To be quite fair dear Revan my speculation that MEA is going to have loot is as much valid as your based on what is announced so far. Here people are talking about a possible feature and how they would like to be implemented in the game. Considering there are no announcements on the horizon. Speculations and deductions are everything we have. If you are so bothered by speculations we might as well close this forum and open it only when MEA marketing campaign will begin.
Let's talk Loot: Fixed vs Randomized Loot
#51
Posté 28 février 2016 - 04:34
#52
Posté 28 février 2016 - 05:04
Could we maybe not equate "RPG" with "lots of loot"? And what's the "everything else" there, anyway? Full armor suits (and fish)? Armor pieces are also lootable, but full suits are not found that way. I never use the full suits myself.
But yeah, ME3's a little odd as CRPGs go in the way it handles upgrading your gear. You upgrade weapons only from a merchant on your ship, rather than through better loot. Mods upgrade both ways, and armor only upgrades from levelling up the wearer.
Still, that's a fair amount of loot.
If you actually read this thread, you will note the kind of way the OP wants to implement loot in MEA is not a precedent for the franchise. As I said, ME2 and ME3 do have "loot" in a sense. However, what the OP is calling for is something that has not largely been represented in this franchise and it's unclear if it will actually return.
To be quite fair dear Revan my speculation that MEA is going to have loot is as much valid as your based on what is announced so far. Here people are talking about a possible feature and how they would like to be implemented in the game. Considering there are no announcements on the horizon. Speculations and deductions are everything we have. If you are so bothered by speculations we might as well close this forum and open it only when MEA marketing campaign will begin.
How so? Your assumptions are based on inferences because you equate exploration to mean loot, when I provided you examples of plenty of games where this is not the case. Not to mention, Mass Effect, itself, has no tradition of providing loot via exploration. Your reasoning is based on wishful thinking. My reasoning is based on the history and tradition of Mass Effect as well as other games that have had exploration without loot.
You can speculate as much as you want. I just don't want you confusing inferences based on assumptions to be any evidence of truth. We are able to speculate about some things, such as the ARK, the mako, abilities, character origins, and travel based on the N7 Day 2014 video discussion, E3 2015 Reveal trailer and the MEA N7 Day 2015 Teaser trailer. Beyond the small pieces of actual evidence that we have, anything else is completely unknown and more than likely to be patently false.
Again, you can discuss whatever you want. I'm just merely expressing that you should be conscientious and aware that what you may be lobbying for isn't even included in the game.
#53
Posté 28 février 2016 - 05:44
I'd love to see rare armors or tech appear.
#54
Posté 28 février 2016 - 06:10
Other stuff I don't really mind. But randomisation tends to imply adding a whole bunch of rubbish loot that basically just exists to be vendored, which isn't something I'd want.
- tesla21 aime ceci
#55
Posté 28 février 2016 - 07:13
Would be great if the loot for bigger quests is randomized between some itens.
Example: In this big quest there's a chest that can drop 5 different weapons. This "chest" can drop an Avenger, Harrier, Carnifex, Collector Rifle and the Particle Rifle. The loot will be randomized between those five weapons.
This way we have a satisfying and not totally predictible loot.
- Onewomanarmy aime ceci
#56
Posté 28 février 2016 - 07:28
Don't randomise the guns, it would get frustrating if the one I wanted didn't show.
Other stuff I don't really mind. But randomisation tends to imply adding a whole bunch of rubbish loot that basically just exists to be vendored, which isn't something I'd want.
That reminds me of the complaints to the RNG system of ME3MP, people were upset about how the loot was randomized in the crates and I could see a similar feeling if the loot wound up being completely random again or how BioWare is forcing them to do something to get the better randomized gear.
#57
Posté 28 février 2016 - 07:54
Not a fan of randomised loot personally.
#58
Posté 02 mars 2016 - 06:51
I don't want to deal with an auto-loot system that cluttered your inventory with useless junk.
#59
Posté 02 mars 2016 - 06:57
I would really love it if it's randomised, just make sure it's not all junk items but items which are actually worth something.
#60
Posté 02 mars 2016 - 07:19
The random loot was one of the biggest mistakes in DAI. I don't want it to return.
I also question the need for any loot system in MEA, though, beyond what was present in ME3. They basically dropped loot systems period in ME2, and it was for the best.
#61
Posté 02 mars 2016 - 07:27
or if you're really not in a rush, save before you open, load and open the "chest" again.
I actually like how a few games autosave and prevent you from doing that to avoid 'cheating'.
I know I'd do that mechanic in my game, you don't like the random drops? Oh well, play the level over again, but don't expect me to let you just revert back to a save five seconds prior
#62
Posté 08 mars 2016 - 01:30
ME 2 and 3 because of being more player skilled based games didn't really require a heavy loot system. Your gear does not carry you, it can help you enhance your game play style like the me3 multiplayer though its all the player's ability to maximize the gear, all player skill an inventiveness.
Of course if you look around a corner here or their maybe you'll get some gauntlets with more power recharge or something, but it was never a barrage. Very refreshing difference from nearly all other rpgs (swtor) as example. Everything is about gear, gear, gear!! loot, loot, loot !!.
Me 1 was closer to the traditional rpg with its loot principle, but it was cluttered. If you decrypt everything u would have a lot of junk {12 cryo ammo level 3} as example.
