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#51
deuce985

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Maria Caliban wrote...

I'd like to see a loot/money system like in Assassins Creed II.

The only things you loot from enemies is coin and consumables (daggers, bullets, poisons) though you can carry one of their weapons at a time. Making money isn't about digging through pockets, but investing in your villa.

If they wanted to control the economy, instead of having your income increase real time (you'd make X amount of coin per 30 minutes), they could have it based on quest completion.


I do not like these mechanics in any game I play because they absolutely ruin the economy. Every AC game that uses this, I end up with so much money 1/3 the way through the game, money becomes useless. I can buy EVERYTHING I want. Fable 2 had the worst system by far. When you turned your console off, you'd still accumulate money.  I didn't play my console for a few days and loaded it up with too much money to spend on anything...

Dragon Age's economy is actually pretty decent. That's something I feel is underrated in both games. No matter how much you loot and sell, you have to break the bank to buy legendary items. That gives me incentive to keep collecting and selling to vendors because I want to continue perfecting my character. If I'm 30% through a game and I have so much money I can buy whatever I want, I lose motivation to collect money anymore. Most games overlook this and it's a major flaw.

It's actually really bad design(IMO) to reward a player with only money doing side-quests when you have mechanics like this to gain extra money. If you have nothing to spend money on or too much, why should you continue questing without proper rewards? Now, if Bioware was to properly reward me or balance those mechanics, I could see them putting it in. Maybe giving me alternate rewards completing quests like a MMO?

But overall, I do not think they'll balance this because I've yet to see a game do it properly(at least from what I can remember). It's important that you have many ways to have money sinks throughout your game to continue to motivate the player. If you're not even halfway through the game and you view currency as being useless, you've already messed up in your design somewhere. IMO of course.


*****EDIT*****

I read what you said wrong, I apologize Maria. But my point still stands on that. =]

Modifié par deuce985, 25 novembre 2012 - 08:15 .


#52
Sanunes

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deuce985 wrote...

Maria Caliban wrote...

I'd like to see a loot/money system like in Assassins Creed II.

The only things you loot from enemies is coin and consumables (daggers, bullets, poisons) though you can carry one of their weapons at a time. Making money isn't about digging through pockets, but investing in your villa.

If they wanted to control the economy, instead of having your income increase real time (you'd make X amount of coin per 30 minutes), they could have it based on quest completion.


I do not like these mechanics in any game I play because they absolutely ruin the economy. Every AC game that uses this, I end up with so much money 1/3 the way through the game, money becomes useless. I can buy EVERYTHING I want. Fable 2 had the worst system by far. When you turned your console off, you'd still accumulate money.  I didn't play my console for a few days and loaded it up with too much money to spend on anything...

Dragon Age's economy is actually pretty decent. That's something I feel is underrated in both games. No matter how much you loot and sell, you have to break the bank to buy legendary items. That gives me incentive to keep collecting and selling to vendors because I want to continue perfecting my character. If I'm 30% through a game and I have so much money I can buy whatever I want, I lose motivation to collect money anymore. Most games overlook this and it's a major flaw.

It's actually really bad design(IMO) to reward a player with only money doing side-quests when you have mechanics like this to gain extra money. If you have nothing to spend money on or too much, why should you continue questing without proper rewards? Now, if Bioware was to properly reward me or balance those mechanics, I could see them putting it in. Maybe giving me alternate rewards completing quests like a MMO?

But overall, I do not think they'll balance this because I've yet to see a game do it properly(at least from what I can remember). It's important that you have many ways to have money sinks throughout your game to continue to motivate the player into collecting it. If you're not even halfway through the game and you view currency as being useless, you've done messed up in your design somewhere. IMO of course.


I definately agree, when playing Assassin's Creed games I always had so much money I purchase everything before I am half way through the story it was less fun, especially since by the time that happens I overgear the game.  My only problem really with the previous inventory systems with Dragon Age series is that there are so many items that are only worth a couple of copper or a silver that it felt like it was a waste to pick them up.  What I would appricate is instead of having every enemy drop items worth a couple of copper have a "leader" of the group or an item in the area where the combat took place have a couple of items worth a little more instead a lot worthless items.  That way my bags are overflowing with junk that is just vendor trash and until later in the game when I have all the bag upgrades being forced to leave or discard items because my bags are full.

#53
Sidney

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deuce985 wrote...


