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The Return of the Inventory and proper looting


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#101
Zekka

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I'm going to say 'no, I don't enjoy inventory management and loot systems.' Not in the 'typical RPG' sense, at least. They inevitably become pants salesman games, and I'm not terribly interested in collecting pants for spending cash.

 

Inventory systems, by and large, violate what I've come to believe an important lesson for effective game design: don't force the player to be the middleman in routine tasks and transactions. For the same reason I wouldn't want to have press a button in the middle of a reload animation in order to reload a gun, I don't see value in being the middleman in things that overwhelmingly happen a single way.

 

 

When you have a Whatever X weapon that's superior in every way to a Whatever IX model, I see no reason that the game should even let me lug around a Whatever IX if the only profitable action is to sell it. Just auto-sell it and save the trouble and tedium of being a gopher. Heck, why am I the one going around to search bodies like a grave robber? If there's only one profitable/natural choice, to loot and sell, why can't my companions do it on my behalf?

 

 

 

Here's two honest questions for you: how would you see weapons only slowly be introduced to the player, and what would you do with all copies of an old weapon after you picked it up for the first time? Neither of the answers seem particularly useful in supporting any 'realism' argument.

 

The first is relevant because tying weapon collection to enemy usage seems to me to be a sure-fire way of limiting enemy variety and capability in the early game. You'd never have early-game bossfights against those using the Revenant, for example. Everyone would start using the same dinky pistol and SMG, and for balance reasons the weapons would still come at comparable rates- which crowds our sense of realism of why 'pick up' is the natural solution.

 

The second, though, is the far more practical problem of what to do with extra copies and inferior models. If we accept that we can replicate a gun back at  base (fabricate), then only the first gun of each model is really relevant to expanding our abilities. Even if we have to wait to return to base, that still means that we only need three of a model (or whatever the squad limit is)- and that after that, wall others are junk.

 

If they're going to be junk 99% of the time, to the point that we only exist as the middle man between enemy defeat and cashing them in the shop, why bother with that? Just give us the appropriate cash reward each time we kill the enemies, and be done with it.

 

 

Now, if you need/want a better reason we can't pick up weapons, just hand-wave something like 'biometrically locked' or 'weapon kill-switches that self-destruct on death'). In that case, loot could be relevant... though it'd be more in the sense of whatever good 'weapon shards' are for. And you still might as well just have them auto-collected on death rather than have us run between long distances to try and get them all.

 

 

 

 

?

 

The only way not to hit the inventory limit regularly is to not engage in systemic looting- ie, to ignore the very system that you're insisting is important.

 

 

We also go back to the ship, where maintenance is done, between every mission.

 

Quality systems don't work well in a mission-based context like the ME series, and certainly not well with a loot table. They may make sense in an RPG context like fallout, but unless we pretend that military/protagonist ships don't offer repair/maintenance services between missions there's no plausible need for our cutting-edge maintained weapons to break apart every fifteen minutes or so.

 

If the goal is to force weapon swap-outs, a more credible design is the Halo series, where weapon management is key because ammo is limited. That's 'looting', but not with loot tables or anything, and it avoids the infinite pocket syndrome by limiting the number of weapons you can carry each time.

To start, I'm assuming that in this new game were not an already experienced soldier with a backing from the military since were going to a new galaxy. So going by that, I am also assuming that said character and his crew will have limited resources and not be able to always fix all weapons and armor and build all new weapons and armor all at the same time.

 

 

I won't argue for ME1's tiered weaponry and armory since it wasn't implemented very well. I think ME2 & ME3 did this well by having a larger variety of weapons that functioned differently from each other but the weapon variety can always be increased and tweaked to be less OP. This means most weapons won't really be junk since they will all work differently. Some enemies could also have upgrades and different gear equipped that the player might want to loot instead of buying. 

 

Since this game is supposedly having a more "open" approach this can be fixed by having different types of enemies carrying different types of weapons and armor while not scaling the enemies, weapons and armor to the player's favor. ME3 already does this by giving different classes of enemies different types of weapons too.

