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Should Dragon Age get rid of Looting and Resource Gathering?


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#1
Calders

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Resource Gathering

 

I do like the crafting system but do I like picking flowers and chipping off bits of rock... no its just a chore.  Does gathering stuff make sense for a character that is the leader of an organisation.... no it doesn't.  Does it detract from the more interesting game play... yes it does.

 

An alternative would be to give the player a periodic income of resources (either connected to time in game or quest completion).  You could then have quests to discover the sources of a new minerals or flowers, that would be a one off for each mineral type (and can be level controlled in some way)

 

For those that don't like crafting they can just sell the resources and buy gear at a shop (so the resources need to attract a comparable price)

 

Combat Looting

 

Picking up stuff after every battle is just a chore and its mostly just generic junk that I end up selling.  Random battles can get pretty repetitive without having to add in the chore of picking up a load of stuff at the end (and I always feel like I have to pick it up).  I think they should just get rid of this altogether... the only time I really want gear drops from combat is after fighting a Dragon as this should be the only source of their special resources.  This will help streamline combat a bit.  

 

Environmental Looting

 

Having to look in one or two chests (or whatever the receptacle is) in every room is another chore, I know some people say you should have auto loot but I think the better solution is just to get rid of 95% of the chests (or more).  All we are doing is getting loaded up with a whole bunch of junk that we just end up selling. Looking in a chest should be an experience which I am excited about... where I am actually interested what is in it.... not one where I just click "Take All" without even looking.  Less is more, I don't need all this generic gear what I need is to find stuff I actually want to use... so one chest at the end of a dungeon / mission with something worth having in it is all that is really needed.  And as an additional plus you can remove the awkward problem of stealing.  There are surely other ways for us to get money than collecting junk and selling it

 

Limited Inventory

 

I really hate this game mechanic, half way through a dungeon / mission you run out of inventory and you have to leave to find a shop or pick through the stuff you have collected to decide what to destroy.  Just what does this achieve apart from mind numbing levels of irritation.  Sure I understand we need it to stop the inventory becoming unmanageably large but that's only a problem because we are swamped with so much generic rubbish in the first place.  Get rid of 95% of the looting and there is no longer any need for limited inventory. 

 

I can't help thinking that Bioware should be constantly looking at how they can streamline game play to remove the repetitive tasks, so we are more focused on stories and characters... i.e. the things we buy Bioware games for



#2
cephasjames

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Should DA get rid of looting and resource gathering? 

 

No.

 

Everything you talked about in your post is optional. Post combat looting is not something you have to do. Resource gathering is not something you have to do. Environmental looting is not something you have to do. These are all things that you choose to do or choose not to do. The way to get rid of looting and resource gathering in your game is to not do it. Simple. Even the inventory limit is basically inconsequential if you loot and gather less.


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#3
fireproof_boots

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A lot of this just means you don't like the type of game Dragon Age is.  I love loot based games, its part of why I love dragon age.  I love filling up an inventory with random bullshit and finding loot all over the place.  I love finding random items that are tiny upgrades to one of my companions (even one I dont really use).  Its part of why I love games like Dragon age and Diablo.  

 

I would hate to see Dragon Age go the way of Mass Effect.  It is not streamlined, it is less content.  It just happens to be content you don't enjoy.


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#4
Greetsme

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Should DA get rid of looting and resource gathering? 

 

​YES!!!  and never incorporate it again.  The most tedious, boring, waste of my time they could have possibly thought of.  If they can't do it right then don't do it at all.



#5
Calders

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Everything you talked about in your post is optional. Post combat looting is not something you have to do. Resource gathering is not something you have to do. Environmental looting is not something you have to do. These are all things that you choose to do or choose not to do. The way to get rid of looting and resource gathering in your game is to not do it. Simple. Even the inventory limit is basically inconsequential if you loot and gather less.

 

But I am talking about replacing them with another mechanics that still allows you to upgrade your gear.. if I just don't do these things in DAI I lose that.