I do not like these mechanics in any game I play because they absolutely ruin the economy. Every AC game that uses this, I end up with so much money 1/3 the way through the game, money becomes useless. I can buy EVERYTHING I want. Fable 2 had the worst system by far. When you turned your console off, you'd still accumulate money.  I didn't play my console for a few days and loaded it up with too much money to spend on anything...

Dragon Age's economy is actually pretty decent. That's something I feel is underrated in both games. No matter how much you loot and sell, you have to break the bank to buy legendary items. That gives me incentive to keep collecting and selling to vendors because I want to continue perfecting my character. If I'm 30% through a game and I have so much money I can buy whatever I want, I lose motivation to collect money anymore. Most games overlook this and it's a major flaw.

It's actually really bad design(IMO) to reward a player with only money doing side-quests when you have mechanics like this to gain extra money. If you have nothing to spend money on or too much, why should you continue questing without proper rewards? Now, if Bioware was to properly reward me or balance those mechanics, I could see them putting it in. Maybe giving me alternate rewards completing quests like a MMO?

But overall, I do not think they'll balance this because I've yet to see a game do it properly(at least from what I can remember). It's important that you have many ways to have money sinks throughout your game to continue to motivate the player. If you're not even halfway through the game and you view currency as being useless, you've already messed up in your design somewhere. IMO of course.


*****EDIT*****

I read what you said wrong, I apologize Maria. But my point still stands on that. =]


I agree that DA* has had a better economy than many other games in terms of not being so flush with cash that you feel like you can buy anything that matters. I'd really like to see cash mean a LOT less. I still hate that you can buy the majority of the best items in the game rather than fidning them in dungeons and on power enemies. Any system where the Wonder of Thedas is a better dungeon than the Deep roads is just wrong.

The problem is that it isn't the AC mechanic that causes problems because plenty of scoop n' loot systems (BG, ME1) all have the swarms of cash issue as well.

In the end what you want is a mechanic that keeps a balance on cash flow (if you keep the buy your way to ubermensch status) but minimizes the tedium for players. Look at it simply, when you kill a guard you have a 2 step process - pick up trash, convert trash to money and possiblt a 3rdf if you are trying to juggle inventory for trash. At the very least the second step shouldn't happen. Trash loot is trash that gets turned into cash so give me cash. Id' even rather see the system move from killing 50 guards with  1 SP each to get 50 SP to a system where each guard is worth 1 SP but you find their "payroll" chest with 50 SP in it. Same loot less tedious clicky clicky after each battle more focus on exploration and combat.

#54
Sith Grey Warden

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Frankaidenryan wrote...

I LOVE scouting for treasure. It's one of the things I really love about adventure games, really exploring the world or dungeons and finding all sorts of marvellous treasue. Dragon Age Origins handled this really well, I think, with each item having a specially created icon in your inventory. Even stuff like the fancy vase or the silk carpet. The icons just really made it all that more interesting. And Dragon Age 2 didn't have that at all.



I agree completely. The icons in DA2 were always so generic that they made the items in turn seem less special. Even the Infinity +1 sword had similar icons. It's a minor detail that, when missing, reinforced how rushed DA2 felt.

#55
Rixatrix

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Allan Schumacher wrote...

"Junk" is a name that has an advantage of "this item can safely be sold because it's principle purpose is simply to be sold."

Although I can agree that that may not be the best way of doing things. There's been discussions over whether or not we should just give the copper equivalents straight up, but it starts to make less sense with creatures and frankly I get the impression that some would be disappointed if the game didn't contain inventory that existed for little other reason than to be sold. The idea of looting creatures and bringing back the haul is fun for them.

Terminology could be improved, however.


I agree, it wouldn't make sense to loot gold from monsters.  However, maybe items with no stats but a high gold value could be included.  Like "dragon's heart" and "werewolf's fur" and such could be accessories, maybe granting a single bonus like Fire Resistance +xx or Crit chance +1%, that are common drops.  Maybe certain monsters guard hoards of valuables.  "Gemmed choker" or "sapphire pin" can be accessory items that look nice, are valuable, but have no stats.  That would communicate to the player that they are meant to be sold, but if the player likes the look of the item, they can be kept too.

There is a certain joy to stumbling upon something pretty or interesting and valuable.  "Junk" just took the joy out of looting.  There was nothing to read, nothing to look at, just a junk icon and the title.

#56
Amirit

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But what if all loot could be usable? Then you can simply sell less effective items, leaving those you need now. I mean, "no grey\\white items" policy.