 

Now for the extra copies "problem" I think this is solved by not picking the weapon up and just dropping it or leaving it there.

 

I only hit the the weapon and armor limit once because it was the first time I played the game, afterwards I usually sold the crap I got in ME1 or turned it to omni gel.

Plus I played New game plus a lot and you already know that you started with really great gear from the jump.

 

In a previous comment I provided examples of different things that could be looted too. Another thing, suppose that our character is a soldier or part of the military, it doesn't necessarily mean that he would be provided with things from different groups, rival factions, companies or organizations with better gear than him.

 

 

 

Maybe I didn't explain myself very well.

 

I do want to be able to level up, gain points to spend on powers and all that stuff. I do want the skill trees

What I do not want is inventory management, items that look all the same and have different stats (just like in ME1, and exactly like in DA:I).

I like how they did things in ME3: modular armor made a return again, each piece gave you a bonus (although I prefer armor to protect rather than change how much damage I do with my biotic powers and whatnot, but the idea was good).

Weapons were unique (they just need to balance them better), no copy and paste of the same model over and over again.

 

In my opinion this suits the game better.

Guess what, I don't want the negatives either. I think we can both agree that Bioware did a better job in ME2 & 3 with the greater weapon variety in designs and functions.

 

I'm still not understanding the real complain about inventory management except for games that had too much crap or a bad inventory menu (ex. Skyrim and ME1), but there are also other games that did this well and even some were made by Bioware. Is it really hard to open your inventory mid mission and pick a weapon or switch an armor? Is it really hard or irritating to pick a weapon that is better than yours that fell from a more powerful enemy? If my memory serves me well, both KOTOR 1 & 2 did this well by putting enough category in the inventory and it was easy to navigate and loot because it didn't have a limit to how much you can carry and you looted things at once.

 

Personally I liked some of the armor designs in ME1 and would like for them to return in their own full body armor category that is separate from modular armor. My main beef with ME2 & ME3 armors is that they only provide those bonuses and didn't give any real protection in battle compared to each other. The light, medium and heavy armor categories should make a return and maybe a new power armor category would be nice too.



#102
Genshie

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Complete non sequitur: Darker than Black is the greatest anime of all time. Just seemed appropriate given your Avatar.
 

First season mainly.


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#103
Il Divo

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First season mainly.

 

Good point. Damn shame because I did like some of S2's new characters (August 7, Genma, Yokou, etc)​, but it never felt like it led to anything cohesive. I usually treat S1 as stand alone and it works really well in those terms.



#104
Genshie

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Good point. Damn shame because I did like some of S2's new characters (August 7, Genma, Yokou, etc)​, but it never felt like it led to anything cohesive. I usually treat S1 as stand alone and it works really well in those terms.

This is true for most anime series sadly. Not all but most. Anyway, sorry for off topic. 

 

So about them FAT LOOTZ!


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#105
Aimi

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I also didn't like ME1's inventory, I don't like trash looting, I don't like the whole carrying bag system, and I was happy with the way things were set up in ME2 and ME3.

Complete non sequitur: Darker than Black is the greatest anime of all time. Just seemed appropriate given your Avatar.


I don't know anything about the show, but Aimi and Stereopony did the theme song for season 2, and it's one of my favorites of their songs, so.
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#106
Il Divo

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I also didn't like ME1's inventory, I don't like trash looting, I don't like the whole carrying bag system, and I was happy with the way things were set up in ME2 and ME3.


I don't know anything about the show, but Aimi and Stereopony did the theme song for season 2, and it's one of my favorites of their songs, so.