 

 

A lot of this just means you don't like the type of game Dragon Age is.  I love loot based games, its part of why I love dragon age.  I love filling up an inventory with random bullshit and finding loot all over the place.  I love finding random items that are tiny upgrades to one of my companions (even one I dont really use).  Its part of why I love games like Dragon age and Diablo.  

 

I would hate to see Dragon Age go the way of Mass Effect.  It is not streamlined, it is less content.  It just happens to be content you don't enjoy.

 

Fair comment, I guess it depends on what you enjoy... I admit I would like this element of the game more like Mass Effect.  I still want all the gear upgrade just not the repetitive tasks of collecting the stuff... and I'm not sure this is an essential element of DA.



#6
fireproof_boots

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Fair comment, I guess it depends on what you enjoy... I admit I would like this element of the game more like Mass Effect.  I still want all the gear upgrade just not the repetitive tasks of collecting the stuff... and I'm not sure this is an essential element of DA.

 

I mean, to me it is.  Its a loot-based RPG.  For me I would like to see more things to do with vendor items.  Right now they really just serve as money.  An easy thing would be to let us break them down for crafting materials, to alleviate some of the resource gathering you talked about.   


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#7
mkonrad6288

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I'd prefer no. The farming means you need to revisit an old zone, maybe see an old campsite, maybe see something that you missed. Being able to go play far cry 4 while waiting for resources at the war table doesn't feel enough like what I expect effort to be. I paid 60 bucks but don't want games to play themselves.

What might be nice is a bit more excitement on return trips like elite enemies or quests that send you back to the zone and reward schematics.

Just my 0.02
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#8
phantomrachie

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I'm of 2 minds about this. On the one hand I love that I can make some shinny new armour or weapons with the skin of a dragon I just killed, on the other hand running low on elfroot later on in the game is a pain.

 

The crafting system would've been perfect for me if you could gather more resources from the War Table, I mean sending Leliana out on a mission only to get 4 elfroot is frustrating.



#9
fireproof_boots

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I'm of 2 minds about this. On the one hand I love that I can make some shinny new armour or weapons with the skin of a dragon I just killed, on the other hand running low on elfroot later on in the game is a pain.

 

The crafting system would've been perfect for me if you could gather more resources from the War Table, I mean sending Leliana out on a mission only to get 4 elfroot is frustrating.

 

You can buy elfroot.  Its infinite and cheap.  You should not run out of elfroot.



#10
Sidney

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I hate looting of all sorts, I know people get the giggles off it for some reason, I assume insanity. It isn't optional because you need it to either craft or make money and in this game in particular you have to loot to make money.

 

I could live with looting being non-common items. The generic (white) items in game have no reason to be drops or in chests. If I can buy it at a merchants, it isn't loot. Drop cash because that is what all that crap will turn into anyways. Move all the special (blue/purple) items out of merchants because I should never want to fight a merchant more than a dragon because the former has more good stuff than the latter.  Decreases a lot of post-combat looting (cash should go directly into your account not be picked up) and a lot of inventory management silliness.

 

Environmental looting is terrible made worse by the fact that the people we dispatch on resource missions appear to be lazy beyond all comprehension. I sent someone after ore in the Hissing Wastes and they came back with 6 lazurite. Seriously, I can get 6 from one node about 2 meters outside of camp. The rock and weed picking needs alternatives like

1. Use power to establish permanent mines and farms in regions - you have an excess let me use it.

2. Use power to have a permanent gardener at Skyhold (wow, does that upgrade for the garden suck) or recruit one

3. Have MP achievements affect crafting materials (shut up anyone who hates MP this doesn't affect your game in any way)

 

Crafting should feel a lot more optional which would mitigate my interest in rocks and flowers and innocent wildlife murder. Problem is crafting is so infinitely superior to looting short of playing some house rules to make it more of a challenge you'd be insane not to loot.


