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So the removal of controllable stat growth is the worst design choice for an RPG ever.


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#126
JasonPogo

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That is completely ignoring the finer parts of my post. And you did not answer my question, you avoided it. If all you say is negative that means you are negative. You know how you could make yourself to not look like a hater of the game? Throw a complement in there once in a while, you know, just to encourage things you would like to see in the next game? It works just as well, if not better in some situations. Unless I am totally wrong about you and you are not actually a BW fan at all. Then I would say there are plenty of much better causes to devote you time to besides trying to kill capitalism; like Feed My Starving Children or something.

 

You got all that from two topics I made?  Go look around the forum I am here a lot and have had plenty of good things to say.  Sorry I did not spell out everything I ever thought about the game in two topics I made about things I didn't like.... sheesh.



#127
UniformGreyColor

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This is soooo stupid i dont even going to point the obvious.

 

Glad you had something special to add to the conversation.



#128
In Exile

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Honestly, mostly, I just want to be able to control what stats my character has if they have stats. I don't want the game telling me that my character is clumsy or weak-willed when I've no choice in the matter, or that they're agile and strong-willed, for that matter.

That's why I'd say that at this point, we may as well not have stats. They serve two possible purposes: the first to aid roleplaying, and they aren't tied into that at all, unfortunately; the second, to allow for greater variation of character build, and they are no longer performing that function either (and it can be argued that they weren't performing it as well as they should've been in previous Dragon Age games, but there was at least some more possible variation in DA:O).
 
My problem with the equipment-as-customisability thing is purely from a roleplaying perspective, which is that it does not feel like I'm actually changing anything about my character and what they are like, because I'm not. I'm changing what they're wearing, and it's a temporary effect. Yeah, purely for combat, it's not all that different.

 

I totally understand the feeling. It initially bugged me to see cunning = intelligence (basically) in the description, because I don't like being told my PC has a hard time paying his taxes one leg at a time. But the stats are so disconnected from that, actually, that it didn't bother me in practice. Which is why I prefer them being removed entirely if they're not going the special route and just relying on equipment.

 

I just I just prefer either meaningful, fixed after creation but impactful stats or no stats at all. Giving me control over them doesn't help, because since I know they have 0 plot impact, I'm basically picking between my subjective aggravation at the IQ thing vs. powergaming.


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#129
Xhaiden

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The fact that we have no control over our stats and how to build our characters is a joke. It is just Horrible and shows how lazy and unimaganitive they have be ome with the class system. 

 

Dungeons & Dragons; the grandfather of RPGs, would like a word with you. 



#130
Paul E Dangerously

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Dungeons & Dragons; the grandfather of RPGs, would like a word with you. 

 

The problem is, since 2nd Ed, D&D's got much more to make up for it. Dual-classing, Muti-classing (that became standard later on), weapon proficiencies, armor proficiencies, feats..

 

In DA, you've continually got less and less options. I can no longer choose my own stats, the stats are actually worth less now (Heya, Willpower), my number of skills are reduced, my number of active skills are greatly reduced, and my armor and weapon variety is an absolute joke. I could use literally anything in DAO, where in DAI I've got one weapon type glued to my character and I can never, ever change it - even if I had the slots to allow for it.

 

But hey, I can put on a hat that makes him smarter, even if he's still the same generic dimwit underneath. That's something, right?



#131
UniformGreyColor

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You got all that from two topics I made?  Go look around the forum I am here a lot and have had plenty of good things to say.  Sorry I did not spell out everything I ever thought about the game in two topics I made about things I didn't like.... sheesh.

 

If you have good things to say about the game as well, then I don't have a problem with your OPs.



#132
In Exile

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The problem is, since 2nd Ed, D&D's got much more to make up for it. Dual-classing, Muti-classing (that became standard later on), weapon proficiencies, armor proficiencies, feats..

