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Should Enemies Drop Weapons & Resources?


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#1
Synthetic Turian

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Basically this would go beyond them just dropping thermal clips. 

 

Live weapon drops.

 

Now actual weapons can be picked up off of random enemies after defeating them. Common or repetitive gun drops for guns that you already have, can be broken down into parts, and either used to further customize that or other weapons, or just sold for credits.

 

Weapon and armor schematics. 

 

These types of drops would involve some form of invested time to research and create. During this process, you can give the engineers input on how exactly you like it to perform or the different types of characteristics you'd like to see.

 

Hostile wildlife resources.

 

There could be certain hostile creatures that you encounter, that don't just give you XP or credits after killing them, but actual things that you can use in combat. For example, the player lands on a toxic like planet. On this planet there are hostile creatures that use some form of venom to attack you. When killing this type of enemy, not always, but sometimes, they can drop venom glands, that can be collected and repurposed into ammo mods (like Cryo ammo or Warp rounds). This type venom could be somewhat rare to that enemy and location, and could not be purchased. This give players an even bigger incentive to explore worlds and defeat creatures, never knowing if they might drop something that completely changes their gameplay experience.

 

I think the inclusion of just these three things could increase the game's replay value immensely. Also, the higher the player's difficulty setting, the better your drop rate will be.

 

So, would you like to see enemy item drops in Andromeda?


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#2
wolfsite

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This could lead to the inventory clutter issues we had in ME1 (and people have in the Fallout games which is even worse in Fallout 4 now that almost everything has a use).

 

It can also lead to a lot of grinding for materials which can slow down the game with repetitive "bust work" to get materials to create items.


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#3
caradoc2000

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They should drop dead.


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#4
Kalas Magnus

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yes.


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#5
Synthetic Turian

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This could lead to the inventory clutter issues we had in ME1 (and people have in the Fallout games which is even worse in Fallout 4 now that almost everything has a use).

 

It can also lead to a lot of grinding for materials which can slow down the game with repetitive "bust work" to get materials to create items.

 

I never had inventory issues when playing Mass Effect. If there were weapon or armors I didn't need, it became instant omni gel or was sold at a shop as soon as I was able.

 

And you wouldn't need to grind for any materials, as all drops would be considered bonuses and are not required to complete the game.


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#6
wass12

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Random drops are generally turn out to be a cheap way to pad out the gameplay. The extra hoops of having to sell vendor trash isn't a step forward either. But the schematics and taking the enemy's shiny toys for ourselves, Megaman-style sounds good.


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#7
RUDAL

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I actually miss those times when enemies dropped stuff in games but I'm not sure about it.

If the inventory is done correctly (not console type where you have to scroll through millions of items on the list) then why not?

That all depends if we will have crafting system or not and if it'll be a personal stuff (weapons, armour, etc.) or global (ships, buildings, etc.).

I would love to be able to loot bodies but too much clutter isn't good as well.

 

What I would rather see is something a'la finding quarries in DAI where you claim the place and that gives you resources to craft, build etc.


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#8
wass12

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And you wouldn't need to grind for any materials, as all drops would be considered bonuses and are not required to complete the game.

 

That rarely works out like that. Just by being in the game, those resources are part of the power curve, affecting all sorts of balances...



#9
Master Warder Z_

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That rarely works out like that. Just by being in the game, those resources are part of the power curve, affecting all sorts of balances...


It ruined DAI.

If it isn't a MMO that **** shouldn't be there, just stick to staples I say. Gear from stores, as loot and as quest rewards
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#10
Synthetic Turian

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Random drops are generally turn out to be a cheap way to pad out the gameplay. The extra hoops of having to sell vendor trash isn't a step forward either. But the schematics and taking the enemy's shiny toys for ourselves, Megaman-style sounds good.

 

Indeed. With the main goal being to increase unique player progressions & experiences. 



#11
PlatonicWaffles

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Nah. I'd be completely fine if they just improved Mass Effect 3's weapon system were you can upgrade and mod guns you find on mission or buy. I think adding an inventory again would just make it needlessly complicated.



#12
SolNebula

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Loved it back in ME1 and DAI hope they come back! Loot is what drives exploration!

I always felt the lack of inventory in ME2 and ME3 like a dumbing down of gameplay features


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#13
Synthetic Turian

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It ruined DAI.

If it isn't a MMO that **** shouldn't be there, just stick to staples I say. Gear from stores, as loot and as quest rewards

 

Nah, not like Dragon Age Inquisition. Not what I had in mind, as the drop rate would be much more rare and meaningful.

 

Players wouldn't be able to grind for hours and hours to farm drops either, because some drops are either exclusive for that creature, or the creatures will begin to flee or die out. Forcing the player to leave for (x) amount of hours or days before they even reappear. While some creatures will never return.

 

Also, exclusive drops would have to be reengineered in order to solidify their use going forward. If you use up the resource without engineering it, it will be gone for the rest of the game.



#14
wass12

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Loved it back in ME1 and DAI hope they come back! Loot is what drives exploration!

I always felt the lack of inventory in ME2 and ME3 like a dumbing down of gameplay features

 

How does randomness encourages exploration? 