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#11
Spooky81

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Looting after combat is a mainstay of many RPGs and should remain as it is.  The resource gathering does get repetitive and time-consuming, but I enjoy the crafting system and it's the best way of getting top gear.



#12
Tex

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Looting is awesome leave it be.

#13
Kulyok

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Oh, god, yes. PLEASE!

 

Manually looting every enemy after the battle is excruciating. Especially with the new "guess where the items really are? nope, guess again" lighting system via V key. Most of the crafting materials are completely useless, and as for resources gathering nodes, I get 100 of each pretty quickly, and then it's all about getting blasted embrium out of the way as I search for notes.

 

I think looting has its place, but as for enemies in battle, I'd prefer they just dropped gold 80% of the time and you auto-looted by coming close to the corpses. No grey items, except in shops, but blue and purple items, albeit really rarely. And as for resource gathering, I think DA2 system wasn't that bad - find the resource thingy once, and you'll never have to do "click, bend, repeat" process two hundred times ever again.

 

(and for Fen'Harel's sake, please turn off the blasted ladders when you search!)



#14
ashwind

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:rolleyes:  I am sure if looting is removed, even if they are all trash (which they are not), A trillion angry players will come crying: Bioware why you dumb down RPG element!! Just like what happen in ME2 after they remove all the trash that is only good for omni-gel.

 

So no, leave looting be. I never invested in extra inventory perks and I never ran out of space and I have hundreds of thousand of gold.  B)



#15
phantomrachie

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You can buy elfroot.  Its infinite and cheap.  You should not run out of elfroot.

 

I was using elfroot as an example because I totally forgot that you could buy elfroot. I encountered the Merchant in Crossroads when I had loads of elfroot and then forgot about him 50 hours later when I was running low.

 

The point still stands about other herbs that can't be bought, but that does bring me to another point, I wish the Merchants in Skyhold had more crafting materials, trying to remember that one Merchant you saw 50 hours ago that has a herb is frustrating. 



#16
fireproof_boots

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I hate looting of all sorts, I know people get the giggles off it for some reason, I assume insanity. It isn't optional because you need it to either craft or make money and in this game in particular you have to loot to make money.

 

 

It is definitely not optional - you're right there.  Its optional in the same way that using your skill points is optional.

 

 

I could live with looting being non-common items. The generic (white) items in game have no reason to be drops or in chests. If I can buy it at a merchants, it isn't loot. Drop cash because that is what all that crap will turn into anyways. Move all the special (blue/purple) items out of merchants because I should never want to fight a merchant more than a dragon because the former has more good stuff than the latter.  Decreases a lot of post-combat looting (cash should go directly into your account not be picked up) and a lot of inventory management silliness.

 

 

This just isn't the game though.  Looting a bunch of white items is awesome.  I don't know, there are a lot of games that are being reduced down to nothing but combat.  Let us keep some that you have to wander around finding chests in.  Please don't remove merchant usefulness.  That is a terrible idea.  Dragons still have awesome loot?  Why get rid of some that is bought?   Also inventory management is fun for some people.  

 

 

Environmental looting is terrible made worse by the fact that the people we dispatch on resource missions appear to be lazy beyond all comprehension. I sent someone after ore in the Hissing Wastes and they came back with 6 lazurite. Seriously, I can get 6 from one node about 2 meters outside of camp. The rock and weed picking needs alternatives like

1. Use power to establish permanent mines and farms in regions - you have an excess let me use it.

2. Use power to have a permanent gardener at Skyhold (wow, does that upgrade for the garden suck) or recruit one

3. Have MP achievements affect crafting materials (shut up anyone who hates MP this doesn't affect your game in any way)

 

 

 

 

Ok: Resource missions are terribly done.  You are right. 

 

1) God yes.  This is true.  If for nothing else than immersion.  Once I am the world-recognized inquisitor I should not be picking flowers.  They clearly have quarries and **** in the game, but after Skyhold customization is done they are useless.  This is a great idea, it should be done.

2) I think you should be able to open farms, like you said about mines, in different regions.  They would grow different things for you and work the same way but for herbs.