In DA, you've continually got less and less options. I can no longer choose my own stats, the stats are actually worth less now (Heya, Willpower), my number of skills are reduced, my number of active skills are greatly reduced, and my armor and weapon variety is an absolute joke. I could use literally anything in DAO, where in DAI I've got one weapon type glued to my character and I can never, ever change it - even if I had the slots to allow for it.

But hey, I can put on a hat that makes him smarter, even if he's still the same generic dimwit underneath. That's something, right?


The options are all (almost entirely) crap options. 3e introduced a deluge of absolutely garbabe classes you had to be out of your mind to pick. I mean sure, RP options and all that, but when we're evaluating the mechanics whether or not most builds are actually not trash is an important standard.

As much as D&D messed up by going crazy on crap options, DAI took it the other way by narrowing everything to a few commonly used, generally useful archetypes. That's not fun either. It amounts to the same thing as the D&D approach minus saving a few zots and frustration for most for not including trap options that only exist to troll us.

#133
Paul E Dangerously

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The options are all (almost entirely) crap options. 3e introduced a deluge of absolutely garbabe classes you had to be out of your mind to pick. I mean sure, RP options and all that, but when we're evaluating the mechanics whether or not most builds are actually not trash is an important standard.

As much as D&D messed up by going crazy on crap options, DAI took it the other way by narrowing everything to a few commonly used, generally useful archetypes. That's not fun either. It amounts to the same thing as the D&D approach minus saving a few zots and frustration for most for not including trap options that only exist to troll us.

 

To be honest, half my problem is that they need to just pull weapon trees out of the class trees entirely. Leave that up to the player to decide what they want to use. You've already shown that you're willing to fill class trees with things that aren't really weapon types or even weapon attacks - so just expand upon that instead.

 

And ditch the damned armor restrictions, or at least make it less of a grindy pain in the neck to find the one material per class that can actually break the godawful restrictions.



#134
In Exile

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To be honest, half my problem is that they need to just pull weapon trees out of the class trees entirely. Leave that up to the player to decide what they want to use. You've already shown that you're willing to fill class trees with things that aren't really weapon types or even weapon attacks - so just expand upon that instead.

And ditch the damned armor restrictions, or at least make it less of a grindy pain in the neck to find the one material per class that can actually break the godawful restrictions.


Armour restrictions have always been silly, and DAI has a prettu good balancing kit in that you don't level up your primary damage stat if you chose a non-class armour. That works.

The difficulty with removing weapons from the trees is animations. But I agree with you entirely that the cost would be worth it and Bioware should pay it.

The cool abilities are all those that do more than just "click here for damage". Like static cage.

#135
Natureguy85

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I actually like this, as it forces specialization. Customization has its place, for sure, but I often feel that overdoing such options can screw with balance, or allow for jack-of-all-trade builds (warriors getting both archery and dual-wielding in DAO annoyed the crap out of me, for instance). Balance is an issue with the genre in general anyway, so making it even worse is not something I'm a fan of.

 

Why wouldn't it make sense for a warrior to be proficient in several kinds of weapons? Isn't this like complaining that a Soldier in Mass Effect can use every type of gun?


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#136
UniformGreyColor

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To be honest, half my problem is that they need to just pull weapon trees out of the class trees entirely. Leave that up to the player to decide what they want to use. You've already shown that you're willing to fill class trees with things that aren't really weapon types or even weapon attacks - so just expand upon that instead.

 

And ditch the damned armor restrictions, or at least make it less of a grindy pain in the neck to find the one material per class that can actually break the godawful restrictions.

 

I think there is a lot of viable diversity between all the abilities/trees and weapon trees should stay if that's what you want to focus on. The %weapon damage is a very welcome change to how damage is calculated -at least for me.

 

And about the armor restrictions. You do realize where this would go if they made every armor you pick up a viable option right? It would mean that gear would always scale with level. I would not like that because that would mean there would be even less epic gear that is the best in the game to get. I personally like the idea of getting a piece of equipment that I can't use right away because it would be too OP if I could use it at my current level because that would mean it is actually an epic piece of gear. Granted I see your point that getting armor that you can't use yet because you're not leveled high enough and by the time you are it sucks. Basically I think they need to patch what is dropped and make things more viable/different cosmetics for common drops and bosses especially.

