iKral wrote...
Gabochido wrote...
If the game constantly gives you powerful or valuable loot, then it becomes too easy or you end up with a ton of useless cash (since you would have bought everything you needed). If we limit the number of lootable corpses and chests then you might feel there's just not enough loot!
We made DA to give you a large number of loots so you can gather a nice collection of things to use or sell, but the power and value has to be kept down so the game remains a challenge and buying items involves important choices. The special items must be rare enough to feel special otherwise they just get lost in the crow and having chests that contain generic stuff make the ones that contain special stuff all the more special.
Just out of curiosity, what kind of a loot system do you think would make the game more enjoyable and satisfying? I'm sure the feedback could come in useful for future development.
Well to respond in short: I think that loot tables ala Diablo have been a weak and unrealistic method of controlling wealth acquisition outside of the Diablo series itself.
Personally I would prefer to see the next big DA release incorporate full looting instead of rolling on a loot table. As an example of what I mean I point to BG2. Dead mobs should have all their possessions lootable, and they should be counted as actually using the equipment or items that they possess (health poultices, lyrium, or even poisons).
If this were implemented I would be greatly more satisfied with the level of immersion in the game. As it is when I pick up a health poultice off of a shade or wolf or the like it really kills the experience of searching the dead for equipment or items.
BG 1 & BG2 ... sooooo true
Yyour character didnt became UBER RICH or anything (especially in BG 1), there just wasnt enough space to carry everything and weapons and armor werent so expensive to buy or sell.
There were also loots of powerful enemies you could fight or avoid; and they had awesome loot.
Making all possesions lootable is more immersion IMO, maybe a chance of items getting broken after the enemies fall dead could balance things up.
Modifié par 9r33n, 08 décembre 2009 - 04:52 .





Retour en haut






