the face and doesn't help things at all. The need to loot creates the need to play dress up. The answer isn't to say "well we still loot so let's still play dress up" it is to ditch trash looting that consists of 99% of the looting you do - and no what DA2 didn't "end" trash lootng. Insanely enough DA2 had a worse looting system than DAO because instead of having a ton of worthless Red Steel Daggers you had a swarm of worthless rings that while "useful" weren't actually helpful. I want to loot the cool magic sword from the pile of treasure under the dead dragon, I do not want to search for pocket change on every butchered darkspawn or steal the tattered boots off the dead guards.

#128
robertthebard

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Sidney wrote...

Fandango9641 wrote...

I said in an earlier post that I consider loot and visual customisation to go hand in hand. I mean, one need only consider the treatment of equipable items in DA2 to acknowledge that being surrounded by vendors, picking up loot we couldn’t use, was the source of great frustration for many, myself included. As for this restriction in choice being pointless, well it’s more important to me than any 'compromise' for the sake of cosplay, action figures and the separate selling of item packs!


It does but looting is another "problem" for me. One that DA2 didn't really resolve. I hate the mechanics of looting. It grinds the game to a halt, slaps immeresion in the face and doesn't help things at all. The need to loot creates the need to play dress up. The answer isn't to say "well we still loot so let's still play dress up" it is to ditch trash looting that consists of 99% of the looting you do - and no what DA2 didn't "end" trash lootng. Insanely enough DA2 had a worse looting system than DAO because instead of having a ton of worthless Red Steel Daggers you had a swarm of worthless rings that while "useful" weren't actually helpful. I want to loot the cool magic sword from the pile of treasure under the dead dragon, I do not want to search for pocket change on every butchered darkspawn or steal the tattered boots off the dead guards.

I'm puzzled.  How does looting slap immersion in the face?  I mean, items carried that can be dropped shouldn't just magically appear in your inventory, and frankly, loot can be a good source of income when you really need it.  I haven't noticed that it adversely affects my gameplay to push R twice while looting dead monsters, or opening barrels, which I'm still waiting to find fish in.  The only time it becomes a problem is when I forget to vendor my trash before I go out again.  As far as useful/helpful goes, they all sell, and coin doesn't take up any room.

#129
Yrkoon

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Sidney wrote...
It does but looting is another "problem" for me. One that DA2 didn't really resolve. I hate the mechanics of looting. It grinds the game to a halt, slaps immeresion in the face and doesn't help things at all. The need to loot creates the need to play dress up. The answer isn't to say "well we still loot so let's still play dress up" it is to ditch trash looting that consists of 99% of the looting you do - and no what DA2 didn't "end" trash lootng. Insanely enough DA2 had a worse looting system than DAO because instead of having a ton of worthless Red Steel Daggers you had a swarm of worthless rings that while "useful" weren't actually helpful. I want to loot the cool magic sword from the pile of treasure under the dead dragon, I do not want to search for pocket change on every butchered darkspawn or steal the tattered boots off the dead guards.

We can get into a  tedius psychological discussion about this.... about how junk loot is actually kinda needed to enhance the feel and value of finding that rare *special* loot  when it finally  drops on occasion.

But it would be a pointless discussion, since looting  is perhaps the very pinnacle of a  fantasy RPG, and I seem to be talking so someone who  clearly doesn't like  most aspects of Fantasy RPGs

That said, I kinda sorta agree that both of the dragon ages often times decide  to give us crap  item drops when   a coin purse  filled  with some  coins would suffice instead.


Also, a sidenote:

Sidney wrote...
I do not want to search for pocket change on every butchered darkspawn or steal the tattered boots off the dead guards.

So... don't do it?  This is where I side with Realism.  If I kill a fully clothed guard, everything he's wearing, however worthless, should appear  in his inventory when I click on it.  Period.  It makes no sense that the boots he was wearing suddenly disappear into the void when he dies..

Modifié par Yrkoon, 23 mai 2012 - 01:18 .


#130
Guest_Fandango_*

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Sidney wrote...

Fandango9641 wrote...

