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Let's talk Loot: Fixed vs Randomized Loot


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#1
SolNebula

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Disclaimer: Everything discussed in this thread is based purely on speculations and deductions from the elements we have so far.

 

I'd like to start this thread by saying that if the past leak is true and considering how BW put an emphasis on exploration this time around, it is a sensible deduction to think loot will be a thing again.

 

I open this thread with the following question. If you take for granted that loot will be back in the game, would you be in favour of randomized loot or predefined rewards from the chests we are going to find scattered throughout the game? Please discuss.

 

A further integration to the previous question is whether a crafting system is present in the game and how do you see being properly integrated with the loot system?

 

I think that both systems have their own merits but also shortcomings.

A randomized loot keep the game fresh and make each time you open a chest different. Randomized loots force gamers to make up the most of it with what they can find. This result in a fresh experience with each game. On the other hand with randomized loot players tend to become frustrated when they don't receive what they need.

Fixed loot present the opposite problem where you can predict after the first playthrough what you will get from each chest and mission but severely streamline your experience with the game because you already know where to get the best equipment.

 

My personal opinion: I believe it would be ideal to have a mixed system in which fixed loots are awarded upon completion of main or secondary missions while randomized loot is instead provided by opening crate and "chests" during exploration or fetch quests.

Fixed loot should be meaningful like weapons or armors while randomized loot should be mods and components.

 

I believe crafting will be back in this game because it will expand what BW did with ME3 weapons and maybe now include mods and skins for weapons, armors, jet-pack and even the Mako.

 

I do believe that proper weapons and armors should be a fixed prize for doing main or secondary missions however the mods that will make these equipments truly powerful should be left to randomized chests were you can get components to craft these mods.

Vendors should provide the schematics and the basic components needed while getting rare components should be left to the goddess Fortuna decision. Close to End-game maybe the game will unlock a specific merchant where you can buy these rare components at a hefty price but if you are lucky you can get what you need much earlier from randomized game chests.

 

I think it would be a nice compromise where you get sensible rewards for completing main mission (like weapons and armors) but the mods that will make these things op are left to goddess Fortuna. In this way you get meaningful loots while keeping the random element that spice up each game.

 

Weapons/Armors should not be available through crafting only Mods and skins should be craftable. This is important to prevent craftable weapons overclassing each loot weapon we can find as it was the case with DA:I.

 

I don't think this system is perfect but it's a reasonable compromise. Obviously this is my personal opinion. Feel free to share your idea or to criticize/improve mine.


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#2
Gunsomber

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I would like to see a randomised system, that way I can be surprised when I replay the game.
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#3
UpUpAway

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The thing with random loot is that, more often than not, you just wind up spending a ton of time gathering too much useless stuff.  ME1 was a perfect example of this.. even though you could use some of the useless stuff to save time by just converting it to omni gel and using omni gel right away to crack the next crate.  Still, long before the end of the game, cracking open three or so crates at every step of a mission just really felt like a chore and, for me at least, it really hampered my getting immersed in the situation.  If we do get random loot, I hope it's really scaled back... maybe 1 crate per mission and with more of a variety as to what sort of puzzle/game might be required to find it or crack it open?


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#4
LinksOcarina

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Random loot works if were having a ton of weapons/armor/mods/object/materials to grab.

 

I think Andromeda should be a bit more fixed, tone down the options that way so the weapons still have personalities, and maybe add more upgrades/mods for armor and weapons instead. That way the only thing looted could be schematics or specific rewards like a new gun type in the long run.

 

I don't think random loot lends itself well to Mass Effect, comparatively speaking, would be too much clutter which was a problem in other games like Inquisition to begin with. 


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#5
Mdizzletr0n

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Random. Hands down. If you already have the item, just don't take it or if you're really not in a rush, save before you open, load and open the "chest" again. I liked how DAI did it. If you don't take what's there, it'll be something different later on.

Edit: also, the fixed thing really bugged me in ME. Made different playthroughs predictable no matter what the character's slightly different personality was.

#6
SolNebula

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If I'm not mistaken ME1 had pure random loots and that was indeed quite frustrating because you don't always get what you need but ME2/3 were too fixed in my opinion making each campaign far too predictable.

 

I think a compromise works best.