#57
Helena Tylena

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Amirit wrote...

But what if all loot could be usable? Then you can simply sell less effective items, leaving those you need now. I mean, "no greywhite items" policy.


But there's only so many wolf pelts you can turn into light armour before it's obsolete and you're faced with the same problem again.

#58
Sabariel

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Looting in DA2 was strange. "WOW! A used tissue! I can get a whole copper for this!"

#59
Fredward

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Sabariel wrote...

Looting in DA2 was strange. "WOW! A used tissue! I can get a whole copper for this!"


My Hawke had enough moth-eaten scarves and torn trousers to clothe ALL of Kirkwall in motley 15 times over! XD

#60
nightscrawl

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Helena Tylena wrote...

Amirit wrote...

But what if all loot could be usable? Then you can simply sell less effective items, leaving those you need now. I mean, "no greywhite items" policy.


But there's only so many wolf pelts you can turn into light armour before it's obsolete and you're faced with the same problem again.

If you're going to use it in crafting, I think the devs' goal would be (as I suggested in my earlier post) that the value of the crafted item would exceed the value of the materials (by a moderate amount, not a huge one) so as to encourage use of the crafting system. However, you should still be able to sell the crafting materials for a lesser price if you don't want to bother with crafting at all.

At that point, the player has to determine what her goals are. Do I like this crafting system compared to the previous two games? Do I do this crafting thing if I hate crafting so I can make more money? Can I accomplish my desired monetary and PC power goals in the game without crafting (remember that everyone's goals are different)? Will not making use of crafting make my character weaker overall, or am I able to substitute with other items and monetary sources? Do I need crafting for a specific quest(s)? So on and so forth.

#61
Sylvius the Mad

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Helena Tylena wrote...

Amirit wrote...

But what if all loot could be usable? Then you can simply sell less effective items, leaving those you need now. I mean, "no greywhite items" policy.

But there's only so many wolf pelts you can turn into light armour before it's obsolete and you're faced with the same problem again.

Inventory limits solve this problem.  If loot isn't useful or valuable, simply don't pick it up.  Having either numeric limits (like DA) or weight limits (like TES) creates an opportunity cost for every single piece of loot.  If you don't derive enough value from the loot, then the optimal action is to leave it behind.

#62
Fast Jimmy

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Sylvius the Mad wrote...

Helena Tylena wrote...

Amirit wrote...

But what if all loot could be usable? Then you can simply sell less effective items, leaving those you need now. I mean, "no greywhite items" policy.

But there's only so many wolf pelts you can turn into light armour before it's obsolete and you're faced with the same problem again.

Inventory limits solve this problem.  If loot isn't useful or valuable, simply don't pick it up.  Having either numeric limits (like DA) or weight limits (like TES) creates an opportunity cost for every single piece of loot.  If you don't derive enough value from the loot, then the optimal action is to leave it behind.


DA2 had a inventory limit similar to DA:O's, except your inventory was for the whole party, not just one individual (putting a more strict limit to how much you could carry).

It did not help at all with the amount of junk items or the amount of worthless equipment.

That being said, I'd love a more in-depth inventory system/usage of items. If not crafting, then at least a better economy. Having a gold bar, meaning an entire ingot of gold, which could be melted down and sold as a hundred Sovereigns, was only worth a copper. I mean... come the F on.

#63
Realmzmaster

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I want to see loot with consequences if a party member wears it. Almost all of the loot in DA games had no down side. Even if the loot had a down side like Howe's shield or some darkspawn weapons you were told what the downside was. How is the PC suppose to know that?

I think that picking up a pair of torn trousers could have consequences. For example the torn trousers emit a light glow. The trousers may be magical, but not necessarily of the good kind. The PC picks up the torn trousers, tries them on and cannot remove them or tries them on and the trousers impart haste to the group as long as they are worn.

It can be taken a step further and give the pants an opposing negative quality in that it lowers armor.

Every ring that is pick off a enemy is simply called ring, but some that you pick up feel different.

I also think that loot should be enemy appropriate. I expect to see armor, weapons and gold off of most humanoid enemies. I would not expect a two-handed sword coming out of the belly of a wolf maybe a dragon if it ate an adventurer.
I do not want to see items that I get labeled as Sten's sword. How does the PC know it is Sten's sword unless Sten is with the PC and can identify it. It should only say Qunari Sword especially if Sten is not present. The PC can then take it back to Sten and see if it is the right one.

