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Should Enemies Drop Weapons & Resources?


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#101
Jeremiah12LGeek

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Questions I have frequently asked when playing video games:

 

- How did I get a suit of power armour out of that pile of green goo?

 

- Why do wolves carry gold pieces?

 

- Why was that random animal carrying a weapon, and how was it going to use it?


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#102
Pasquale1234

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Not to mention Shepard's limited capacity to carry the clips, so you might leave a room full of clips behind, only to need them as soon as you're in the next room, but the door had magically locked behind you. Every time.


Yes. And strangely enough, even though the clips were universal, for some reason I could not take the clips out of my SMG to use in my sniper rifle.
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#103
KaiserShep

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Too bad we can't occasionally ask a companion for one of their extended life super clips that can last the entire battle.
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#104
Phoenix_Also_Rises

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You know, considering that we're leaving the Milky Way behind and likely will only have access to the resources we bring with us on our ship - well, those are bound to run out eventually. Ammo, parts, armor - sooner or later we would have to barter with the natives for tech, scavenge whatever we find and work with that or find a way to recreate/develop our own tech using the resources we find. Going by that logic, some sort of inventory/gathering/crafting system being implemented is not entirely out of the question. How streamlined or involved it's going to be, however, if it is done at all, I guess we have to wait and see.

But personally I am leaning more towards the "if the enemy dies the gun doesn't desintegrate" people. ME1 loot system was punishing, I think we can largely agree on that. If streamlined, it could work. Personally, while I generally liked armor and gun customization in ME3, I thought levelling up guns as opposed to levelling your skill with that gun was a bit more shooter and a bit less RPG. So I guess that if some gun upgrades would be available as a skill (like, say, accuracy) and some be implemented via customization (like weight of the gun or damage), it could prevent the inventory from getting too cluttered. Some technical upgrades, like lighter or more durable materials, could be unlocked by discovering (not gathering) resources and others, like larger ammo chambers or capacitors could be unlocked via scanning enemy weaponry thus acquiring the respective schematic/upgrade. No need to drag clutter around. Could work, no? What do you guys think?
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#105
Synthetic Turian

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Too bad we can't occasionally ask a companion for one of their extended life super clips that can last the entire battle.

 

That's another thing, why do squadmates have infinite ammo? They should be able to run out as well.

 

Too realistic?  -_-



#106
KaiserShep

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That's another thing, why do squadmates have infinite ammo? They should be able to run out as well.

Too realistic? -_-

Basically, thermal clips only exist partially in the MEU. I mean, the only times that they're mentioned is a tutorial sequence in ME2, and in conversation with a character that is clearly meant as a meta-gag. Conrad walks along the 4th wall.

#107
Synthetic Turian

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Basically, thermal clips only exist partially in the MEU. I mean, the only times that they're mentioned is a tutorial sequence in ME2, and in conversation with a character that is clearly meant as a meta-gag. Conrad walks along the 4th wall.

 

Not sure what worse, BioWare's transition into thermal clips or Javik D1 DLC. 



#108
KaiserShep

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I can at least enjoy Javik's character.

#109
Keitaro57

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I loved the non-thermal clips of ME1 because they made some stories possibles. Like when you meet a vanguard of space soldiers fighting the Rachni for days. If they had thermal clips, they will be dead because they will run out of ammo in a matter of minutes.

 

ME2 allowed some scanning of weapons on the ground. But it was in fixed places, giving the possibilities to upgrade it until you return to the Normandy (and lose some lifespan by looking this ball rotating in all directions...)

 

Normally you would NOT find armor on enemies : after you shooted them to death, they will not be functionnal anymore. Okay for the weapons and OK for the ressources like in ME1 : You found the spot and leave a beacon for the rest of the team.



#110
CronoDragoon

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1. Weapons - hell no. It should be ME3's system of having one customizable weapon, not 40 copies of the same weapon with marginally different stats. Keep ME1's inventory problems away from Andromeda.

 

2. Schematics - not a bad idea, but I don't think there'd be enough schematics for different meaningful weapons for it to really make sense.