 

Furthermore, there should be gear that is so epic in the game that it deserves its own story or side quest. Like the weapons in LOTR and such tales. I really like that aspect of RPGs and its one thing Skyrim does really well. They should take that concept from those sources and implement them in the DA universe more and grander.


Modifié par UniformGreyColor, 26 décembre 2014 - 07:06 .


#137
Paul E Dangerously

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I think there is a lot of viable diversity between all the abilities/trees and weapon trees should stay if that's what you want to focus on. The %weapon damage is a very welcome change to how damage is calculated -at least for me.

 

And about the armor restrictions. You do realize where this would go if they made every armor you pick up a viable option right? It would mean that gear would always scale with level. I would not like that because that would mean there would be even less epic gear that is the best in the game to get. I personally like the idea of getting a piece of equipment that I can't use right away because it would be too OP if I could use it at my current level because that would mean it is actually an epic piece of gear. Granted I see your point that getting armor that you can't use yet because you're not leveled high enough and by the time you are it sucks. Basically I think they need to patch what is dropped and make things more viable/different cosmetics for common drops and bosses especially.

 

I'm not saying to get rid of weapon trees, I'm saying to detach them from the class trees. Make "weapons" it's own category, independent of class. If you want to take Weapon A, you can put points into Weapon A. To avoid the bawling about "but they might play the same!" like DAO got, you keep the class trees the way they are now in DA2/DAI, where the majority of the class trees are abilities designed to control the battle. Rogues get poisons, stealth, traps. Warriors get warcries, guard abilities, Mages have control and damage - and that's without going into specializations.

 

As In Exile says, it's mainly an animation issue. As in Bioware doesn't want to do new ones. That's why so many are carried directly over from DA2.

 

As far as armor restrictions, I mean that like the above, "any class can use any armor". Either make it stat-based or perk-based (you could give Warriors all three trees as a starting bonus, say, like Rogues get lockpicking and trap detection and Mages get spellcasting) to prevent the whole "you are nothing but the usual stereotype" bit and restore player option. If my mage meets the requirement, he can wear plate. If my Rogue wants to wear heavier armor, he can. Yes, DAI lets you do this, but in a half-assed fashion where you need one specific crafting material per armor tier in order to break it.

 

Level-restricted items hurt only explorers, not crafters. You can generally make an item that does the same damage as a found item that's several levels above you quite easily. Get rid of level restrictions entirely.

 

 

Armour restrictions have always been silly, and DAI has a prettu good balancing kit in that you don't level up your primary damage stat if you chose a non-class armour. That works.

The difficulty with removing weapons from the trees is animations. But I agree with you entirely that the cost would be worth it and Bioware should pay it.

The cool abilities are all those that do more than just "click here for damage". Like static cage.

 

Static cage is brilliant. Fire stuff does more damage, sure, but static cage lets me lasso whole squads of enemies. I am all for more spells/abilities that do similar non-direct damage things.


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#138
AlanC9

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And about the armor restrictions. You do realize where this would go if they made every armor you pick up a viable option right? It would mean that gear would always scale with level.


Well, not necessarily. You can get away with it if the power differential between items isn't all that great; there's not that much game-breaking stuff in BG2, for instance. It also works if you don't really give a damn about game balance; there's some awesome stuff in Morrowind that you can get your hands on fairly easily if you want to break the game wide-open.



#139
In Exile

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I'm not saying to get rid of weapon trees, I'm saying to detach them from the class trees. Make "weapons" it's own category, independent of class. If you want to take Weapon A, you can put points into Weapon A. To avoid the bawling about "but they might play the same!" like DAO got, you keep the class trees the way they are now in DA2/DAI, where the majority of the class trees are abilities designed to control the battle. Rogues get poisons, stealth, traps. Warriors get warcries, guard abilities, Mages have control and damage - and that's without going into specializations.