Oh crap, thanks for reminding me: one other amazing thing S2 gave us? Probably my favorite opening theme in any anime ever. B)



#107
Sidney

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Sort of like Destiny end of mission rewards thing? (Yeah I don't really play Destiny because the story is an absolute mess)

. I

I played Destiny and I honestly recall neither the reward system - other than little glowing dodecahedrons that lied about what they were -- nor the story. What I do recall from Destiny is other than the pure shooting gameplay there is really nothing about that game I'd want to copy. :)

#108
SlottsMachine

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Complete non sequitur: Darker than Black is the greatest anime of all time. Just seemed appropriate given your Avatar.
 

 

Haha. I quite like it as well.


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#109
AlanC9

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I only hit the the weapon and armor limit once because it was the first time I played the game, afterwards I usually sold the crap I got in ME1 or turned it to omni gel.

Plus I played New game plus a lot and you already know that you started with really great gear from the jump.

But having to unload boatloads of near-worthless loot to the shops is a problem in itself; the reason people hit the limit is that they don't want to do the shop grind or the omnigel grind. NG+ makes this even worse by keeping the loot coming after it really is utterly worthless.

I'm still not understanding the real complain about inventory management except for games that had too much crap or a bad inventory menu (ex. Skyrim and ME1), but there are also other games that did this well and even some were made by Bioware. Is it really hard to open your inventory mid mission and pick a weapon or switch an armor? Is it really hard or irritating to pick a weapon that is better than yours that fell from a more powerful enemy? If my memory serves me well, both KOTOR 1 & 2 did this well by putting enough category in the inventory and it was easy to navigate and loot because it didn't have a limit to how much you can carry and you looted things at once.

I thought KotOR would have been better off without loot, especially without loot progression. Having the latest technology is not the key to victory in Star Wars. OTOH, this wasn't Bio's fault since the D20 Star Wars rules were already infected with D&D.

As for the real complaint, some of it is that traditional CRPG inventory is a lousy match with the ME plot and setting, some of it is disaffection with the CRPG tradition.

Note that you're not making much of a positive case for loot yourself.

#110
KaiserShep

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Yeah, by the time I get to NG+, I have max credits and max omnigel and all the best weapons. I like that in ME3, loot disappears in subsequent playthroughs, and I'm free to just use whatever I want.

#111
Vapaa

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If MEA has "proper" inventory and loot, then it would be a novelty, not a return.



#112
Zekka

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But having to unload boatloads of near-worthless loot to the shops is a problem in itself; the reason people hit the limit is that they don't want to do the shop grind or the omnigel grind. NG+ makes this even worse by keeping the loot coming after it really is utterly worthless.

You fix this problem by making the loot important. One game that I am playing right now that does it well is Gothic 2: Night of the Raven. Most of the armor you can get have to be either bought or is tied to what faction you join and is given to you from there and you can't loot armor off dead people for reasons. You can loot weapons, rings and runes and all that crap from people and all these things have their own reasons to be useful.

The only part of the loot I'll call useless is too many weapons but you aren't forced to loot them.

 

ME1 could have fixed this issue by not automatically adding every dead enemies loot to your inventory, let the player manually choose who they want to steal or ravage.

 

 

 

 

I thought KotOR would have been better off without loot, especially without loot progression. Having the latest technology is not the key to victory in Star Wars. OTOH, this wasn't Bio's fault since the D20 Star Wars rules were already infected with D&D.

As for the real complaint, some of it is that traditional CRPG inventory is a lousy match with the ME plot and setting, some of it is disaffection with the CRPG tradition.

Note that you're not making much of a positive case for loot yourself.

From my side, it just looks like people believe that if loot is reimplemented, then it will be just like it was in ME1.



#113
pdusen

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Look, I've never played a game of any genre where I would call the loot management aspect of it "fun". The best thing I have ever been able to say about a loot system is that it didn't annoy me too much.

That, to me, is quite enough to not want such a system implemented, even if it *were* drastically better than ME1.

#114
shodiswe

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Maybe you could have a scavenger team of "NPC's" that move in after you and do the vulture work of looting and scavenging anythign that isn't bolted beyond debolting :P Then you get an end of mission report... Kind of like X-com: Enemy Unknown

Enemy instalations and ships could provide bulk materials and parts for fleets and settlements while enemy Soldiers and land vehicles and troop supplies could provide your troops with gear and materials/supplies.