I said in an earlier post that I consider loot and visual customisation to go hand in hand. I mean, one need only consider the treatment of equipable items in DA2 to acknowledge that being surrounded by vendors, picking up loot we couldn’t use, was the source of great frustration for many, myself included. As for this restriction in choice being pointless, well it’s more important to me than any 'compromise' for the sake of cosplay, action figures and the separate selling of item packs!


It does but looting is another "problem" for me. One that DA2 didn't really resolve. I hate the mechanics of looting. It grinds the game to a halt, slaps immeresion in the face and doesn't help things at all. The need to loot creates the need to play dress up. The answer isn't to say "well we still loot so let's still play dress up" it is to ditch trash looting that consists of 99% of the looting you do - and no what DA2 didn't "end" trash lootng. Insanely enough DA2 had a worse looting system than DAO because instead of having a ton of worthless Red Steel Daggers you had a swarm of worthless rings that while "useful" weren't actually helpful. I want to loot the cool magic sword from the pile of treasure under the dead dragon, I do not want to search for pocket change on every butchered darkspawn or steal the tattered boots off the dead guards.


Ok, I think I understand you a little better. Indeed I can actually agree with you with regards the more tedious aspects loot grinding without conceeding too much ground. Again, consider the great gear in DA2 we were forced to ogle or sell on because of a lack of party customisation. Did my nut! In any case, I like Mike's proposal for DA3 well enough, but hope Bioware do the work to allow us a great deal of statistical and visual customisation.

#131
hussey 92

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KiddDaBeauty wrote...

I like the sense that my party members have lives of their own and can handle their own wardrobes. Similarly I don't equip my fellow players' characters when we play D&D, that's for them to handle. My character is my character, the others are people my avatar adventures with whom I have (and should have) no control over.

Kidd just went Sylvius, I think =)


But Dragon Age is the kind of game where you have full control over all companions.  It's what sets it apart from many other games.

And since you can control everything they do in battle, why shouldn't you be able to choose the weapons and armor they use?

#132
AkiKishi

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hussey 92 wrote...

KiddDaBeauty wrote...

I like the sense that my party members have lives of their own and can handle their own wardrobes. Similarly I don't equip my fellow players' characters when we play D&D, that's for them to handle. My character is my character, the others are people my avatar adventures with whom I have (and should have) no control over.

Kidd just went Sylvius, I think =)


But Dragon Age is the kind of game where you have full control over all companions.  It's what sets it apart from many other games.

And since you can control everything they do in battle, why shouldn't you be able to choose the weapons and armor they use?


The two really go together. In ME the companions are more like tag alongs, who you take, what their powers are, that's pretty irrelevent compared to your character doing most of the heavy lifting.
If you have control of the party, then the equipment needs to be able to reflect your strategy. Casting fireballs over a fire resistant Alistair was a staple in DA as was sticking him in the middle of a firestorm. Without the proper gear, that's not advisable.

It's less work to do iconic looks and as long as I still get to play around with the stats/strategy I don't much care.

#133
robertthebard

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BobSmith101 wrote...

The two really go together. In ME the companions are more like tag alongs, who you take, what their powers are, that's pretty irrelevent compared to your character doing most of the heavy lifting.
If you have control of the party, then the equipment needs to be able to reflect your strategy. Casting fireballs over a fire resistant Alistair was a staple in DA as was sticking him in the middle of a firestorm. Without the proper gear, that's not advisable.

It's less work to do iconic looks and as long as I still get to play around with the stats/strategy I don't much care.

This is still extremely possible, I just did it, in a memorable fight in Act III.  I used more stamina pots on Aveline than I did health pots on the whole party combined because of fire resist runes, and all those "not very useful rings" that somebody talked about earlier.  I guess the only real difference was that we weren't the one throwing fireballs.

#134
ScotGaymer

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I know I am being a spelling other-word-for-facist here but...

iConic.

There I said it.

Modifié par FitScotGaymer, 23 mai 2012 - 06:23 .


#135
Sidney

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Yrkoon wrote...


But it would be a pointless discussion, since looting  is perhaps the very pinnacle of a  fantasy RPG, and I seem to be talking so someone who  clearly doesn't like  most aspects of Fantasy RPGs

That said, I kinda sorta agree that both of the dragon ages often times decide  to give us crap  item drops when   a coin purse  filled  with some  coins would suffice instead.