I would also like to see a creature like the mimic return. The mimic could assume the shape of a treasure chest, other valuable item, barrel, or torn trousers and attack the party when they accessed.

I am also like StM that quest items should be salable by accident or design. Let the PC decide what is and is not valuable.

#64
mione

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Loot in Origins was my favorite. I loved reading all the lore on the items even if we weren't able to equip them or if they particularity special or not. A problem I encounter in DA2 (maybe this is just me?) is that when I first started playing it was hard to tell what items were the junk and not important on pick up.

For example "Ancient Dwarven Carving" I thought this was going to be the start of a new quest so I never sold it until I notice the Junk selection of the inventory and saw them in there.

Maybe "Junk"items in DA3 can have a symbol next to it to tell the player that this isn't important you can sell this.

#65
Fast Jimmy

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Realmzmaster wrote...

I want to see loot with consequences if a party member wears it. Almost all of the loot in DA games had no down side. Even if the loot had a down side like Howe's shield or some darkspawn weapons you were told what the downside was. How is the PC suppose to know that?

I think that picking up a pair of torn trousers could have consequences. For example the torn trousers emit a light glow. The trousers may be magical, but not necessarily of the good kind. The PC picks up the torn trousers, tries them on and cannot remove them or tries them on and the trousers impart haste to the group as long as they are worn.

It can be taken a step further and give the pants an opposing negative quality in that it lowers armor.

Every ring that is pick off a enemy is simply called ring, but some that you pick up feel different.

I also think that loot should be enemy appropriate. I expect to see armor, weapons and gold off of most humanoid enemies. I would not expect a two-handed sword coming out of the belly of a wolf maybe a dragon if it ate an adventurer.
I do not want to see items that I get labeled as Sten's sword. How does the PC know it is Sten's sword unless Sten is with the PC and can identify it. It should only say Qunari Sword especially if Sten is not present. The PC can then take it back to Sten and see if it is the right one.

I would also like to see a creature like the mimic return. The mimic could assume the shape of a treasure chest, other valuable item, barrel, or torn trousers and attack the party when they accessed.

I am also like StM that quest items should be salable by accident or design. Let the PC decide what is and is not valuable.


Would you like all stats to be obscured for equipment, or would you prefer a "diving/lore" skill that helps you correctly identify items, along with their good or bad traits? Or have a person like Deckard Cain tell us what things are?

If so, you could have certain items (like Sten's Sword) which could only be identified through NPC conversation. That would be pretty cool. 

The only way I am okay with crucial plot items being sellable is a system that let's the player track them back down. You could even have a quest tied to lost plot items, like a Junk King who all items that are sold can be tracked back down to, but who you have to do a quest for. That would also be pretty cool.

As for mimics... I'm not sure something exactly like that would fit into DA's lore. But demons trapped in items (instead of things like trees) would be cool. A pair of tattered trousers, on the outside... but underneath... a Pants Demon (the most secret and powerful demon) wait with nefarious intent!

Also could be coolish. But it would involve equipping every random piece of equipment you come across on your characters, just to see if anything would happen. Which would be a little silly.

#66
Realmzmaster

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Fast Jimmy wrote...

Would you like all stats to be obscured for equipment, or would you prefer a "diving/lore" skill that helps you correctly identify items, along with their good or bad traits? Or have a person like Deckard Cain tell us what things are?

If so, you could have certain items (like Sten's Sword) which could only be identified through NPC conversation. That would be pretty cool. 

The only way I am okay with crucial plot items being sellable is a system that let's the player track them back down. You could even have a quest tied to lost plot items, like a Junk King who all items that are sold can be tracked back down to, but who you have to do a quest for. That would also be pretty cool.

As for mimics... I'm not sure something exactly like that would fit into DA's lore. But demons trapped in items (instead of things like trees) would be cool. A pair of tattered trousers, on the outside... but underneath... a Pants Demon (the most secret and powerful demon) wait with nefarious intent!

Also could be coolish. But it would involve equipping every random piece of equipment you come across on your characters, just to see if anything would happen. Which would be a little silly.


I can see something like the Black Euporium where quest items that are sold end up. The PC can then go there, but intead of buying the item a quest must be performed. There would have to be a limit or the quests would have to get increasingly difficult otherwise the system could be abused. Or you have to give up a powerful item to get the quest item back.