Remnant diggs might leave you with research material and whatever else might seem reasonable under the circumstances.

With the optio to try and loot stuff your self, but you don't have to unless you need supplies, because your scavenger team will take care of it. I imagine your people will have to be savy when it commes to matterial reclamation and looting.

That means, the people who wants loot to be around will be happy, and those who just want to run and gun are happy aswell, since they "didn't" have to loot, unless they really feelt the need for it at some point.

Some fights might allow you to pickup a special Trophy maybe?

#115
Sidney

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Look, I've never played a game of any genre where I would call the loot management aspect of it "fun". The best thing I have ever been able to say about a loot system is that it didn't annoy me too much.
That, to me, is quite enough to not want such a system implemented, even if it *were* drastically better than ME1.



Very much the problem. 99% of anything you loot is trash. You spend a lot of time finding worn boots, rusty daggers, battered shields and leather armor or their sci-fi versions and amongst all that trash there is the occasional Sword of Super Killiness or Armor of Not in the Face. Just ditch the rusted, worn and battered crap and let me find the good stuff since that is what players want to find.

#116
AlanC9

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You fix this problem by making the loot important. One game that I am playing right now that does it well is Gothic 2: Night of the Raven. Most of the armor you can get have to be either bought or is tied to what faction you join and is given to you from there and you can't loot armor off dead people for reasons. You can loot weapons, rings and runes and all that crap from people and all these things have their own reasons to be useful.
The only part of the loot I'll call useless is too many weapons but you aren't forced to loot them.

ME1 could have fixed this issue by not automatically adding every dead enemies loot to your inventory, let the player manually choose who they want to steal or ravage.

Again, you're not really making a positive case here. Why should I want to spend a large percentage of playing time fiddling with equipment?

#117
Zekka

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Again, you're not really making a positive case here. Why should I want to spend a large percentage of playing time fiddling with equipment?

You aren't fiddling with anything, when implemented right it is quick and easy. You go over dead enemy or crate, pick what you want and that's it. No waiting for scripted location in omega to find the only copy of a gun that Bioware allows to scan that an enemy had a while ago, nor do you have to wait for mordin to give you the only copy that Bioware wants you to have.

 

 

Look, I've never played a game of any genre where I would call the loot management aspect of it "fun". The best thing I have ever been able to say about a loot system is that it didn't annoy me too much.

That, to me, is quite enough to not want such a system implemented, even if it *were* drastically better than ME1.

You wouldn't have to manage the loot if it's UI was done well and there wasn't too much loot. It's something that barely takes time, why are you expecting a simple system to be implemented in the worst way possible?



#118
SolNebula

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Loot is a mechanics that reward exploration without it the game would feel empty and lifeless. What is the point of exploring if you won't get any goodies for it? Curiosly people bring up ME2 and ME3 as ''good'' looting systems but fail to realize those games have no exploration at all. The levels were linear shooting galleries. MEA needs loot because is an exploration focused title. Removing loots would make the entire exploration experience pointless. Also I do think that gamers (that find difficult opening an inventory and pick what they prefer) are a lazy bunch (provided that trash loot is limited).

#119
Snowy-Ninja

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I'd like to see something similar to The last of us, collecting items that we can craft to form useful items and stuff we need instead of picking up useless loot. And something similar to ME2/3 where we scan items for money / data and can pick up weapons or be given them by companions. 

 

IF ME:A is as open world as DA:I then we may get a loot system similar to DA:I where we have useless valuables that we can sell and we can loot a range of armours and weapons from dead bodies. I'm never quite sure why we need to loot bodies for armour and weapons in games like DA:I when you can craft weapons and armour of your own. But looting for useful craftable materials, I am down for that. 