 

fixed loots for Weapons and Armors so that they still are meaningful rewards for main or secondary quests

 

Random loots for mods and/or components to craft these mods that you can put inside the weapons/armors you get.

 

Vendors sell basic components and schematics.

 

Crafting is only limited to mods. Mods became important in making a good armor/weapon truly powerful.

 

This is a skimmed version of my first post.


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#7
LinksOcarina

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If I'm not mistaken ME1 had pure random loots and that was indeed quite frustrating because you don't always get what you need but ME2/3 were too fixed in my opinion making each campaign far too predictable.

 

I think a compromise works best.

 

fixed loots for Weapons and Armors so that they still are meaningful rewards for main or secondary quests

 

Random loots for mods and/or components to craft these mods that you can put inside the weapons/armors you get.

 

Vendors sell basic components and schematics.

 

Crafting is only limited to mods. Mods became important in making a good armor/weapon truly powerful.

 

This is a skimmed version of my first post.

 

So instead of the weapons being upgradable, the modifications are.

 

I like that idea...


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#8
Amirit

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I would like to see a randomised system, that way I can be surprised when I replay the game.

 

There can be exceptions - like you get that particular armor/weapon from that particular boss (because he - the boss! - is using it). But I am with you here - random loot does add to replay-ability for me.


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#9
Bowlcuts

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I prefer it being randomized and having the loot scale to your level.


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#10
SolNebula

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You could also potentially integrate the whole Overheating VS Termal clip issue by making both systems a different weapon mod.

Thermal clips being more powerful but with the ammo limitation and Overheating more reliable but at a significant damage cost.

 

BW will need just to design the weapons and then go crazy with the mods since unlike weapons and armors those mods don't need a specific physical appearance.



#11
Sanunes

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The problem is I don't think BioWare has ever done a loot system that was fully random well, even the Dragon Age games I have worn gear given out at the very beginning of the game because the difference between that gear and the drops you found at the higher levels was mediocre at best.  Inquisition felt very similar unless you were fighting the dragons.

 

Now if they have to implement some type of randomness to the game, I wouldn't want the loot itself to be random, but the order you find it in would be.  So even if you know where all the chests are in future games what you find would be different each time.  So in Mass Effect 3 the places you found the items would be the same, but the mods/weapons/armor would not be the same.



#12
Atomkick

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Ugh, how about fixed loot for main story quest(s) and random loot for side quests?



#13
Dunmer of Redoran

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Keep loot scaled not by player level, but location, and mostly random but with fixed items appearing in specific places. Or in other words, similar to DAO but unleveled .

Want good random loot? Clear out a tough dungeon. Want an easy dungeon? Enjoy your crappy, entry-level weapons as a reward.

#14
LightningPoodle

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I would prefer the game stay similar to how the trilogy, or well, ME2 and 3 handled it. I don't want to have an inventory of items for me to use on the go. To me, that would just feel wrong. Set locations for items (including mods, money, armour pieces et cetera), but without an inventory you can access whenever you want. I think it was perfect, so I don't see any need to change it.


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#15
SolNebula

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I would prefer the game stay similar to how the trilogy, or well, ME2 and 3 handled it. I don't want to have an inventory of items for me to use on the go. To me, that would just feel wrong. Set locations for items (including mods, money, armour pieces et cetera), but without an inventory you can access whenever you want. I think it was perfect, so I don't see any need to change it.

 

I suspect that a game with exploration will have inventory and loot. ME2 and ME3 did not have planetary exploration and were quite strict on where you can go. Most ME2/3 levels were shooting galleries. It is only reasonable to imagine the system will change due to exploration requiring an incentive to explore. This incentive is loot.



#16
wizardryforever

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I would prefer the game stay similar to how the trilogy, or well, ME2 and 3 handled it. I don't want to have an inventory of items for me to use on the go. To me, that would just feel wrong. Set locations for items (including mods, money, armour pieces et cetera), but without an inventory you can access whenever you want. I think it was perfect, so I don't see any need to change it.

To be fair, you can still have randomized loot with no inventory (or at least, not an always available one). Just have it so that instead of picking up that nifty sniper rifle scope in the same place every time you play, maybe have it sometimes be a power module or something. Like the OP said, the weapons and armor (at least the full sets) would be better off being fixed, just have mods be random.