 

3. Resources - sure, why not.



#111
Pasquale1234

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ME2 allowed some scanning of weapons on the ground. But it was in fixed places, giving the possibilities to upgrade it until you return to the Normandy (and lose some lifespan by looking this ball rotating in all directions...)


Yeah, weapon upgrades were often acquired by scanning something found. That mechanic works pretty well, imho.

Actual weapon unlocks were immediately equipped, with no player choice provided. It was pretty irritating to have your preferred weapon replaced by something else in the middle of a mission.

#112
wass12

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No. If anything would be deterministic, it would be in-game story progression unlocks of certain weapons. There wouldn't be any randomness there. Also, if the item you desire is available at a shop (can be bought outright, without any creation whatsoever), I'm not sure how that amounts into a deterministic system.

 

And as far as RNG, it wouldn't be destabilized, but very much replicate that of ME1, where is was modified to fit the player's progression. As in ME1, you didn't see, say, Specter Master grade weapons until late game, when you were your able to change your specializations for your class.

 

Player progression will heavily influence the RNG, making it impossible to get overpowered weapons and gear too soon in the game, hence ruining the challenge. But again, that's nothing new.

 

I'm not getting a clear picture of the system you have in mind. Your first paragraph implies that each and any item can be acquired in a deterministic manner (that is, you can execute the same actions and get the same result every single time), and RNG only adds some free/bonus loot on top of that, like a weapon having one of its upgrades already installed or a box of medkits randomly containing 6 kits instead of 5. But after that, you compare your system to ME1, which was, with the exception of some starting gear and the Spectre weapons, an entirely RNG-based loot system. 



#113
wass12

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I had something of a mixture of the two in mind, I guess.

 

Well, most games use a mixture a mixture of randomness and determinism: even Borderlands has fixed quest rewards. So a detailed description of how RNG is integrated into your system would be necessary to evaluate its worth.

 

EDIT: I really shouldn't write posts at 1 AM. This last sentence just wrings its own neck out.


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#114
Innocent Bystander

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Just hoping here that if they do this, they'd at least do it in some sensible way. As an example how to NOT do loot, I'll use my newly found (Fallout 4) Two Shot Gauss Rifle. It does 4600 sneak hit damage. Toughest monster I could find have ~2000 HP. Yes, it can oneshot anything in the game with bodyshot when sneaking on highest difficulty.

Bioware is not good with inventory system.

Bethesda royally sucks at inventory, look at FO4. Rename option in crafting stations is there so you can rename gear you're using to 'Z *something*' so it's at the bottom and in one place, so you won't accidentaly sell or throw out something important. Finding something in 'junk', well there's no real reason to do that, but don't try it. Really, don't. My 'misc' section contains about 30 keys/passwords/quest related notes that CANNOT be dropped or removed in any way. Good luck finding that holotape you just got. Not to mention that massive ammount of junk you have to pick up so you actually can mod your weapons or build settlements.

BioWare would have to try really hard to come up with worse UI/inventory management.
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#115
Synthetic Turian

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Well, most games use a mixture a mixture of randomness and determinism: even Borderlands has fixed quest rewards. So a detailed description of how RNG is integrated into your system would be necessary to evaluate its worth.

 

EDIT: I really shouldn't write posts at 1 AM. This last sentence just wrings its own neck out.

 

If Bioware hired me, I wouldn't be able to share right now anyway. Because, spoilers.  :P

 

Anyway, I have something in mind, something fun, rewarding, fair and addictive.

 

But the system's intricacies mixed with my wishes of it would easily run wild.

 

I'd rather Bioware didn't see what I had in mind, and force the game to be delayed to add all my cool ideas in it.  :)



#116
Chealec

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Absolutely. An enemy's weapon shouldn't cease to exist when that enemy dies.

 

Depends...

 

XCOM : "Sectoid Plasma Pistol explodes into fragments"

 

... actually, I like the way XCOM deals with loot drops -> research and I reckon that would be a pretty good fit for ME:A ... a "what can BioWare learn from XCOM" thread anyone?