 

As In Exile says, it's mainly an animation issue. As in Bioware doesn't want to do new ones. That's why so many are carried directly over from DA2.

 

As far as armor restrictions, I mean that like the above, "any class can use any armor". Either make it stat-based or perk-based (you could give Warriors all three trees as a starting bonus, say, like Rogues get lockpicking and trap detection and Mages get spellcasting) to prevent the whole "you are nothing but the usual stereotype" bit and restore player option. If my mage meets the requirement, he can wear plate. If my Rogue wants to wear heavier armor, he can. Yes, DAI lets you do this, but in a half-assed fashion where you need one specific crafting material per armor tier in order to break it.

 

Level-restricted items hurt only explorers, not crafters. You can generally make an item that does the same damage as a found item that's several levels above you quite easily. Get rid of level restrictions entirely.

 

 

 

Static cage is brilliant. Fire stuff does more damage, sure, but static cage lets me lasso whole squads of enemies. I am all for more spells/abilities that do similar non-direct damage things.

 

I do think Bioware has found unique features of each class that allow it to move away from weapons as a differentiating aspect. You see that with how a 2H tank build often just dumps points into the S&S tree to acquire some the passives, or even how an archer rogue benefits from the DW stamina/kill passive. There are some nifty spells (well, one) that takes advantage of the basic element of the staff (which was a silly thing to add in DA2, but whatever) via energy barrage.

 

With balancing rogues, you can just make heavy armour prevent stealth, foregoing a lot of +damage buffs from attacking from stealth. That creates positive build variability provided that the heavy armour buffs have some syngery with rogue talents.

 

With balancing warriors, it's pretty simple - you give up tanking potential in return for e.g. more critical damage (often that's what I use silverite for with warriors).

 

With mages, you lose the +dmg stats, but then I also like to push a mage into silverite medium armour and pump CUN for critical hit damage. Ends up outpacing regular damage by a lot, esp. with spells that hit frequently (+40% critical hit rate +upgraded  energy barrage + static cage = awesome).

 

Edit: And, yeah, I do not get level restrictions in DA:I. I'll find a level 8 req. sword that does like... 10 damage more than my crafted sword. By the time I reach that level I will have crafted something that in all likelihood outpaces it.

Frankly the only thing weapon/armor drops are good for is to steal the modifying upgrades if you don't have a good schematic.


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#140
UniformGreyColor

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I'm not saying to get rid of weapon trees, I'm saying to detach them from the class trees. Make "weapons" it's own category, independent of class. If you want to take Weapon A, you can put points into Weapon A. To avoid the bawling about "but they might play the same!" like DAO got, you keep the class trees the way they are now in DA2/DAI, where the majority of the class trees are abilities designed to control the battle. Rogues get poisons, stealth, traps. Warriors get warcries, guard abilities, Mages have control and damage - and that's without going into specializations.

 

As In Exile says, it's mainly an animation issue. As in Bioware doesn't want to do new ones. That's why so many are carried directly over from DA2.

 

As far as armor restrictions, I mean that like the above, "any class can use any armor". Either make it stat-based or perk-based (you could give Warriors all three trees as a starting bonus, say, like Rogues get lockpicking and trap detection and Mages get spellcasting) to prevent the whole "you are nothing but the usual stereotype" bit and restore player option. If my mage meets the requirement, he can wear plate. If my Rogue wants to wear heavier armor, he can. Yes, DAI lets you do this, but in a half-assed fashion where you need one specific crafting material per armor tier in order to break it.

 

Level-restricted items hurt only explorers, not crafters. You can generally make an item that does the same damage as a found item that's several levels above you quite easily. Get rid of level restrictions entirely.

 

So you would prefer a generalized weapon tree shared between all classes? Basically I'm seeing you want to generalize the classes into them all being grouped together. That's not something I particularly like, so correct me if I'm wrong. Also, please read my edit in last post.