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#15
laudable11

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Loot drops? It works in many great games. Why not ME:A?
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#16
N7Jamaican

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Yes and no. I don't mind looting an enemy. I don't mind if enemy A drops the same weapon as enemy B.  What I don't want is loot drops happening too often.  Bosses should obviously drop loot, and if ME:A has any rares or legendaries, then definitely. But if the common enemy drops the same meaningless trash that just gets vendored to an NPC or converted in a resource that becomes essentially useless when you've surpassed the *cap* (i.e. ME1 with omnigel) or your skill is to the point where you don't need said resource.

 

I'd rather go through a level, looting lets say 4-5 enemies, then a crate filled with goodies, or a random find. Over killing 100 enemies and looting all 100 for the same item.


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#17
wass12

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Nah, not like Dragon Age Inquisition. Not what I had in mind, as the drop rate would be much more rare and meaningful.

 

Players wouldn't be able to grind for hours and hours to farm drops either, because some drops are either exclusive for that creature, or the creatures will begin to flee or die out. Forcing the player to leave for (x) amount of hours or days before they even reappear. While some creatures will never return.

 

Also, exclusive drops would have to be reengineered in order to solidify their use going forward. If you use up the resource without engineering it, it will be gone for the rest of the game.

 

Because what we need in our power fantasy is more things placed in the hands of chance. 

 

But to bring a concrete example, Dark Souls 2 actually tried this "random drops on one-time enemies" thing. People hated and considered it a stepback from Dark Souls' " drops are guaranteed from the last unit of that enemy type" policy. And still, there were people who found a way to farm these items out.

 

When the developers brought back the game to the drawing board with Scholar of the First Sin, the actually made the most notorious examples of this practice available as guaranteed loot. 



#18
KaiserShep

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I think that loot in this game should either be kept to a minimum or be nonexistent. I honestly would rather have more fun ways to modify our current weapons on top of being able to purchase them. 


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#19
Sanunes

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This sounds too much like a WoW raiding system, do something for five hours and hope you get lucky enough the one item you want drops.  If not wait for the cooldown and try again.



#20
Synthetic Turian

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Because what we need in our power fantasy is more things placed in the hands of chance. 

 

But to bring a concrete example, Dark Souls 2 actually tried this "random drops on one-time enemies" thing. People hated and considered it a stepback from Dark Souls' " drops are guaranteed from the last unit of that enemy type" policy. And still, there were people who found a way to farm these items out.

 

When the developers brought back the game to the drawing board with Scholar of the First Sin, the actually made the most notorious examples of this practice available as guaranteed loot. 

 

I'm not fond of the idea of guaranteed loot. However, I do strongly believe that bosses and (some) mini bosses should have a much higher and meaningful drop rates vs your average grunt.

 

 

Yes and no. I don't mind looting an enemy. I don't mind if enemy A drops the same weapon as enemy B.  What I don't want is loot drops happening too often.  Bosses should obviously drop loot, and if ME:A has any rares or legendaries, then definitely. But if the common enemy drops the same meaningless trash that just gets vendored to an NPC or converted in a resource that becomes essentially useless when you've surpassed the *cap* (i.e. ME1 with omnigel) or your skill is to the point where you don't need said resource.

 

I'd rather go through a level, looting lets say 4-5 enemies, then a crate filled with goodies, or a random find. Over killing 100 enemies and looting all 100 for the same item.

 

 

I agree, there should be a balance. The biggest challenge being finding a way to actually program it into a reality. I seriously hate the idea of looting corpses over and over again as well, just to find the same items.

 

Even worse is when I leave that area or planet, arrive at a new one to find the same damn items that I found on the last planet.  <_<

But I digress, as the RNG can only do so much. 


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#21
Mdizzletr0n

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Hell yes they should. Especially since this new galaxy and its inhabitants may use a different sort of currency. Trade and Barter.
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#22
iM3GTR

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If enemies dropped weapons I fear it would just make the game too similar to Halo and other generic shooters.



#23
wass12

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I'm not fond of the idea of guaranteed loot. However, I do strongly believe that bosses and (some) mini bosses should have a much higher and meaningful drop rates vs your average grunt.

 

Strongly disagree, but I would like to know what is your problem with it.



#24
LexXxich

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There can be a compromise, I think. But the system might become more complex.
Like, you don't need to actually put into inventory stuff that has a singular purpose. Like those venom glands. Just convert them on the spot into some "research XP" and when you get enough of them, a certain new armour or weapon customisation or colonist benefit becomes available.
Weapons can be taken with you if you have slots on your armour suit or exchanged with some you have on you if no slots are available. Or you can give that weapon to your squadmate. And once you return to your base, this weapon becomes available for everyone as your engineers can now manufacture it.
Also, no need to grab every piece of ore for crafting purposes (if crafting is in the game at all). It's the future, just put some automatic extractor (or a beacon for one) at the site and get results.
Armour drops should probably be excluded. At least on site. Considering that if it's loot, then previous owner (and the armour) was just pierced with several (dozens) rounds of super-super-sonic ammunition. Maybe beacons or "fultons" could work for recovering whatever useful was on those dead bodies. This could also replicate the system DAI had about enemy research.

#25
Synthetic Turian

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This sounds too much like a WoW raiding system, do something for five hours and hope you get lucky enough the one item you want drops.  If not wait for the cooldown and try again.

 

A million times no! Or like Destiny, where it's more fun to kill enemy spawn mobs and hope to get lucky? Disgusting.

 

The enemy spawns couldn't be infinite like on Destiny. After you kill a certain amount in an area or planet, they won't return again for maybe days after, and sometimes, never again. 

 

No farming exploits allowed. Now get back out there and explore!  ;)