3) No. **** no.  It clearly effects me don't be ridiculous.  Not being able to get an item is an effect on me.  Single player RPGS should not be driven by their multiplayer counter-parts.  That being said, they should just put the awesome armor skins from MP into SP.

 

Crafting should feel a lot more optional which would mitigate my interest in rocks and flowers and innocent wildlife murder. Problem is crafting is so infinitely superior to looting short of playing some house rules to make it more of a challenge you'd be insane not to loot.

 

 

 

This is true. For sure, right now even unique items are usually rendered obsolete by crafted gear you get pretty early.  



#17
NoForgiveness

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Noooo! We wouldn't be adventurers if we couldn't kill someone then take all their stuff before their body is cold. Seriously though, the fetchy design of this game would probably leave it really boring without any looting. I would like it to be made better though. Mainly by getting rid of search and going back to the good ol' sparkly loot.

#18
Chaos17

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Those features aren't the problem, it's the fetch quests that are the problem because they give no real purpose to those loots.

Like why do we upgrade the Skyhold if it doesn't give us anything (story or gameplay) ?

Only the crafting and the research give those loots a purpose a bit.

 

Also, the limited inventory wouldn't have been a problem if we had a storage.

Mmorpg games have limited storage but they also give you a bank/storage.



#19
Calders

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1. Use power to establish permanent mines and farms in regions - you have an excess let me use it.

2. Use power to have a permanent gardener at Skyhold (wow, does that upgrade for the garden suck) or recruit one

 

 

Yeah I like these ideas... maybe resource gathering at the start is ok but give us the option to upgrade ourselves out of having to do it for 140 hours of game play.



#20
Calders

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This just isn't the game though.  Looting a bunch of white items is awesome.  I don't know, there are a lot of games that are being reduced down to nothing but combat.  Let us keep some that you have to wander around finding chests in.  Please don't remove merchant usefulness.  That is a terrible idea.  Dragons still have awesome loot?  Why get rid of some that is bought?   Also inventory management is fun for some people.  

 

 

I think that's a false choice... I certainly don't want the game reduced to nothing but combat.  Keep the gear complexity, keep the upgrades just reduce the mindless stuff.  I agree that Dragons should drop stuff, particularly there crafting materials, and maybe some of the other Bosses.  But mooks dropping endless amounts of gear that I am just going to sell is something I don't get the attraction of.  Essentially I want less quantify and more quality when it comes to picking up gear so I actually get some reward out of it (a lot less quantity in my opinion).



#21
Phate Phoenix

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I hate looting of all sorts, I know people get the giggles off it for some reason, I assume insanity. It isn't optional because you need it to either craft or make money and in this game in particular you have to loot to make money.

 

I could live with looting being non-common items. The generic (white) items in game have no reason to be drops or in chests. If I can buy it at a merchants, it isn't loot. Drop cash because that is what all that crap will turn into anyways. Move all the special (blue/purple) items out of merchants because I should never want to fight a merchant more than a dragon because the former has more good stuff than the latter.  Decreases a lot of post-combat looting (cash should go directly into your account not be picked up) and a lot of inventory management silliness.

 

Environmental looting is terrible made worse by the fact that the people we dispatch on resource missions appear to be lazy beyond all comprehension. I sent someone after ore in the Hissing Wastes and they came back with 6 lazurite. Seriously, I can get 6 from one node about 2 meters outside of camp. The rock and weed picking needs alternatives like

1. Use power to establish permanent mines and farms in regions - you have an excess let me use it.

2. Use power to have a permanent gardener at Skyhold (wow, does that upgrade for the garden suck) or recruit one

3. Have MP achievements affect crafting materials (shut up anyone who hates MP this doesn't affect your game in any way)

 

Crafting should feel a lot more optional which would mitigate my interest in rocks and flowers and innocent wildlife murder. Problem is crafting is so infinitely superior to looting short of playing some house rules to make it more of a challenge you'd be insane not to loot.