 

 

I do think Bioware has found unique features of each class that allow it to move away from weapons as a differentiating aspect. You see that with how a 2H tank build often just dumps points into the S&S tree to acquire some the passives, or even how an archer rogue benefits from the DW stamina/kill passive. There are some nifty spells (well, one) that takes advantage of the basic element of the staff (which was a silly thing to add in DA2, but whatever) via energy barrage.

 

I think that that is the completely wrong way on how to utilize abilities and passives in the game. The devs should let the S&S abilities and passives be good for S&S warriors and 2H abilities and passives be good for 2H warriors. If the game is designed to be used the way you say, then sure I totally agree, but its not and that is where the problem lies.



#141
UniformGreyColor

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Well, not necessarily. You can get away with it if the power differential between items isn't all that great; there's not that much game-breaking stuff in BG2, for instance. It also works if you don't really give a damn about game balance; there's some awesome stuff in Morrowind that you can get your hands on fairly easily if you want to break the game wide-open.

 

You are right. I prefer a balanced game where you can get epic gear, but not until much later in the game. It should be obvious that I would like to be able to get better and better gear as I play though the game. I also thing there should be a balance between crafting and gear you get in the game so that there is gear that is better than anything you can craft, but those would be just a few pieces and the stuff you can craft is nothing too shabby and also takes some time/effort to get the schematics to drop. 

 

Edit: As an aside, I really like the way you acquire gear in one of my favorite JRPGs, FFXII. there are rare drops that a common enemy can give that is really good. Also there are some really good weapons you can get from side quests that are difficult and hard to even find. But in this game there is no crafting. If DA took something from this game like how similar the gambits in FFXII and ai tactics in DA:O are, I wouldn't mind that at all. I like getting g rare drops and I like a separate story for getting epic gear is all I'm trying to say.



#142
Paul E Dangerously

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So you would prefer a generalized weapon tree shared between all classes? Basically I'm seeing you want to generalize the classes into them all being grouped together. That's not something I particularly like, so correct me if I'm wrong. Also, please read my edit in last post.

 

 

Yes. And no to the latter.

 

It should be up to the player to decide what weapon their character wishes to use. A mage should rightfully be able to wield a weapon in one hand and use a spell in the other. Rogues should be able to use swords and shields as well as warriors - like a swashbuckler. A warrior should be able to use a bow, or dual weapons - is it really hard to see a dwarf using two axes, or a Qunari with two full-size weapons like the Arishok?

 

Warriors use force, rogues use guile, mages use arcane power. This is not to say that a warrior cannot be light on their feet, that a rogue cannot be a brawler, or that a mage must be a frail librarian type that cannot even think of engaging in melee. Weapons should not define a class. Rather, abilities (and later, specializations) should define a class. A warrior is trained to be a real force in combat, making them able to grab the attention of an enemy - this comes across in abilities like warcries and guard. Rogues are designed to hinder and weaken - poisons, traps, stealth. Mages are not merely glass cannons, but should be able to control a battlefield - walls of flame and ice, static fields, glyphs, curses, and so on.

 

That's where the difference between classes lies right now, and removing weapon trees from the equation - each class only has two of them (except mage, which has none), and you can easily fill that gap with abilities drawn from previous games and passives. In return, you add a whole world of customization and thought to how you play a character. It's more work and that's why it won't be done, but it's a change that's not too far out of line with the current setup and it would add a lot of much-needed complexity and freedom back into Dragon Age.

 

And yes, I agree with the edit - rewards, especially epic rewards need to be rewarding. Arthur had Excalibur. Aragorn had Anduril. Fantasy literature and gaming had a ton of these. Where Skyrim did it wrong as that they scaled down to the level you acquired them - unlike in Morrowind, where they had a set power.


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#143
UniformGreyColor

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Yes. And no to the latter.

 

It should be up to the player to decide what weapon their character wishes to use. A mage should rightfully be able to wield a weapon in one hand and use a spell in the other. Rogues should be able to use swords and shields as well as warriors - like a swashbuckler. A warrior should be able to use a bow, or dual weapons - is it really hard to see a dwarf using two axes, or a Qunari with two full-size weapons like the Arishok?