 

I happen to agree with the OP. The big stuff should be fixed, that way the likelihood of being screwed over by random chance is much lower.  On the whole, I prefer a mixed system though, since you have to balance the boredom of predictability with the boredom of grinding for loot.



#17
Geth Supremacy

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Random is fine since Bioware seems to refuse to drop that crap.  There should still be an option where you can buy EXACTLY what you want even if it is for an insanely inflated price.  If the game is 100% rng again then that will be garbage and I think a lot of people will be pissed.

 

I'll still play the game, but my hype and interest would take a hit for sure.

 

Let not forget they are incapable of capping items as well.  You might have 255 of those cryo IVs, but you still get them out of the boxes and if you don't use them they just get deleted.  Nevermind the fact you don't have any other ammos maxed and could sure use those.

 

A few classic weapons as in ones what you would call "modern" today would be good.  Variety is a good thing.

 

I like to keep this handy. For close encounters.



#18
fizzypop

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I'm ****** tired of every game having a crafting system. If I wanted to craft I could do that IRL or in the 2390893948395834 games there are for that. I want to play a game that's focused on story and combat.


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#19
Pearl (rip bioware)

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It shouldn't be any different than it was in ME1 days. Perhaps a slight randomization when exploring planet surfaces.

Purely random loot is frustrating loot.

#20
Khrystyn

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What if some of the loot you find is based specifically on the squadmates you chose to bring with you on that assignment or mission? If you redo the assignment with different squadmates, you can get different loot, and for the specific class you are playing.

 

Edit: And I don't want to have to pay for it at a stupid research terminal!


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#21
Vox Draco

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I am undecided really ... Usually I prefer special loot that I can grow attached to, like in the good old days of Baldurs Gate. The drawback of course was that as soon as you knew what items were where - a second playthrough had one rush to get those ... Icenwind Dale was slightly better in that regard. It had drops that were always guaranteed to be found, but some treasures were random (so surprised to find an Iceblade in one early dungeon^^)

 

Then throw in crafting and balance gets harder and harder with more options you gie the player I guess...

 

Now in my fantasy games I simply hate crafting by now and would always vote for a semi-system with guareanteed loot and a bit of random ones. In a sci-fi setting I am more open to crafting, as magical swords wielded by some ancient hero are less of an issue anyways ^^

 

The thing is however: Criap-loot like in ME1 and Dragon Age that clutter one's inventory and whoever used "grey" items anyway? So I would prefer less loot overall, but more special one with very different abilities/stats/special stuff attached to it. And then the ability to also find upgrades for armors and weapons (like adding a barrel for additional firedamage, a grenade-attachment etc)

 

However, the loot should be based on our levels I guess. I hate it when I fight a Dragon in DAI on level 18 or so and get some purple item that is totally not up to the level I am..


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#22
Lee80

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I'm not a fan of random loot, especially when it comes to crafting plans and rare drops are even more problematic.  Loot is not the best part of the game anyway, so I don't mind if the chests always have the same things.  What I do mind is if I have a favorite weapon in my first play-through and I never see it again cause the random gods have turned away from me.  I suppose if there has to be a random aspect then make it be the minor rewards not the weapons and armor.  (Others suggested as much)  



#23
Original Mako

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What if the some of the loot you find is based specifically on the squadmates you chose to bring with you on that assignment or mission? If you redo the assignment with different squadmates, you can get different loot, and for the specific class you are playing.

 

So you mean, "fixed loot with options"? I like this idea. It's better than the one I was going to suggest!

 

Random loot could make the game feel grindy. I don't like games like Diablo, where you have to repeat zones again and again to get that 1% drop.

 

Crafting is horrible! It's an MMO mechanic, designed to waste player time, because time = subscription money in an MMO. The custom modding of weapons in ME3 was good. That's enough. Having to wonder around picking up scrap or elfroot is just a time sink. Please no time sinks!

 

IF something like crafting is done, I want it to be zone related. As you "liberate" a planet, all of that planet's resources become available. You don't have to get them. Miners and such do that for you. You can then ask weapon makers to make weapons for you with those resources.



#24
NKnight7

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I think randomized for me. Random loot can get annoying but I do like the unpredictability or surprise that comes with it.



#25
Khrystyn

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Question?  What is crafting?  I don't have much experience with vid games. Thanks.