Does anyone else find the DA:O loot system ludicrous?
#51
Posté 18 décembre 2009 - 08:53
#52
Posté 19 décembre 2009 - 12:36
On larger monsters I don't have much of a problem finding something weird on it, like a ring...maybe it swallowed it, or it got stuck in it's teeth.
I can see a justification for random loot in multiplayer games, where the mobs and chests are random spawns themselves, but there's no need for it in a single player RPG like this. This isn't Diablo, where the dungeons contents were differant each time...DA:O Is a fixed world... The devs could specify exactly what's in each chest and on each mob if they wanted.
#53
Posté 19 décembre 2009 - 01:05
They imported the worst qualities of the NWN expansions while drastically reducing the overall amount of drops.
And, oh:
The best items in the games are the gifts! They are interesting. The rest are all a snoozer.
#54
Posté 19 décembre 2009 - 02:05
Fluffykeith wrote...
On larger monsters I don't have much of a problem finding something weird on it, like a ring...maybe it swallowed it, or it got stuck in it's teeth.
I don't take the drop that literally and just figure the object was something the monster was guarding or was hidden nearby, something my party could only find after killing it.
#55
Posté 19 décembre 2009 - 02:21
I'd rather have no drops unless they are special items. Collecting rough leather boots and a flippin' hand axe isn't any fun - nor is rifling darkspawn pockets for change. I'd just as soon get none of those mundane drops and increase the cash reward for a successful quest by roughly the same amount.
If I beat Jarvia or Uldred or some other "boss" type thing (the Blood Mages in Denerim) then they might have a store of loot I can take but the game should not really force me to loot the average grunt - and it does since you need money to buy loot.
#56
Posté 19 décembre 2009 - 02:35
Having played Diablo II and Oblivion I got used to the picking up loot concept. Even there if it was a locked chest then it was something worth getting not an old pair of dwarvin combat boots.
#57
Posté 19 décembre 2009 - 02:38
Numbnumb27 wrote...
Having played Diablo II and Oblivion I got used to the picking up loot concept. Even there if it was a locked chest then it was something worth getting not an old pair of dwarvin combat boots.
Lock picking is valuable in and of-itself for the XP, what is in the chests is usually worthless and even if they were empty I'd still pick the locks because picking a lock is usually worth killing 2-4 guards.
#58
Posté 19 décembre 2009 - 02:43
I think lookt should be scaled better for mobs. (Bosses should tend to drop some good, maybe even random type of loot. While peons only drop basic vendor garbage unless you need it as upgrade).
From day 1 I've found it ridiculous that majority of the good loot is purchased, let alone even towards the end of the game you really could go through and buy all the books and gear to prepare your team for a so called epic battle with an arch demon. I've always thought they should add in unlimited random battles with Darkspawn, bandits, etc. when traveling and not be so scripted. So if you wanted to grind mobs to make a bunch of potions, or get the best equips for the epic battle you could at least try to do so.
#59
Posté 19 décembre 2009 - 03:44
Jasco11 wrote...
I support most of the complaints about the loot. Stuff from chests is basically garbage. Can't remember picking a high level chest and being like sweetness, new gear. More like chump change and xp.
And it isn't even logical, useless chump change.
A darkspawn shortbow locked a way in a chest the depths of the werewolf lair is pure laziness.
Modifié par Gena Mafer, 19 décembre 2009 - 03:44 .
#60
Posté 19 décembre 2009 - 03:45
#61
Posté 19 décembre 2009 - 04:20
Daveth couldn't open a chest with a key hanging out of it :/
I just got to the point of picking up Morrigan, so I'm not sure if she has the capacity or not. Can warriors or mages even learn that skill?
#62
Posté 19 décembre 2009 - 04:50
Thoronen wrote...
...there's not even the option to bash a chest open possibly destroying what is inside.
Daveth couldn't open a chest with a key hanging out of it :/
I just got to the point of picking up Morrigan, so I'm not sure if she has the capacity or not. Can warriors or mages even learn that skill?