 

Warriors use force, rogues use guile, mages use arcane power. This is not to say that a warrior cannot be light on their feet, that a rogue cannot be a brawler, or that a mage must be a frail librarian type that cannot even think of engaging in melee. Weapons should not define a class. Rather, abilities (and later, specializations) should define a class. A warrior is trained to be a real force in combat, making them able to grab the attention of an enemy - this comes across in abilities like warcries and guard. Rogues are designed to hinder and weaken - poisons, traps, stealth. Mages are not merely glass cannons, but should be able to control a battlefield - walls of flame and ice, static fields, glyphs, curses, and so on.

 

That's where the difference between classes lies right now, and removing weapon trees from the equation - each class only has two of them (except mage, which has none), and you can easily fill that gap with abilities drawn from previous games and passives. In return, you add a whole world of customization and thought to how you play a character. It's more work and that's why it won't be done, but it's a change that's not too far out of line with the current setup and it would add a lot of much-needed complexity and freedom back into Dragon Age.

 

And yes, I agree with the edit - rewards, especially epic rewards need to be rewarding. Arthur had Excalibur. Aragorn had Anduril. Fantasy literature and gaming had a ton of these. Where Skyrim did it wrong as that they scaled down to the level you acquired them - unlike in Morrowind, where they had a set power.

 

OK, thanks for clearing that up. I think I see your perspective now and I think I pretty much agree. How do you feel about common and rare drops? Also I'm guessing you were a big Oblivion fan as well as Marrowind.


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#144
Paul E Dangerously

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OK, thanks for clearing that up. I think I see your perspective now and I think I pretty much agree. How do you feel about common and rare drops? Also I'm guessing you were a big Oblivion fan as well as Marrowind.

 

I hated Oblivion.

 

Okay, not really. It takes a lot for me to loathe a game, but I place it in the same "likable, but flawed" territory as things like KOTOR2, ME2, ME3, DA2. The reliance on an absolute, unchanging leveling table made it hell for me. I love to explore. I love finding things. What Bethesda did, in effect, was ensure that nothing you found would ever be better than what you could have at that level. You were gonna find the same on-level junk in the depths of a dungeon as you would plundering the bodies of bandits on a roadside. It really only grew tolerable with me in Knights of the Nine, which added a set of arms and armor that could be placed back on a stand to bring it up to current spec, so it stayed relevant, and had unique powers that made it worth it.

 

DAI reminds me a lot of Oblivion, just with Skyrim's crafting system - warts and all - thrown in. I think that's why it's such a love-hate thing with me right now. So much potential, but so many pitfalls that could have been avoided with a little research.

 

As far as drops - I really, really hate them in single-player games. It's a mechanic based upon MMOs where you are supposed to do boss runs over and over, but in an SP game it's just "kill thingie, hope and pray, and reload if you don't".

 

The damn roll-and-pray for the  Fade Wall in Origins drove me nuts, as did the Warden Tower Shield, which I never actually did get.

 

The real solution to this is an intelligent leveled item list. If you kill Thing X, it always drops an item of a particular caliber - randomly drawn off a rare loot table, perhaps -  along with chance for items of a lower tier (blue) and the usual assortment of whites. If I kill a damn dragon (which takes a while) I damn well better not get nothing but a pile of body parts. This way you kind of get the "Ooh, what did I get?" response that a random game allows, without being too predictable "Well, time to go get Armor X for this run" or too random.

 

Morrowind's the best, because it had the right amount of placed stuff and random stuff, and fairly good item tables.



#145
UniformGreyColor

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Spoiler

 

Thank you for sharing your perspective with me. Its like a learning process for me to hear what opinions people have.