So... don't do it?  This is where I side with Realism.  If I kill a fully clothed guard, everything he's wearing, however worthless, should appear  in his inventory when I click on it.  Period.  It makes no sense that the boots he was wearing suddenly disappear into the void when he dies..



Looting isn't the pinacle of any RPG - at least not as it is
handled in CRPG's. I don't think anyone who played a table top RPG ever
dragged a few coppers and silvers out of the pockets of each dead orc.
Even if you did, it doesn't further the goal of playing a role in the
game unless your role is corpse robber.

You have to search the dead guard because, the looting and economic system favors buying goods instead of earning goods. The best daggers and rings and staves in DAO are bought not wrested away from a dead beasties. The reason you loot is to get the good stuff. Instead of having me buy the dagger from the crazy dwarf in Orzammar just have it on a top end monster.  I'd rather get that "Wow" weapon than getting 100 crappy weapons to sell to buy the one good weapon. It is so underwhelming to realize that the Wonders of Thedas is a FAR richer dungeon than all of the Deep Roads. How anyone can like that game mechanism or feeling is beyond me.

I agree that if they do insist that we loot a corpse give me cash and not weapons. At least we can leave out the middleman of dealing with a merchant and the face slapping stupidity that is the fact that (in DAO) merchants will buy anything no matter what they are (at least skyrim tries to make sense of weapon mercahnts only buying weapons) let alone the fact that there should be no after market for used worn leather boots. My preference would be though that insead of looting 100 dead guards for 1 silver, we found a payroll chest that had 100 silvers in it. You still loot, you still get that feel but you aren't just clicking on corpses which isn't challenging, isn't deep, isn't entertaining. You still want drops from boss monsters and major items it is the 1000 drops to fill a bucket method I disagree with.

#136
Kidd

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hussey 92 wrote...

But Dragon Age is the kind of game where you have full control over all companions.  It's what sets it apart from many other games.

And since you can control everything they do in battle, why shouldn't you be able to choose the weapons and armor they use?

You can pause at any time to take control over your companions if you wish to micro-manage everything, yes. That is however not how I personally choose to play the game since I prefer a more pen&paper-like experience.

I'm all for equipping items to specialise stats and whatnot. Heck I think a big problem with DA's item system is how D&D-esque it is (sword, sword +1, sword +2, sword +3 etc), whereas you could have a neat system like ME2/ME3 where most equipment is designed to work just as fine as the other, but they give you specialisation options. Want to throw fireballs on your tank without the tank taking damage? Equip the fire resistant armour parts. Prefer the tank to have more life instead? Equip the HP parts. Want something in between? Go ahead and add a few of both types.

I digress though. Stats and looks aren't the same thing. Since our companions sadly won't be intelligent enough to equip themselves like my friends around the rpg table do their characters, the player will have to worry about the stats. I would however prefer if we could hide this as much as possible by not having people dress in armour sets that don't go together etc. Much like how we can hide their lack of thinking by using the Tactics window ;)


Sidney wrote...

The reason you loot is to get the good stuff. Instead of having me buy the dagger from the crazy dwarf in Orzammar just have it on a top end monster.  I'd rather get that "Wow" weapon than getting 100 crappy weapons to sell to buy the one good weapon. It is so underwhelming to realize that the Wonders of Thedas is a FAR richer dungeon than all of the Deep Roads. How anyone can like that game mechanism or feeling is beyond me.

The good thing about having actually useful shops is that you can wear that Sword of Badassery when fighting the all powerful optional boss, instead of having the all powerful optional boss drop the Sword of Badassery and... you have some darkspawn left to kill with it. It's always been a huge moment of "oh yeaaaaahh!! ....uh why did I want this now again?" for me in the past when I get great loot from the last point of challenge in a game.

Modifié par KiddDaBeauty, 24 mai 2012 - 12:21 .


#137
Sidney

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robertthebard wrote...