If you're playing on a PC there are fixes for these issues. No Follower Auto Level lets you give Daveth, some... this is hilarious now... rogue skills and talents. Lock Bash lets you bash open locks, it lets you pick if you want the chance to destroy the item, and if you want there to be a skill check based on a primary stat for success. It even... this is also hilarious... makes the rogue in your party (should you have one) open the damn lock you just clicked on, instead of forcing you to switch to them and manually click the same lock a second time.
The loot system in this game is terrible. The pitiful drops do nothing to make enemies seem anything other than sacks of exp. If their gear is being destroyed in our all out battle, then let me salvage that broken stuff and repair it. At a huge cost of gold. You get your gold sink and I get stuff worth a damn from *every* battle.
The Winter Forge mod looks like becoming the best thing to happen to the loot system yet. Upgrade your gear (tiers etc) and forge new stuff.
Modifié par Crunchyinmilk, 19 décembre 2009 - 04:51 .
#63
Posté 19 décembre 2009 - 05:42
But when I examine it I find that it costs like I dunno....12 g? maybe friggin 14 but when you get to sell this candy you only get 2 or 3 damn g ,maybe 4 if you're a damn sodd.
The prices are just too whimsically retarded.I could rant here all day about where this game leaks. It's a overgrown titanic with lots of holes and no captain to command it,it just floats around waiting to be sinked maybe.
Oh,the trading system is just like that Gamestop service where you try to refund your games xD.Ohh and to top it off ,here's some eyecandy for you.
#64
Posté 19 décembre 2009 - 06:04
I know what you mean, honestly it would have been nice if they had something like a haggling system from Oblivion: Elder Scrolls 4. You still didn't get full value for your items but at least you could get more money for them, and you got better deals on items and selling for repeat business.
#65
Posté 19 décembre 2009 - 06:30
skotie wrote...
@lol Rostas7
I know what you mean, honestly it would have been nice if they had something like a haggling system from Oblivion: Elder Scrolls 4. You still didn't get full value for your items but at least you could get more money for them, and you got better deals on items and selling for repeat business.
Well,at least that's what I was hoping for.When you get to play new games,you really don't have that much time to compare,and you actually don't care about those things.Compelling story,nice gameplay,epic scenes.But when you get fed with it,you're starting to see the really bad parts of it and start wondering ,why isn't this game better?.
I can already picture an in-game slider like a negociating screen,where you try to bargain for diverse loot and through your wits ( Cunning ,Persuasive ability ,maybe Intimidation) you can squeeze some prices from your fellow merchants.Not to mention LOTS of merchants in-game talk about "discounts,lower prices and what-not" .Well,If there's a discount,how am I gonna notice that?. And I'm also stunned to see merchants with no flasks when you need them the most,or maybe other reagents you need when travelling.Yeah,I know,It's a dreamy demand because it would spoil the fun.Well,nevermind,we'll see later what comes up. And no wonder Sandal likes Enchantments.
#66
Posté 19 décembre 2009 - 06:51
#67
Posté 19 décembre 2009 - 06:53
GeorgeZip wrote...
I think alot of these complaints are a little over the top. If you want to loot during combat so be it. That character isn't doing damage while looting so it's fair. The contents of chests being weak, well maybe. But wouldn't you expect the best stuff to be on bosses? I think alot of these complainers have been playing MMORG's and gotten used to demanding such and such gets changed on the next patch or they are canceling their subscription. Well this isn't that type of game. It's not perfect but it's pretty dang impressive in my opinion.
Yes,it is impressive.And no,I wouldn't expect the best loot to be just on bosses,I would expect best loot to be accesible in particular dangerous locations or maybe mob-infested places.That's what chests are for IMHO.
Modifié par Rostas7, 19 décembre 2009 - 06:53 .
#68
Posté 19 décembre 2009 - 07:08
Numbnumb27 wrote...
The one thing I find annoying is the health kits and potions. I'm sure this has been stated in other posts but there still (even after patch 1.02a) a shortage of things to heal your party. With herbalism you can make healing potions and healing kits providing (and I say that again, providing) you can find or buy the ingredients. The two items in the shortest supply are elfroot and deep mushrooms. This would not be too bad but when you are in the deep roads and no way out to a merchant and you cannot find any of those two items it can become hairy. Not to mention the fact that healing kits seem to be non existent after a certain stage in the game.
actually the ingredients are unlimited. you can buy them from merchants. as long as you have the herbalism skill and lots of gold, there's no limit to pots.