#120
Phoenix_Also_Rises

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Ah yes the loot system. As an above poster mentioned, it's not about loot management being fun (because unless you are a tax accountant, loot management will never be fun), it's about making the pain as small as possible. The loot system in ME1 was quite painful.

Although I would welcome seeing a more involved inventory mechanic that would be something of a hybrid between ME1 and ME3. Different levels of armor (i. e., light, medium, heavy) should definitely make a comeback and a range of modifications (arms, legs, shoulders) should be available across all of them. Just a stray thought - perhaps the armors should be arranged into tiers, or, to be more specific, there could be a "special", high level type of armor with added bonuses/effects (kind of like how masterwork items in Da:I allow for bonuses beyond what is accessible with "regular" items).

As to the inventory mechanic itself, I have to say I am quite happy with simple scanning of items/acquiring schematics that was introduced in ME3. The days of omni - gel and maxed out credits were, well, not ones I think too fondly back on, as much as I love the flawed gem that is ME1 itself.
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#121
Dean_the_Young

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To start, I'm assuming that in this new game were not an already experienced soldier with a backing from the military since were going to a new galaxy. So going by that, I am also assuming that said character and his crew will have limited resources and not be able to always fix all weapons and armor and build all new weapons and armor all at the same time.

 

Why on Earth (or in Andromedea) would your realism argument start on the basis of 'we're people with weapons, armor, and vehicles who don't bother to upkeep our equipment between missions?'

 

That's not a matter of being military- that's basic incompetence. You're a Pathfinder- you're part of an organization, and one that can not only afford small arms and armor but also a friggen Mako. Which would be the first thing on the cutting block if you're so resource-starved that you can't afford to keep your weapons from breaking down fifteen minutes after you land. You've got a space ship, for crying out loud- if you can afford a space ship, and afford a tank, than you (or your organization) can afford to upkeep your gear between missions.

 

 

 

I won't argue for ME1's tiered weaponry and armory since it wasn't implemented very well. I think ME2 & ME3 did this well by having a larger variety of weapons that functioned differently from each other but the weapon variety can always be increased and tweaked to be less OP. This means most weapons won't really be junk since they will all work differently. Some enemies could also have upgrades and different gear equipped that the player might want to loot instead of buying. 

 

-snip-

 

Now for the extra copies "problem" I think this is solved by not picking the weapon up and just dropping it or leaving it there.

 

That's avoiding the issue entirely. If your solution to an allegedly redundant system is to not use it at all, you're proving your system as redundant.

 

A game mechanic in which the primary argument by it's advocate is that the funnest way to address it is to not play it at all, is probably not a fun mechanic.

 

 

 

Since this game is supposedly having a more "open" approach this can be fixed by having different types of enemies carrying different types of weapons and armor while not scaling the enemies, weapons and armor to the player's favor. ME3 already does this by giving different classes of enemies different types of weapons too.

 

 

And here you're coming back to one of the alleged Mordin issue of weapons only being available at scripted points that you have to wait for. Whether area-specific loot tables or scripted pick-up points, you're still arbitrarily being told to wait until certain points in the game until you can get access to a weapon. Looting from enemies doesn't get you weapons earlier if the enemies with the loot are themselves scripted to only appear at/after certain points in the game.

 

Moreover, by saying that enemy loot shouldn't scale in the player's favor, you're outright planning for most loot tables to be junk from the start.

 

 

 

I only hit the the weapon and armor limit once because it was the first time I played the game, afterwards I usually sold the crap I got in ME1 or turned it to omni gel.

Plus I played New game plus a lot and you already know that you started with really great gear from the jump.

 

 

Which goes back to the issues of looting being pointless (you already have great gear, and nothing better is to be found), and the player being an unnecessary middleman in the pants-vendor minigame (why is the player lugging around dozens of weapons to a shop, rather than dumping it into an auto-sell box of some sort?).

 

 

 

In a previous comment I provided examples of different things that could be looted too. Another thing, suppose that our character is a soldier or part of the military, it doesn't necessarily mean that he would be provided with things from different groups, rival factions, companies or organizations with better gear than him.