I'm puzzled.  How does looting slap immersion in the face?  I mean, items carried that can be dropped shouldn't just magically appear in your inventory, and frankly, loot can be a good source of income when you really need it.  I haven't noticed that it adversely affects my gameplay to push R twice while looting dead monsters, or opening barrels, which I'm still waiting to find fish in.  The only time it becomes a problem is when I forget to vendor my trash before I go out again.  As far as useful/helpful goes, they all sell, and coin doesn't take up any room.


Looting breaks immersion because:

1. You are rifling the pockets of dead things in a dangerous spot. Encounters in RPG's are bad enough in terms of things not being responsive but the fact that you have time to turn out ever purse and strip every body is insane. I've never read of heroes stripping corpses all the time.
1a. Why you don't have an issue with this time it out, you will often spend looting time vs fighting time being about the same. 1:1 combat to clicking around a room on glowing objects ain't right.
2. You carry so much crap it is unbelievable. People talk about immersion breaking flips and jumps but the basics of carrying 3 suits of armor, 8 swords and 19 potions is far, far, far worse.
3. Most of it is vendor trash that you recycle into ther world when there should be no market for this junk. I have a hard time accepting the ecnomics of a world that is so wrong that they'll buy my mass of red steel daggers.
4. Money is a problem. You talk about how things can be sold for money but that alone is the problem. If money= powerful items then the rich folks should have all these items because they can buy them. It doesn't take a great
adventurer to get that super item just anyone with enough cheddar.
5. You have to interact with vendors. This is less an immersion breaker than annoyance. I don't want to talk to vendors. It doesn't advance the story, doesn't develop my character it is an exchange program that is always hindered by bad inventory UI.

#138
Annihilator27

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Yrkoon wrote...

KiddDaBeauty wrote...

I like the sense that my party members have lives of their own and can handle their own wardrobes.


LOL  "wardrobes".  That almost sounds like they've all got a closet full of clothes, rather than just ONE outfit each, which they wear every single day and night for 10 years.


Once you start rockin a fit its too legit to quit.

#139
Yrkoon

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Sidney wrote...

robertthebard wrote...

I'm puzzled.  How does looting slap immersion in the face?  I mean, items carried that can be dropped shouldn't just magically appear in your inventory, and frankly, loot can be a good source of income when you really need it.  I haven't noticed that it adversely affects my gameplay to push R twice while looting dead monsters, or opening barrels, which I'm still waiting to find fish in.  The only time it becomes a problem is when I forget to vendor my trash before I go out again.  As far as useful/helpful goes, they all sell, and coin doesn't take up any room.


Looting breaks immersion because:

1. You are rifling the pockets of dead things in a dangerous spot. Encounters in RPG's are bad enough in terms of things not being responsive but the fact that you have time to turn out ever purse and strip every body is insane. I've never read of heroes stripping corpses all the time.
1a. Why you don't have an issue with this time it out, you will often spend looting time vs fighting time being about the same. 1:1 combat to clicking around a room on glowing objects ain't right.
2. You carry so much crap it is unbelievable. People talk about immersion breaking flips and jumps but the basics of carrying 3 suits of armor, 8 swords and 19 potions is far, far, far worse.
3. Most of it is vendor trash that you recycle into ther world when there should be no market for this junk. I have a hard time accepting the ecnomics of a world that is so wrong that they'll buy my mass of red steel daggers.
4. Money is a problem. You talk about how things can be sold for money but that alone is the problem. If money= powerful items then the rich folks should have all these items because they can buy them. It doesn't take a great
adventurer to get that super item just anyone with enough cheddar.
5. You have to interact with vendors. This is less an immersion breaker than annoyance. I don't want to talk to vendors. It doesn't advance the story, doesn't develop my character it is an exchange program that is always hindered by bad inventory UI.

A lot of this is presumptious.  It makes a ton of assumptions on how everyone plays.  And some of it is hypocritical coming from you, who's arguments have cited tedium as a reason  for criticising something.

First off, many players don't  begin the looting process until the  immediate  threat has been dealt with, so #1  is nonsense.  You've also haven't done much reading of fantasy tales.   Stories predating RPGs are littered with examples of Heros acquiring powerful items  from  the cold, dead clutches of their fallen foes.