#69
Posté 19 décembre 2009 - 07:18
Modifié par Bak Tanus, 19 décembre 2009 - 07:19 .
#70
Posté 19 décembre 2009 - 07:49
Bak Tanus wrote...
actually the ingredients are unlimited. you can buy them from merchants. as long as you have the herbalism skill and lots of gold, there's no limit to pots.
Actually that is not the case. My current character in deep into the deep roads, Morrigan can create injury kits and health potions but the main ingredient, elfroot, is nonexistent. Going back to Ostagar is a wasted trip as none of the merchants there even know what it is. Going back to camp is worthless because the dwarf merchant has none and no health kits or potions. I have the dwarf that now has three injuries that can ONLY be cured by a health kit (one for each) and there is nothing I can do unless of course I want to retrace my steps back to camp (that heals those injuries automatically) and then run my group all the way back to where I was. Every time my group gets into a battle there is a better than average chance that those type of injuries will happen again and it's back to camp and the long march to return again! It becomes very, very tiresome (did I mention tiresome?).
BioWare needs to get a fix for this, at the very least an abundent supply of elfroot growing wild in camp.
#71
Posté 19 décembre 2009 - 07:54
Numbnumb27 wrote...
Bak Tanus wrote...
actually the ingredients are unlimited. you can buy them from merchants. as long as you have the herbalism skill and lots of gold, there's no limit to pots.
Actually that is not the case. My current character in deep into the deep roads, Morrigan can create injury kits and health potions but the main ingredient, elfroot, is nonexistent. Going back to Ostagar is a wasted trip as none of the merchants there even know what it is. Going back to camp is worthless because the dwarf merchant has none and no health kits or potions. I have the dwarf that now has three injuries that can ONLY be cured by a health kit (one for each) and there is nothing I can do unless of course I want to retrace my steps back to camp (that heals those injuries automatically) and then run my group all the way back to where I was. Every time my group gets into a battle there is a better than average chance that those type of injuries will happen again and it's back to camp and the long march to return again! It becomes very, very tiresome (did I mention tiresome?).
BioWare needs to get a fix for this, at the very least an abundent supply of elfroot growing wild in camp.
Hey Numbnumb, you can get infinite elfroot at the dalish camp and infinite deep mushrooms in Orzimmar (can't spell that
#72
Posté 19 décembre 2009 - 08:14
blazin130791 wrote...
i think they made it so there isn't loot you "need" in chests so people can play without a rogue. if the party size was bigger then of course nearly every party would have a rogue.
Well, that's just a problem with the class system, isn't it? Shouldn't stealth and lockpicking be skills instead of talents? Especially when rogues get bonus to skills, not talents? Stealth and lockpicking trees simply to do not fit in with the other talents trees anyways (and I would argue that the main tree for each weapon style do not fit either, but that's another issue).
#73
Posté 19 décembre 2009 - 08:14
Random loot drops can be done acceptably with decent tables from which to draw...best option, mind you, is placed and sensible loot. That, though, can lead to extreme amounts of boredom if taken too far.
I do think that bosses should have/be guarding the best loot in an area.
Never played any MMORPGs, closest thing was huge amounts of time spent on a NWN persistent world called Arleah. LOADS of fun to be had by interatcing with people from all over the world.
my 2 bits
#74
Posté 19 décembre 2009 - 08:43
After playing just about every other high-rated RPG and Action RPG out there -- where chests are an adventure in themselves -- one wonders what Bioware was thinking.
Its not that loot has to be "high level" -- it just has to be varied, interesting, and logical for the location and situation -- with an occasional easter egg (at least one or two per dungeon). I can't imagine they spent more than a person day "designing" the loot system.
DA loot is Rubbish.
Modifié par Allen63, 19 décembre 2009 - 08:45 .
#75
Posté 19 décembre 2009 - 09:23





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