 

 

You mean like we did in ME2 and ME3, where we found or bought most of our weapons? Clearly looting corpses isn't the only way to get stuff you don't start out with.

 

 

Here's the thing about what you've listed earlier, though- most of what you suggested be looted is junk. Trash. Inventory clutter that's only use is to be sold.

 

Even if we ignore weapon tier lists on what weapon models are 'best', the maximum number of useful weapons or gear of any type is the party number of less. After your first 3 Carnifexes, every carnifex afterwards is trash because there is simply no point in having a forth one. And even if you go to ME1's system of Carnifex I, II, III... once you get 3 of III, than all carnifexes afterwards are auto-trash. And when you're dealing with something that's purely numbers, like Biotic amps- once you get an amp that superior in all numbers, all other amps regardless of numbers are trash.

 

 

 

 

I'm still not understanding the real complain about inventory management except for games that had too much crap or a bad inventory menu (ex. Skyrim and ME1), but there are also other games that did this well and even some were made by Bioware. Is it really hard to open your inventory mid mission and pick a weapon or switch an armor? Is it really hard or irritating to pick a weapon that is better than yours that fell from a more powerful enemy? If my memory serves me well, both KOTOR 1 & 2 did this well by putting enough category in the inventory and it was easy to navigate and loot because it didn't have a limit to how much you can carry and you looted things at once.

 

 

 

 

Of course it's not hard- but in most cases it's pointless tedium because there's no point in having us do it at all. Believing it must because 'it's an RPG' is annoying to those of us who do NOT believe that loot tables are intrensic to RPGs. Some of us believe that the key to role-playing is role-playing, not item management. For you, it's an integral part of an RPG- for others, it's an unnecessary fixation that gets tacked on because people feel it's necessary.

 

It doesn't help when your proposals exasperate the problem of having too much crap- the flipside of picking up better gear from more powerful enemies is that everything less powerful that that is instantly relegated to crap, the failing of unlimited inventory space is that the dominant action is to endure the tedium of picking up and selling EVERYTHING- and you made some silly realism arguments while ignoring the silly unrealism of loot inventories in general. If there's a series in which changing armors mid-mission often makes no sense, it's Mass Effect. If there's any realism argument to be made, it's about not carrying around sixty different assault rifles at the same time.

 

There are games in which loot and equipment-focus make a good deal of sense... but these are games built around it. Fallout (especially Fallout: New Vegas) is a good example: the game is built around item/resource management from the bottom-up, between weight restrictions (which turns 'pick up everything' tedium into a competitive weight/benefit assessment), faction disguises, and gear degredation (fitting the post-apocalyptic theme), and even offloading inventory (shop keepers having limited money to buy your stuff).

 

But not everything game works like that... or needs to. Deus Ex had a very limited inventory system- and the challenge was that your variety of weapons came at the expense of ammo or special items you could carry. Inventory space was a premium, but it also wasn't being cluttered by things that didn't advance the game.

 

 

Personally I liked some of the armor designs in ME1 and would like for them to return in their own full body armor category that is separate from modular armor. My main beef with ME2 & ME3 armors is that they only provide those bonuses and didn't give any real protection in battle compared to each other. The light, medium and heavy armor categories should make a return and maybe a new power armor category would be nice too.

 

 

This is a bit contradictory: you can't have distinction and a lack of distinction at the same time. You might want those bonuses to be larger/more significant, but the distinctions were there: shield strength bonuses vs. shield recharge bonuses vs. weapon damage bonuses vs. critical shot bonuses vs. ammo capacity bonuses are all different sorts of competitive differentiation. They could stand to be expanded- how about protection from enemy criticals, or catastrophic damage protection (a shield-gate mechanic where one shot can take your barriers but not health)- but these still fit in the system at hand.