Me2 resources dedicated to research to improve gear is the starting point IMHO
Mass effect is a special IP this underrated philosophical decision was 1 of the reasons why
Modifié par Naphtali, 08 mars 2016 - 01:38 .
#63
Posté 08 mars 2016 - 01:42
I would prefer either fixed or mix. I don't want to go full random. It gets tiring.
*stares at all those Diamons, Glass Hallas and Gold Earrings* Ugh...
Never again... please...
I could never find a use for those. ![]()
#64
Posté 08 mars 2016 - 01:48
Fixed.
I already know that the multiplayer will randomize the sheet out of my stuff; for the SP, I wanna know what is where, go and get it.
#65
Posté 08 mars 2016 - 03:45
The random loot was one of the biggest mistakes in DAI. I don't want it to return.
I also question the need for any loot system in MEA, though, beyond what was present in ME3. They basically dropped loot systems period in ME2, and it was for the best.
Right. What I really like about ME3 versus DAI is that, in DAI, your item stats are chosen by RNG (and, pre tinting bench, whatever aversions you have to certain colors). Unless you farm a lot, in which case, you can pump up all the right attributes past the point where you're unstoppable. In ME3, you're much more limited to how many points you can possibly allocate, but you can choose where to allocate them.
#66
Posté 08 mars 2016 - 03:55
- Mdizzletr0n aime ceci
#67
Posté 08 mars 2016 - 04:13
I don't see the problem with DAI's random loot. Or rather, I don't see how fixed loot would solve the issue if our path to get to that fixed loot is random anyway. DAI has plenty of fixed loot, but I haven't found it to be any more useful than the random loot.
Servo brought up the idea of "no loot". Then, the path wouldn't be random, but straight to the vendor.
I suppose it wouldn't be inconceivable that random loot could co-exist with the vendor having everything. Like, if in DAI, all the schematics and materials could be bought at stores or picked up randomly. It more or less got to that point after a few patches and DLC (minus Fade Touched Materials and some other stuff). But the game still felt more balanced around the RNG system.
I kinda get why some people like being surprised by Random Loot, but that's not for me.
#68
Posté 08 mars 2016 - 04:25
I don't see the problem with DAI's random loot. Or rather, I don't see how fixed loot would solve the issue if our path to get to that fixed loot is random anyway. DAI has plenty of fixed loot, but I haven't found it to be any more useful than the random loot.
Let's say I want my Ryder to look a certain way, because it's important to me for headcanon reasons or role-playing or whatever to have, let's say, "the inverted stripe n7 shoulderpad." Without spoiling the rest of the game, I can google ""the inverted stripe n7 shoulderpad schematic" and, on a fixed loot system, go and get it.
Now go to DAI and google"Inquisitor Helm schematics". You'll find a lot of cheat engine tutorials.
#69
Posté 08 mars 2016 - 04:46
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.
Fixed collections but randomized according to a context.
Planet A Item Set: [Item A:90% Item B:86%;ItemC C : 40%] : percentages are how likely they are to appear in a location
Certain items drop more rare items due to their difficulty so this is where the percentages come into play. The normal drops will use upper limit items for their randomized sets while rare drops will use lower limit randomization.
Also there will be fixed "pick up" elements.
#70
Posté 08 mars 2016 - 02:31
I could never find a use for those.
They're a riddle, one to make us use our head from time to time.
Are they useful? Or are they trash?
#71
Posté 08 mars 2016 - 02:55
If we get randomised loot it means more surprises and I like surprises. Nothing is as boring as too predictable xD
- Mdizzletr0n aime ceci
#72
Posté 08 mars 2016 - 03:02
I'm happy for some randomisation but if this game turns into Space Diablo I will be ****** pissed off. One of the things I liked about Mass Effect was that loot was secondary to the story, not the other way around.
if the quest for loot turns into the games timesink crutch, its not going to survive on my hard drive for very long.
#73
Posté 08 mars 2016 - 04:52
I prefer fixed loot.
#74
Posté 08 mars 2016 - 05:41
Let's say I want my Ryder to look a certain way, because it's important to me for headcanon reasons or role-playing or whatever to have, let's say, "the inverted stripe n7 shoulderpad." Without spoiling the rest of the game, I can google ""the inverted stripe n7 shoulderpad schematic" and, on a fixed loot system, go and get it.
Now go to DAI and google"Inquisitor Helm schematics". You'll find a lot of cheat engine tutorials.
Umm... actually, you don't. When you Google that you find out that those schematics are for sale in either Stone-Bear Hold or the Black Emporium, depending on tier, and the helm itself is in a dragon hoard. Though that doesn't really mean anything other than that this particular helmet isn't a great example of what you're talking about.
It's a good point regardless. Having my character go somewhere based on the looks of gear found there is pretty much inconceivable to me -- and obviously, it's the opposite of role-playing to have a character go after a piece of gear someplace when he doesn't already know that the gear is there. But yeah, people do play this way.
I don't really have a strong preference here. While fixed loot is a bit more dull than random loot, it's something I can easily look past if random loot interferes with people playing dolly dress-up.
And as KooorahUK says, I really don't want Space Diablo either; my preference is for loot to be relatively unimportant. I don't mind gear being important, but I don't want to ever think about loot.
- BohemiaDrinker aime ceci
#75
Posté 08 mars 2016 - 05:57
edit: DAI did have quite a bit of placed loot in terms of items, but found items were rubbish compared to crafted items. Which meant that schematics were really what you needed, and pre-Black Emporium they were much too random.





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