I would like a lore skill or even use survival to be able to identify items. The lore or survival skill could be used to identify the item before equipping. If a castle is in DA3 have a quest to find a person who can identify items that are bought back.

#67
Todd23

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JimboGee wrote...

I hated junk in DA2. Just give me the damn cash instead.

Same here.  And when I accidentally add something to the junk I didn't mean to, I had to go through like 30 broken this and that to find it.  In Origins the few things that were only good for selling, they let you put in the junk pile when you were good and ready.

#68
Sylvius the Mad

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Fast Jimmy wrote...

DA2 had a inventory limit similar to DA:O's, except your inventory was for the whole party, not just one individual (putting a more strict limit to how much you could carry).

It did not help at all with the amount of junk items or the amount of worthless equipment.

It would have if it hadn't auto-sorted for you, and if we'd been able to equip companions.

Then more different types of gear would have been useful, and simply having more would have carried more cost by cluttering up useful lists.

By segregating the junk, and by having most of the equipment be useless (because the PC wouldn't want it, and the companions weren't allowed to use it), the benefits of a limited inventory were lost.

I still think a weight limit is the way to go, but an item limit could conceivably work the same way.

Modifié par Sylvius the Mad, 26 novembre 2012 - 08:53 .


#69
Imp of the Perverse

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deuce985 wrote...

Maria Caliban wrote...

I'd like to see a loot/money system like in Assassins Creed II.

The only things you loot from enemies is coin and consumables (daggers, bullets, poisons) though you can carry one of their weapons at a time. Making money isn't about digging through pockets, but investing in your villa.

If they wanted to control the economy, instead of having your income increase real time (you'd make X amount of coin per 30 minutes), they could have it based on quest completion.


I do not like these mechanics in any game I play because they absolutely ruin the economy. Every AC game that uses this, I end up with so much money 1/3 the way through the game, money becomes useless. I can buy EVERYTHING I want. Fable 2 had the worst system by far. When you turned your console off, you'd still accumulate money.  I didn't play my console for a few days and loaded it up with too much money to spend on anything...

Dragon Age's economy is actually pretty decent. That's something I feel is underrated in both games. No matter how much you loot and sell, you have to break the bank to buy legendary items. That gives me incentive to keep collecting and selling to vendors because I want to continue perfecting my character. If I'm 30% through a game and I have so much money I can buy whatever I want, I lose motivation to collect money anymore. Most games overlook this and it's a major flaw.

It's actually really bad design(IMO) to reward a player with only money doing side-quests when you have mechanics like this to gain extra money. If you have nothing to spend money on or too much, why should you continue questing without proper rewards? Now, if Bioware was to properly reward me or balance those mechanics, I could see them putting it in. Maybe giving me alternate rewards completing quests like a MMO?

But overall, I do not think they'll balance this because I've yet to see a game do it properly(at least from what I can remember). It's important that you have many ways to have money sinks throughout your game to continue to motivate the player. If you're not even halfway through the game and you view currency as being useless, you've already messed up in your design somewhere. IMO of course.


*****EDIT*****

I read what you said wrong, I apologize Maria. But my point still stands on that. =]


X-com has a base building portion that generates the majority of your income, and so far I've never been burdened with too much money. It's possible to balance that sort of thing.

#70
Fast Jimmy

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Sylvius the Mad wrote...

Fast Jimmy wrote...

DA2 had a inventory limit similar to DA:O's, except your inventory was for the whole party, not just one individual (putting a more strict limit to how much you could carry).

It did not help at all with the amount of junk items or the amount of worthless equipment.

It would have if it hadn't auto-sorted for you, and if we'd been able to equip companions.

Then more different types of gear would have been useful, and simply having more would have carried more cost by cluttering up useful lists.

By segregating the junk, and by having most of the equipment be useless (because the PC wouldn't want it, and the companions weren't allowed to use it), the benefits of a limited inventory were lost.

I still think a weight limit is the way to go, but an item limit could conceivably work the same way.


I also prefer a weight system, tied also to a container system. You may be strong enough to hold sixteen swords... but do you really have room for it in a backpack that is also small enough to not result in any hinderance in combat? I think not.

I also, however, would approve a storage chest in the party camp/Hawke Estate/equivalent area. After all... the rule that you have to carry every spare stitch of vital items on your person AT ALL TIMES or sell it, to be permanently lost forever seems... arbitrary.