 

Whereas armor categories exasperate the junk loot issue. The primary point of categories of 'light/medium/heavy' is that there is clear inferiority/superiority, but some classes can't handle the better stuff. This increased junk armor issues by three: not only were there the armors in your own armor category that were forever inferior, but the other armor categories were pointless. A light armor character could never wear heavy armor, and there was no reason for a heavy armor character to downgrade to an equivalent tier light armor.

 

Nor did arbitrary armor restrictions make much sense, any more than the ME2 class-weapon lock. Kaiden is bigger than Ashley, but can't wear heavy armor? Wrex could wear Liara's armor (not that they'd want to), or hot-swap the same armor with any other heavy-armor character? Ignoring the fantasy that armors are race-blind (and very form fitting, apparently), it was an arbitrary restriction that existed solely because people thought armor categories, like loot tables, were somehow inherent to the RPG genre.

 

And your solution to inventory trash and items is to return to an system which promoted wasted resources?

 

Cause it's easy to say 'I want more resources spent on my weapon and armor types,' but it's even easier to waste most of those resources into stuff that can or would never be used.

 

In ME1, there was never a point of taking a light armor over it's equivalent heavy armor


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#122
78stonewobble

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IMHO, the biggest problem with ME1 was item management of the loot and lack of diversity in weapons (looks and features).

 

Me2 went overboard and simplified too much.

 

Personally I think mass effect 3 has a decent balance of amount of different weapons and mods.

 

...

 

More or less thoughtout random ideas I've had on, imho, beneficial changes:

 

1. It's silly that guns could level up. Instead... make your character more proficient with a weapon the more you use it, til youre an expert on that particular weapon (lvl 5 or X or 10). 

 

2. Your total weapon/armor/mod storage is limited to ... rack space in the the armory on the ship. Imagine the ship model wall... To like 10 of each weapon/armor/mod or 1 for each squadmate. 

 

3. Enemies can drop new weapons, the same weapons (til above mentioned limit). Auto looted and turned into omnigel OR spare parts for that gun/armor above that limit. 

 

4. Weapons degrade with usage. Slap omnigel on to repair or use spare parts. 

 

5. All characters can use any weapon, but are limited to a main weapon and side weapon. 

 

6. Possibly a few melee weapons... A sword or combat knife? 

 

...

 

Point of repair? Feeling like being on the frontier with, after all, limited ressources. If that is what they're going for ... 

 

Balancing is key... It shouldn't be a constant struggle and annoyance... Just here and there possibly force you to seek out ressources and/or force you to use alternative weapons. Here and there... not a struggle/annoyance. 

 

Point of omnigel/parts/limitations... That you don't really haul back 100's of kiloes of equipment... Just the odd gun here and there, highly efficient omnigel or the odd necessary spare parts. You're not a packrat, but living off the "land". 

 

7. Uhm purely personal... Some more weapon features/bonuses.... SMG's should be sidearms... Assault rifles (upto lmg size) should do varying levels of suppression/slow enemies down, shotguns stagger, sniperrifles? Stun? 

 

PS: 

8. I didn't like how you would find X gun at Y spot and only there, in every single game. That could/should be more random... 


  • Phoenix_Also_Rises et SolNebula aiment ceci

#123
Catastrophy

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Yay! Return of the Sledgehammer Ronds X!!!



#124
Dean_the_Young

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You fix this problem by making the loot important. One game that I am playing right now that does it well is Gothic 2: Night of the Raven. Most of the armor you can get have to be either bought or is tied to what faction you join and is given to you from there and you can't loot armor off dead people for reasons. You can loot weapons, rings and runes and all that crap from people and all these things have their own reasons to be useful.

The only part of the loot I'll call useless is too many weapons but you aren't forced to loot them.

 

ME1 could have fixed this issue by not automatically adding every dead enemies loot to your inventory, let the player manually choose who they want to steal or ravage.

 

 

How on earth is that a fix for making loot important? Loot collection methods doesn't make loot important or not: either the items have value, or not, regardless of whether you manually pick them up yourself or not.

