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As far as I know, Mabari do not spend money


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#26
Guest_PurebredCorn_*

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Esbatty wrote...

Maybe the Mabari eat EVERYTHING when they eat somebody.


This is how I look at it when beasts drop loot. 

#27
Quicksilver26

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 no no no do not tuch my loot! looting it's half the fun of a rpg leave the loot the way it is there is nothing wong with it <_<

#28
hoorayforicecream

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What else would they play diamondback with?

#29
MichaelStuart

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I support having more logical loot.

#30
thats1evildude

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Unless there's some crazy giant spider society in the Deep Roads, I have to assume spiders don't need coin either, and yet I've pulled plenty of money off their corpses.

Giant Spider 1: Thaddeus! How goes it today?
Giant Spider 2: Oh, quite well, Benedict. I spent the morning spinning webs and then caught an adventurer mid-day! You'll have to pardon me if I belch a little, for I spent over an hour sucking out her various bodily fluids.
Giant Spider 1: Good show, old chap! Say, care to bring some of that fine adventurer loot down to the pub?
Giant Spider 2: Quite right. Let's grab a pint of spider-ale and sing to good times such as these!
Giant Spider 1: Shall we call for a coach?
Giant Spider 2: Nay, let's simply scuttle over there. It'll help me digest that fine maiden's liquiefied organs.

Modifié par thats1evildude, 06 octobre 2012 - 04:22 .


#31
hoorayforicecream

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There's also the classic penny arcade explanation.

Image IPB

#32
Guest_Nizaris1_*

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In DA:O wolves also carry Lyrium Potion, that is something mind blowing....they are Lyrium addict

In TES game, the enemy will use potions if they have any, so when they die, we get less potions to loot because they use them, unless we kill them before they manage to use the potions. In DA, enemy never use potions although they have a lot

there is a wonder too, in DA there is poultice, but "drinking poultice"?

http://en.wikipedia.org/wiki/Poultice

#33
Xewaka

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Just use 2004's The Bard Tale system: the cash mobs drop are just the creatures' remains turned into valuables. Kill a wolf? Loot a pelt for 10 silver pieces. Kill a spider? Loot a venom sac for 15 silvers. Just turn junk items directly into cash on pickup, no weird stuff.

#34
Auintus

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The FF12 loot system was made a little more sense, I guess. Wolf pelts, or parts of the foe in some other form. However, this is present in a no-inventory-limit game. In DA, the inventory limit is an annoyance that makes you think about what to bring and what to drop. I think the system works fine as is.

#35
InfinitePaths

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TW2 did an amazing job regarding this.

#36
Selene Moonsong

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I too prefer an inventory, but let's stay on topic...

The Mabari are supposed to be fairly intelligent, so it isn't that much of a stretch in a world filled with magic, for then to have some small items they may have collected stashed nearby, which is the general assumption when there are treasure drops for critters since even the early days of D&D.

#37
Guest_Hanz54321_*

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Ya know what? This is a point of contention that I just really don't care about.

On the one hand, yes, wolves should drop pelts, bandits should drop pieces of arms or armor that weren't ruined in combat, abominations should drop whatever the mage was carrying that was not broken or used in combat. This would make more sense.

But on the other hand, this aspect of gaming just sooooooo does not matter. There are so many aspects of game play that are so much more important to immersion.

#38
Sidney

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OfficerDonNZ wrote...

Well you haven't played many Bioware games then have you?

Random loot system, as the name implies its random what drops when an enemy is killed. It's been that way since Baulder's Gate so I can't see them chnaging it now.


It should as a whole because the random loot drops are terrible in terms of logic, and the fabled "immersion" factor people whine about, but also in terms of game play where someone somewhere insanely decided digging through the pockets of every dead body on the ground is "fun".

#39
unbentbuzzkill

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Mabari's drop money because they have a hearts of gold ;)

#40
LadyWench

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I dunno. Money is money. I understand the immersion argument, but unless you're using a give gold mod, I really don't care where my PC's found money comes from. Between mabari, spirits, and darkspawn, my Warden would have been dead broke without "illogical" drops! LOL

Maybe to make it less obvious, though, they could do what they did in Jade Empire: if it's only money, just automatically add it to the player's total without having to "loot" the body manually.

#41
deuce985

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Say what? I'd have you know my Dog ate 10 sovereign from me good sir. So, you're wrong about Mabari not carrying money. I never got it back because it never seemed to pass through his digestive system.

*shrugs* Maybe all Mabari like sparkling money and eat it. I gut them and "loot" the good stuff.

Modifié par deuce985, 07 octobre 2012 - 04:33 .


#42
Arthur Cousland

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I'd rather mabari drop money than their gallbladder. Somehow, I can't imagine Hawke carrying around a mabari gallbladder to sell to a merchant.

Thinking of that brings memories of some of the items that can be dropped (and eaten) in Skyrim.

#43
hobbit of the shire

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I understand problems with a small inventory. In DAO I had a heck of a time managing inventory as I collected too much junk and often had to run back to town to sell it. DA2 less so as we're frequently in the city and it's not weight-dependent. Plus we technically need much less stuff as we don't have to equip our companions with armor. So I largely sell everything right away as opposed to saving it for later. We are also less inundated with potions and other lootable boosts. I rarely get close to a full inventory in DA2.