#2 is the hypocricy I'm talking about.  Lets, for a moment,  put aside the fact that in Dragon age, the inventory system is conceptual and represents a "shared" system (everyone in your party is carrying your inventory).  It would be beyond tedius if you could only carry one suit of armor and one sword before your inventory reaches capacity.  Such a limitation would kill gameplay.  it would render exploration impossible.  it would make  immersion while dungeon crawling impossible.  It would interrupt a story and it's flow.  But... here you are, advocating it.  I think it's pretty clear that carry capacity in Video games is one of those accepted suspensions  of belief for the sake of fun.  Like never having to relieve yourself, or eat every couple of hours.

#3- we've already discussed this one.  You're not obligated to pick that crap up.  It's there to represent what the enemy was wearing/using at the time of his death.  To  suddenly make it disappear  into the void when he's dead so that Sydney doesn't have to see it,  is what kills immersion, as that would constitute an UNnecessary suspension of belief.

#4-  Here we go.  Proof that Fantasy RPGs are not your cup of tea.  There are many Many ways to become rich.  In a  Fantasy RPG,  you happen to be an adventurer.  Adventurers get rich by gathering loot and selling it.  If you want to be an investor, or make money off the stockmarket,  Or by being a pro athlete,    then Fantasy RPGs are the wrong place to look.

#5  -You don't want to deal with merchants.  That's fine.  I have a question.  Does every single aspect of a game  have to be directly tied to the Story?  In your opinion, should a game be completely void of non-story related content?

Modifié par Yrkoon, 24 mai 2012 - 01:41 .


#140
Yrkoon

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Sidney wrote...

I agree that if they do insist that we loot a corpse give me cash and not weapons. At least we can leave out the middleman of dealing with a merchant

What exactly are you going to do with that money if we eliminate merchants?

#141
FieryDove

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Yrkoon wrote...

What exactly are you going to do with that money if we eliminate merchants?


Lifetime membership to the blooming rose?

If lots of money buy a *tiny* mansion in high town?

If not so much money buy a *haunted* mansion in high town?

Spend it on the in-game auction houses where you can buy anything with real money or with fake money and it costs 10 billion times as much?

Open a church and give money to the poor even in darktown (unlike the Chantry).

Just some thoughts.

#142
Sidney

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Yrkoon wrote...


First off, many players don't  begin the looting process until the  immediate  threat has been dealt with, so #1  is nonsense.  You've also haven't done much reading of fantasy tales.   Stories predating RPGs are littered with examples of Heros acquiring powerful items  from  the cold, dead clutches of their fallen foes.

#2 is the hypocricy I'm talking about.  Lets, for a moment,  put aside the fact that in Dragon age, the inventory system is conceptual and represents a "shared" system (everyone in your party is carrying your inventory).  It would be beyond tedius if you could only carry one suit of armor and one sword before your inventory reaches capacity.  Such a limitation would kill gameplay.

#3- we've already discussed this one.  You're not obligated to pick that crap up.  It's there to represent what the enemy was wearing/using at the time of his death.  To  suddenly make it disappear  into the void when he's dead so that Sydney doesn't have to see it,  is what kills immersion, as that would constitute an UNnecessary suspension of belief.

#4-  Here we go.  Proof that Fantasy RPGs are not your cup of tea.  There are many Many ways to become rich.  In a  Fantasy RPG,  you happen to be an adventurer.  Adventurers get rich by gathering loot and selling it.  If you want to be an investor, or make money off the stockmarket,  Or by being a pro athlete,    then Fantasy RPGs are the wrong place to look.

#5  -You don't want to deal with merchants.  That's fine.  I have a question.  Does every single aspect of a game  have to be directly tied to the Story?  In your opinion, should a game be completely void of non-story related content?


1. Yes, you kill everything in the room before you loot but no one clears the whole dungeon and then loots. As it is things are nonresponsive to hearing their allies getting vivisected 2 rooms away but by the time you finish looting it is impossible unless you have no imagination to accept that they still haven't reacted.

2. The limit doesn't kill gameplay unless, as you assume, looting and lousy inventory management = good gameplay. My argument is that it isn't good gameplay, it is crap gameplay and it kills immersion with a slap in the face no cartwheel in combat could ever do.