 

Nor have you established why these rings, runes, and weapons are somehow 'important'... especially when your own list includes them in a  list of 'all that crap.' Is there a point to picking up a second iron sword when you already have your first? Is there a point to keeping that first iron sword when you pick up a steel sword? Do enemies stop dropping trash items, or are you going to go back to your standing claim that the 'solution' is to not pick up most of the loot of the game?

 

It's easy to say loot should be important- but everything you've said about it has the actual effect of adding more and more trash to be filtered out.

 

 

From my side, it just looks like people believe that if loot is reimplemented, then it will be just like it was in ME1.

 

 

Oh, heavens no, that'd be a compliment. ME1 had pitiful interface, but actually had a better inventory conceit than most RPGs. Obsolete gear was actually useful for something other than meaningless money, thanks to omnigel. Most games don't even let junk be that useful.

 

The belief on this side is that most inventory systems just aren't very good in the first place- especially when they're treated as tack-ons that must be for the sake of being an RPG, a dubious claim now that RPGs without major inventory systems are established. The idea that we should (be able to) collect and carry 60 copies of junk stuff in order to afford the best gear in order to render more stuff into junk category just doesn't appeal- and that's not ME1, but 'normal' RPG logic right there.

 

You can appeal to 'properly implemented' RPG loot systems, but what you're facing is skepticism that 'normal RPG' loot systems are inherently a good thing in the first place- let alone that they're applicable and relevant for Mass Effect.

 

Instead of arguing 'ME1 table was bad, and we should fix that,' you should be making an argument about why any inventory menu would be a good thing for a largely run-and-gun gameplay franchise. What function does a loot system add, other than its own existence, that can't be compensated by other means? It's not the procurement of weapons: ME2 and ME3 allowed us to buy and/or find weapons, and you already conceeded that you were willing to enforce arbitrary weapon availability by limiting loot tables. It's not money from selling off junk items: ME2 and ME3 just gave us money at the end of missions (which could include junk sales), while even ME1 gave us per-enemy xp/money gains. It's not weapon advancement: ME2 developed one upgrade system through the research station, which worked with a scavenging mechanic not tied to enemy loot, while ME3 had it's own weapon mod system. It's not the capability to change weapons mid-combat: the series has always allowed us to swap weapon types, and has made a dedicated effort of making weapon selection a part of the combat balance via weight.

 

So what, aside from it's own existence and the privilege of being middle man for the shop sale grind, does a loot table add to the gameplay?

 

 

Moreover, what are the costs, the things that an inventory system takes away as an opportunity cost? If we are using the concept of 'weight' as combat balance mechanic, would we be losing versimilitude by having the player pick up and lug dozens of extra weapons at not cost? (Or would we be rebalancing the weight machanic to serve the existence of an inventory system?) If we allow the player to change weapons-of-class (swapping assault rifles) or mods at any given point, are we losing part of the game-challenge of making the player commit to builds and figure out how to balance different weapons when they can have all equipment builds at all times just a pause button away? If our expectation is that players are expected to loot their weapons from the enemies at arbitrary phases of the game but from unpredictable locations/enemies, is this truly better for player inventory completion than the player looting weapons from the floor at equally arbitrary phases of the game from very predictable locations? (Do we want to risk players missing out on weapons by taking the 'solution' of choosing not to engage in manual looting for considerable amounts of trash?)



#125
Chealec

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Maybe you could have a scavenger team of "NPC's" that move in after you and do the vulture work of looting and scavenging anythign that isn't bolted beyond debolting :P Then you get an end of mission report... Kind of like X-com: Enemy Unknown

 

Since you're the second person in this thread to mention XCOM - I'll be the third :) .. but it's not that different to how minerals/upgrades were recovered on missions in ME2 really.

 

MEA: As a Pathfinder I find the loot/resource and it gets flagged, "they" can send a salvage crew in afterwards to pick it up - not in my job description guv!