 

I really like the idea of being able to spend extra Power to get crafting material. By the end of my first run, I had an extra two hundred-fifty Power. Having the ability to use some of it for my own personal gain (I AM YOUR INQUISITOR) would be pretty cool. Even if it only opened up later in game.

 

Also, a gardener would be a great upgrade. Perhaps you get a few plants every twenty minutes, or something like that.

 

That said, I wouldn't want to do away with the looting system.



#22
fireproof_boots

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I think that's a false choice... I certainly don't want the game reduced to nothing but combat.  Keep the gear complexity, keep the upgrades just reduce the mindless stuff.  I agree that Dragons should drop stuff, particularly there crafting materials, and maybe some of the other Bosses.  But mooks dropping endless amounts of gear that I am just going to sell is something I don't get the attraction of.  Essentially I want less quantify and more quality when it comes to picking up gear so I actually get some reward out of it (a lot less quantity in my opinion).

 

I think this might just end up being something we disagree on pretty entirely.  I find quality in random white junk.  I like searching a battlefield after a fight for each little loot pile and then selling the random **** I find.  And by upgrades I mean really small ones, right.  Like finding a random bow that does 4 more DPS and getting to use it, **** like that makes me happy.  Thats hard to accomplish with a Mass Effect style loot system.

 

But, yeah, I think this is just us enjoying different **** in a game.



#23
Dakota Strider

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NO.

 

But, I would be for having consequences for looting items that can be claimed by someone else.  Does not make sense to be able to walk into someone's house, and start looking through their chests and other belongings, and have nobody raise a fuss.  Would not be opposed to having "stolen" items marked by a script, that makes them unable to be sold, unless you go to black market sources.  All of these actions should hurt your reputation, and affect your influence with your companions, either positively or negatively. 

 

Perhaps it is just me, but there appears to be no laws that apply to DA player characters, at least not in DLI.  In an RPG, your choices are supposed to matter, but apparently that does not matter if you choose to steal (or follow the law). 


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#24
Sidney

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This just isn't the game though.  Looting a bunch of white items is awesome.  I don't know, there are a lot of games that are being reduced down to nothing but combat.  Let us keep some that you have to wander around finding chests in.  Please don't remove merchant usefulness.  That is a terrible idea.  Dragons still have awesome loot?  Why get rid of some that is bought?   Also inventory management is fun for some people.  

 

Ok: Resource missions are terribly done.  You are right. 

 


3) No. **** no.  It clearly effects me don't be ridiculous.  Not being able to get an item is an effect on me.  Single player RPGS should not be driven by their multiplayer counter-parts.  That being said, they should just put the awesome armor skins from MP into SP.

 

 

 

I'm not asking to do away with loot, doing away with vendor trash. Looting of common items is basically a long and drawn out pass through for gold. There is no other way to describe it. Merchants have uses as vendors of schematics, common herbs and materials, trade agreements and what not. They should not have an item that, in Skyhold, has been described as "lost for centuries". Seriously, if I killed that merchant in Skyhold I would have three of the better magic items in the game...better than any drop I got from a dragon. THAT can't feel right.

 

You are wrong here on two points about MP. First, there is nothing I said where I would get an item you couldn't. I want to be able to "farm" via MP in the same way you farm via SP. It just so happens that the 20 minutes I spend in SP is actually fun and the 20 minutes you pick watching rock picking animations suck. That is your problem not mine. second, even if I have an item you don't....too bad. SP game what I can and can't get doesn't affect you. Right now you might have an item I can't get and, well, too bad for me.



#25
Sidney

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Yeah I like these ideas... maybe resource gathering at the start is ok but give us the option to upgrade ourselves out of having to do it for 140 hours of game play.

 

 

Well at least also let me make trade agreements for specific minerals and herbs. I'd love to get more Volcanic Aurum obviously and buy a contract to produce it - even at a slow rate per hour- is better than popping back to the wastes and running through a canyon.


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