3. This is a really weak argument ina  raft of them. It clearly doesn't represent what they had because most things that drop dead don't have everything on them nor is what they drop necessarily what they had when you saw them alive. The game already tells you 90% of the stuff they "should" have is worthless because it doesn't drop. Why don't you gripe bout not being able to strip the shirt off their back? They had it on after all and it is worth something in gameterms - clothes are what 1 cp in DAO?

4. Adventuerers get rich off looting but they do not have to get rich off the dribble and drop method which you seem to not get. You can get your 100 sp out of a dungeon but rather than grind things to a halt with clicking on 100 dead bodies you get it from 1 safe or chest. You still get rich but in a different way that doesn't grind the game to a halt after each fight. Plus, there i no reason a FRPG should make you get rich. Frodo didn't "get rich" in his story, the only reason you get money is to buy equipment to kill more things to get more money you can use to kill more things with more money. If merchants didn't sell the best of the best then you wouldn't need to build up a massive war chest to finance your purchases. It'd be better if, you know, you looted those treasures from monsters and such.

5. I think you want to focus on the role playing elements of the game. You don't need to eliminate but you need to minimze them. Merchants aren't fun, they're not a challenge, they don't build characer or plot so they do what exactly? If you played in a game world w/o merchants - a low magic world where you start with weapons and armor and that stuff is as good as it gets until you loot magical items from powerful monsters would you really miss the merchants? No.

#143
Sidney

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Yrkoon wrote...

Sidney wrote...

I agree that if they do insist that we loot a corpse give me cash and not weapons. At least we can leave out the middleman of dealing with a merchant

What exactly are you going to do with that money if we eliminate merchants?


I'm saying IF we won't go full speed and eliminate the money men then at least eliminate the need to transform red steel dagger, worn boots and the 50th ring +5% fire into cash by just making them cash drops. It isn't a perfect option for me but it is better than trash looting that causes merchant trips and the visit to the inventory management screen.

#144
robertthebard

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[quote]Sidney wrote...

[quote]robertthebard wrote...

I'm puzzled.  How does looting slap immersion in the face?  I mean, items carried that can be dropped shouldn't just magically appear in your inventory, and frankly, loot can be a good source of income when you really need it.  I haven't noticed that it adversely affects my gameplay to push R twice while looting dead monsters, or opening barrels, which I'm still waiting to find fish in.  The only time it becomes a problem is when I forget to vendor my trash before I go out again.  As far as useful/helpful goes, they all sell, and coin doesn't take up any room.
[/quote]

Looting breaks immersion because:

1. You are rifling the pockets of dead things in a dangerous spot. Encounters in RPG's are bad enough in terms of things not being responsive but the fact that you have time to turn out ever purse and strip every body is insane. I've never read of heroes stripping corpses all the time.
1a. Why you don't have an issue with this time it out, you will often spend looting time vs fighting time being about the same. 1:1 combat to clicking around a room on glowing objects ain't right.[/quote]

One should never loot while fighting.  One should wait until everything is dead, then you don't have to worry about it.  Of course, this is looting etiquette from MMO and online gaming, where it matters.  There is no pause button.

[quote]2. You carry so much crap it is unbelievable. People talk about immersion breaking flips and jumps but the basics of carrying 3 suits of armor, 8 swords and 19 potions is far, far, far worse.[/quote]

Some games have the weight figured in, so you can't carry all that stuff.  Some games even have scrolls you can use in dungeons and such that open a vendor so you can sell it all off.

[quote]3. Most of it is vendor trash that you recycle into ther world when there should be no market for this junk. I have a hard time accepting the ecnomics of a world that is so wrong that they'll buy my mass of red steel daggers.
[/quote]
In some games, vendors will limit what they buy from you.  After all, they only have so much money, and in some games, the more of a certain item you sell, the less they'll give you for them.  However, this is a single player game, so the economy isn't going to get jacked up no matter what you do, those potions, unless you did a side quest for that vendor, and get a discount, will always cost the same.

[quote]4. Money is a problem. You talk about how things can be sold for money but that alone is the problem. If money= powerful items then the rich folks should have all these items because they can buy them. It doesn't take a great
adventurer to get that super item just anyone with enough cheddar.[/quote]

Sure, they could buy them, some might even be able to use them, however, they can't if you buy 'em first.