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#117
wass12

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If Bioware hired me, I wouldn't be able to share right now anyway. Because, spoilers.  :P

 

Anyway, I have something in mind, something fun, rewarding, fair and addictive.

 

But the system's intricacies mixed with my wishes of it would easily run wild.

 

I'd rather Bioware didn't see what I had in mind, and force the game to be delayed to add all my cool ideas in it.  :)

 

Uhm... what? What spoilers? It's a game mechanic. You could even explain it in terms from previous games, like I did with the Krysae. 



#118
Danadenassis

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I am not the kind that think limitations of ammo is fun, or constant scavenging like in Fallout 4 enriches my experience beyond being seemingly realistic. I'll probably want either an unrealistic, or advanced tech, kind of solution on such things.

 

About weapons, armours and all the fancy tech we realistically should have gotten our grabby little hands on do I not think it really improves the game. Getting 1000 Green Shirts before "L10" probably leads to Green Shirts not being very interesting. Or perhaps we can call it inflation? For me did this seem quite balanced in ME3.

 

 

 

But how much I care all depends on how mod-friendly a game is.

 

In a weird way does Fallout 4 somewhat illustrate political ideas on how some suggest we handle weapon regulations: Cheap weapons, but expensive ammo, making every bullet count. While I am no big fan of weapons, am I too used to want to shoot things up in games (but I'd rather use biotic) :)



#119
Synthetic Turian

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Uhm... what? What spoilers? It's a game mechanic. You could even explain it in terms from previous games, like I did with the Krysae. 

 

No in game mechanics are shown for any game I know of, that is more than a year away from it's release.

 

If the in game mechanics were at all changed, I would never reveal them this early. And if they were the same, I would have even less of a reason to reiterate what's already known.



#120
wolfsite

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There is only one weapon you need, there is only one ammo type you need, there is only one companion you need

 



#121
wass12

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No in game mechanics are shown for any game I know of, that is more than a year away from it's release.

 

If the in game mechanics were at all changed, I would never reveal them this early. And if they were the same, I would have even less of a reason to reiterate what's already known.

 

Unless you are actually a developer at Bioware, then the system we are talking about is not the actual MEA, but your prediction/wishlist version of MEA. I have no way to experience the latter, unless you give a detailed description of it, so the concept of spoilers doesn't apply. Similarly, if you don't actually reveal your concepts for your ideal MEA, they have no way of influencing the concepts in the actual MEA.



#122
Synthetic Turian

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Unless you are actually a developer at Bioware, then the system we are talking about is not the actual MEA, but your prediction/wishlist version of MEA. I have no way to experience the latter, unless you give a detailed description of it, so the concept of spoilers doesn't apply. Similarly, if you don't actually reveal your concepts for your ideal MEA, they have no way of influencing the concepts in the actual MEA.

 

No, I am not a Bioware dev. And I've also pretty much laid the ground work of numerous ideas that they can run with already in this thread. I have no predictions, only wishes. And I'd proceed, but I'd hate to invest 100 pages into my wishlist only to have 1/2 of page or none of them come true (I'm also very lazy). But I understand what you're saying.



#123
wass12

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No, I am not a Bioware dev. And I've also pretty much laid the ground work of numerous ideas that they can run with already in this thread. I have no predictions, only wishes. And I'd proceed, but I'd hate to invest 100 pages into my wishlist only to have 1/2 of page or none of them come true (I'm also very lazy). But I understand what you're saying.

 

So you don't want to continue this conversation because you don't think it's worth the effort? Oh well, I can live with that.


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#124
Synthetic Turian

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So you don't want to continue this conversation because you don't think it's worth the effort? Oh well, I can live with that.

 

But enough about me, what would you like to see?



#125
Sidney

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I would prefer never seeing enemy drops. The hades with realism it sucks clicking on corpses and stealing their trinkets and baubles. I'd like to see a supply and demand thing where the more of any single item you sell the less and less you get for into the point where it no longer is worth toting around.

If they do have drops the inventory system better not work like Fo4 where weight makes fiddling with inventory a constant problem, individual carrying adds another level and the gawd awful interface drags the whole game to a grinding halt every time you open that interface.