In general, I'd like to see less lootable enemies. I mean, what is the point of looting torn trousers over and over? Add some more coins on fewer enemies instead of spawning a ton of loot. It gets rather repetitive looting so many things. However, I understand it is sometimes fun to get "treasure" after successfully defeating the enemy. That is sometimes the driver to do certain quests or go a certain place (similar to getting XP). But in games where many of the encounters are insta-spawns rather than quests, picking up stuff is just delaying finishing the quest. And because special items are plot items are scattered about, we really do need to click on everything, even if your moneybag is brimming.

Anyway, I still think drops should be somewhat logical. I'd even support loot lying around (rubble) beside the animal because animals might have collected the objects for burying or a spider caught a human so its equipment is also in its web or a bird's nest.... but in combat, they probably aren't carrying it in their mouths (unless Mabari have little doggie backpacks). And because most of these are auto-attack enemies, we basically still have to kill them before getting the loot.

Modifié par hobbit_of_the_shire, 07 octobre 2012 - 07:15 .


#44
mousestalker

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Selene Moonsong wrote...

I too prefer an inventory, but let's stay on topic...

The Mabari are supposed to be fairly intelligent, so it isn't that much of a stretch in a world filled with magic, for then to have some small items they may have collected stashed nearby, which is the general assumption when there are treasure drops for critters since even the early days of D&D.


So, this?

{Cue announcer voice}

In a world filled with magic, one dog begins saving for the future and winds up saving our future.

{end announcer voice}

:wizard:

#45
TEWR

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Varric's been training all the Mabari in the Kirkwall area to be able to hold their own when gambling. On Saturday evenings, you can often hear the sound of various Mabari growling and howling from Varric's palatial suite.

Image IPB

Some of these Mabari turned to distasteful jobs in Kirkwall, being used by malcontents, criminals, and mercenaries with a thirst for blood. Hawke, knowing all of this, decided not to kill any Mabari -- only injure them so that they fall unconscious. This is why Hawke loots money off of them.

In DAIII, we'll actually be able to see various colored Mabari playing cards.

thats1evildude wrote...

Unless there's some crazy giant spider society in the Deep Roads, I have to assume spiders don't need coin either, and yet I've pulled plenty of money off their corpses.

Giant Spider 1: Thaddeus! How goes it today?
Giant Spider 2: Oh, quite well, Benedict. I spent the morning spinning webs and then caught an adventurer mid-day! You'll have to pardon me if I belch a little, for I spent over an hour sucking out her various bodily fluids.
Giant Spider 1: Good show, old chap! Say, care to bring some of that fine adventurer loot down to the pub?
Giant Spider 2: Quite right. Let's grab a pint of spider-ale and sing to good times such as these!
Giant Spider 1: Shall we call for a coach?
Giant Spider 2: Nay, let's simply scuttle over there. It'll help me digest that fine maiden's liquiefied organs.


That explains what all of those Corrupted Spiders were doing in the Deep Roads. They weren't leading me to their queen, they were heading off to the pub!

Modifié par The Ethereal Writer Redux, 07 octobre 2012 - 09:41 .


#46
septembervirgin

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You know, the mabari save their pay most scrupulously so they might be able to afford cheese wheels. They do eat the cheese.

#47
Sidney

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LadyWench wrote...

I dunno. Money is money. I understand the immersion argument, but unless you're using a give gold mod, I really don't care where my PC's found money comes from. Between mabari, spirits, and darkspawn, my Warden would have been dead broke without "illogical" drops! LOL

Maybe to make it less obvious, though, they could do what they did in Jade Empire: if it's only money, just automatically add it to the player's total without having to "loot" the body manually.


I'd prefer the old "loot all" if they continue to make looting about piddling amounts off lots of dead guys.

I'd prefer they just dumped looting of trash mobs. Examplpe, Jarvia's hideout. Instead of looting 50 dead mobs for 10 sp each and then 3 mini-bosses and 1 boss just do this: loot the mini-bosses and boss for the actually useful items (potions, weapons, armor) and then find the payroll chest for the mobs that has the same 500 sp in it you would have found on mobs collectively. You still get the "oooh, what could it be factor" on the bosses where you might have an expectation of something cool but don't have the tedium of clikcing on every dead thing along the way who isn't gonna have anything useful.

#48
o Ventus

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Of all the possible issues to complain about, this is the one that you happened upon?

#49
Selene Moonsong

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Treasure drops are arbitrary and not really a point for immersion, really.

Would it be more interesting if it were practical and based on the creature killed? Perhaps so, but is it really necessary for a game to be so rigid? I personally don't think so.

#50
Sable Rhapsody

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Xewaka wrote...

Just use 2004's The Bard Tale system: the cash mobs drop are just the creatures' remains turned into valuables. Kill a wolf? Loot a pelt for 10 silver pieces. Kill a spider? Loot a venom sac for 15 silvers. Just turn junk items directly into cash on pickup, no weird stuff.


This is a really good suggestion.  I always hated having junk items sitting around in my bags, but it's silly when spiders drop directly useful things like armor or gold.  This idea preserves the logicalness while keeping junk items clear.