5. You have to interact with vendors. This is less an immersion breaker than annoyance. I don't want to talk to vendors. It doesn't advance the story, doesn't develop my character it is an exchange program that is always hindered by bad inventory UI.[/quote]
You also have to interact with monsters to kill them, NPC's to get the quests to kill them, and the list goes on.  Hell, I can't play solitaire on the computer w/out interacting with the cards, so I don't see what the issue is.  You have tabbed browsing of your inventory, nothing could be simpler, you click each tab, and sell what you're going to sell, or buy what you're going to buy.  So I guess I just don't get it.

#145
hussey 92

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Sidney wrote...

4. Adventuerers get rich off looting but they do not have to get rich off the dribble and drop method which you seem to not get. You can get your 100 sp out of a dungeon but rather than grind things to a halt with clicking on 100 dead bodies you get it from 1 safe or chest. You still get rich but in a different way that doesn't grind the game to a halt after each fight. Plus, there i no reason a FRPG should make you get rich. Frodo didn't "get rich" in his story, the only reason you get money is to buy equipment to kill more things to get more money you can use to kill more things with more money. If merchants didn't sell the best of the best then you wouldn't need to build up a massive war chest to finance your purchases. It'd be better if, you know, you looted those treasures from monsters and such.


No, I disagree with this.  One of the things that made Fallout 3 great was that you weren't going to come across a safe that had 1,000 caps in it.  You had to look for loot like cigarettes and scrap metal, and sell guns you wern't using.  It involved real planning.

#146
brushyourteeth

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BobSmith101 wrote...
*snip*
If you have control of the party, then the equipment needs to be able to reflect your strategy. Casting fireballs over a fire resistant Alistair was a staple in DA as was sticking him in the middle of a firestorm. Without the proper gear, that's not advisable.

It's less work to do iconic looks and as long as I still get to play around with the stats/strategy I don't much care.

I have to say, this is probably the most intelligent post I've seen regarding the desire for changeable companion armors. You've just convinced me that it's not an altogether silly thing to request, so thanks for broadening my view. Posted Image

Thankfully, it does seem that our equippable armor pieces in DAIII will at least have stats, which I agree is really the only feature that's vital.

#147
Yrkoon

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Sidney wrote...
. I think you want to focus on the role playing elements of the game. You don't need to eliminate but you need to minimze them. Merchants aren't fun, they're not a challenge, they don't build characer or plot so they do what exactly? If you played in a game world w/o merchants - a low magic world where you start with weapons and armor and that stuff is as good as it gets until you loot magical items from powerful monsters would you really miss the merchants? No.

What in the world gave you the idea that Merchants are supposed to be challenging or Plot-related ...ever?

They're none of the above, and not meant to be any of the above.  They're supposed to represent  the end game of your looting.  In a sense, they're the reward.  You've spent your time clearing out a dungeon, fighting tooth and nail with enemies to acquire their belongings.  And now you're in town to reap the fruits of your labor.  You go to a merchant, sell him your stuff, and that boosts your money pool so that you can buy that special item you've worked that hard to get.

There's a *good* argument to be made that the best loot should be found, not purchased, and  if I'm reading your posts right, you Have made that argument.  But it's its own argument, it's seperate from the question of whether merchants should be in the game.  and it definitely doesn't apply in Dragon age, which does a decent job of insuring that the best gear  is both found *and* bought.

Modifié par Yrkoon, 24 mai 2012 - 09:39 .


#148
Wulfram

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I do think you could happily eliminate a lot of the looting in RPGs without hurting gameplay. Though I'd focus on random barrel loot rather than stuff dropped by enemies as the first thing to get rid of.

#149
Yrkoon

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No matter what, they should never eliminate loot from enemies. If I had my way, there'd only be 2 possible ways to acquire that powerful magic weapon: 1) make it yourself via crafting or 2) kill that powerful enemy who's wielding it against you.

#150
Wulfram

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They certainly shouldn't eliminate all loot from enemies. They could eliminate the inconsequential stuff though.