 

Here's my perspective:

 

I think there should be some random drops for certain low level enemies. But for bosses or mini bosses or just key enemies they should drop the same thing every time. I prefer to be able to go though everything an enemy would have on their person. So how this would work in this system is you would find mostly the same stuff on the same enemies with the exception of certain enemies having a valuable item on their person. Like a rare potion recipe, or a shield that they have that was pass down from generations of their family line. Just stuff to give the game more color. You would also find stuff like a keepsake with a letter from their lover given to them before they were sent out to battle or simply money. You would also find the same gear on similar enemies. So you would find every Templar with Templar gear that is given to them that is part of their attire. I also like the idea of having a fence who you can sell things to like there was in Skyrim. So all those Templar Armor and Shields and Swards that they drop would have to be sold there because if you sell too many to the same merchant they might get suspicious why you have so many Templar armors you are selling and will be wondering if you are killing them. Its also important for these special drops that are specific to the person to not be too repetitive. This means there would be a ton, and I mean a ton of unique items in the game, but spread out pretty diversely. Basically I think the way loot is in the game is fine, but would like it to be implemented much much more complexly rather than what it is. I know games attempt to add color to loot and tell stories though them, but it always feels too scripted and predictable. I like surprises, but for key battles, there should be set things that the enemy drops. I also don't like the idea of say, a dragon dropping a sword or something. I would like to be able to take the hide of the dragon that I could use to make some epic gear and find his treasure that might have some valuables like a powerful lightning rune that paralyzes enemies on a strike or something. One last thing. I think the treasure chests are far too common. I would prefer far fewer chest that have far better items; none of this find a chest with mediocre gear every half hour. Make it 2-5 times in a game and have there be a stash of great stuff that will last a good long while. I think this would work in combination of what you are talking about.

 

TL;DR: I want a ton of diversity in loot as well as it being as realistic as possible to what you could find on the enemy/treasure chest/loot. The way that loot drops are done now are far too predictable and simplified. Basically, same system with much added unpredictability and depth. Does what I say even make sense or does it seem like I am talking about the exact way that loot is done now?

 

Edit: In a perfect loot system a sward will do the same amount of damage as any other sward, but there would be an added effect only found on that item.

 

Anyways I probably sound like an idiot to the devs who are probably thinking "that is exactly how we do the loot system." IDK maybe I have just played too many RPGs and am just board with how little has changed with looting altogether.



#146
Nerevar-as

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Dungeons & Dragons; the grandfather of RPGs, would like a word with you. 

Except we rolled the starting stats. Not every individual with the same class started the same. Here more or less it is.



#147
katzenkrimis

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The fact that we have no control over our stats and how to build our characters is a joke.


Console RPG's no longer resemble RPG's.

Technically they can't even be called an RPG.

The simplification of a nation.

#148
Aver88

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I also don't like the fact that you don't have control over your stats, but stats in DA are becoming more and more meaningless with every game.



#149
Xhaiden

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Console RPG's no longer resemble RPG's.

Technically they can't even be called an RPG.

The simplification of a nation.

 

You seem unclear on what RPG stands for. Allow me:

 

roleplaying game.

 

Not statplaying game. >.>

 

So technically yes, they can be called RPGs and DA:I in particular is closer to the idea of roleplaying than many games that think RPG just means slap a bunch of numbers on there.

 

The original idea of rpg stats was simply to provide a method of checking what your character could and could not accomplish in terms of your roleplaying. It was a method of defining their strengths and weaknesses in a way that could be checked against by the DM. The stats did not grow. Hell, as someone pointed out originally you rolled your own stats. But this wasn't a matter of customization. Because rolling your stats was independent of your class and you could end up being pretty bad at your chosen profession as a result. Frankly, the modern gamer would riot if presented with that old school system. 

 

However, as Aver pointed out, stats in DA:I aren't really that important anymore. They serve the most basic of functions and are almost sort of there because players expect them to be there. Having more control over them then the game provides wouldn't lead to some utopia of diverse character builds. It would just lead to finding the min/max optimum DPS between damage and crit. 


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#150
In Exile

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Except we rolled the starting stats. Not every individual with the same class started the same. Here more or less it is.


Well, not exactly. In theory it was mean to be bounded RNG but we got to reassign the pool so it really was like getting to assign our stats in full.

Like with SPECIAL I would say that D&D allowed us to pick stats, just not control their growth.