#71
Fast Jimmy

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Realmzmaster wrote...

Fast Jimmy wrote...

Would you like all stats to be obscured for equipment, or would you prefer a "diving/lore" skill that helps you correctly identify items, along with their good or bad traits? Or have a person like Deckard Cain tell us what things are?

If so, you could have certain items (like Sten's Sword) which could only be identified through NPC conversation. That would be pretty cool. 

The only way I am okay with crucial plot items being sellable is a system that let's the player track them back down. You could even have a quest tied to lost plot items, like a Junk King who all items that are sold can be tracked back down to, but who you have to do a quest for. That would also be pretty cool.

As for mimics... I'm not sure something exactly like that would fit into DA's lore. But demons trapped in items (instead of things like trees) would be cool. A pair of tattered trousers, on the outside... but underneath... a Pants Demon (the most secret and powerful demon) wait with nefarious intent!

Also could be coolish. But it would involve equipping every random piece of equipment you come across on your characters, just to see if anything would happen. Which would be a little silly.


I can see something like the Black Euporium where quest items that are sold end up. The PC can then go there, but intead of buying the item a quest must be performed. There would have to be a limit or the quests would have to get increasingly difficult otherwise the system could be abused. Or you have to give up a powerful item to get the quest item back.

I would like a lore skill or even use survival to be able to identify items. The lore or survival skill could be used to identify the item before equipping. If a castle is in DA3 have a quest to find a person who can identify items that are bought back.


This would be great. I'd also like to see something similar with being in a city and having things pickpocketed from you by NPCs.

#72
Todd23

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Fast Jimmy wrote...

Realmzmaster wrote...

Fast Jimmy wrote...

Would you like all stats to be obscured for equipment, or would you prefer a "diving/lore" skill that helps you correctly identify items, along with their good or bad traits? Or have a person like Deckard Cain tell us what things are?

If so, you could have certain items (like Sten's Sword) which could only be identified through NPC conversation. That would be pretty cool. 

The only way I am okay with crucial plot items being sellable is a system that let's the player track them back down. You could even have a quest tied to lost plot items, like a Junk King who all items that are sold can be tracked back down to, but who you have to do a quest for. That would also be pretty cool.

As for mimics... I'm not sure something exactly like that would fit into DA's lore. But demons trapped in items (instead of things like trees) would be cool. A pair of tattered trousers, on the outside... but underneath... a Pants Demon (the most secret and powerful demon) wait with nefarious intent!

Also could be coolish. But it would involve equipping every random piece of equipment you come across on your characters, just to see if anything would happen. Which would be a little silly.


I can see something like the Black Euporium where quest items that are sold end up. The PC can then go there, but intead of buying the item a quest must be performed. There would have to be a limit or the quests would have to get increasingly difficult otherwise the system could be abused. Or you have to give up a powerful item to get the quest item back.

I would like a lore skill or even use survival to be able to identify items. The lore or survival skill could be used to identify the item before equipping. If a castle is in DA3 have a quest to find a person who can identify items that are bought back.


This would be great. I'd also like to see something similar with being in a city and having things pickpocketed from you by NPCs.

Like in Brotherhood where you have to stop what you're doing no matter how important just to chase him down?

#73
Fast Jimmy

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Todd23 wrote...

Fast Jimmy wrote...

This would be great. I'd also like to see something similar with being in a city and having things pickpocketed from you by NPCs.

Like in Brotherhood where you have to stop what you're doing no matter how important just to chase him down?


That, or where you realize the item is missing only later on, and then have to meet up with the Thieves Guild/Black Emporium/Junk King/etc. to get your item back (if you so choose). 

#74
Todd23

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Fast Jimmy wrote...

Todd23 wrote...

Fast Jimmy wrote...

This would be great. I'd also like to see something similar with being in a city and having things pickpocketed from you by NPCs.

Like in Brotherhood where you have to stop what you're doing no matter how important just to chase him down?


That, or where you realize the item is missing only later on, and then have to meet up with the Thieves Guild/Black Emporium/Junk King/etc. to get your item back (if you so choose). 

... That, could actually work. :blush:

#75
Maria Caliban

Maria Caliban
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Todd23 wrote...

Like in Brotherhood where you have to stop what you're doing no matter how important just to chase him down?

I don't think you have to chase him down.

Then again, even though the character is a millionaire who owns half of Rome, you better believe I chased a man over rooftops and beat him into a stupor over 7 florins. :D