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#21
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I am supporting too
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#22
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Quote:
Without the loot system in TQ, I won't even know how can I get what I want and have to rely on pure chance that RNG may like me a bit more and dropped the item for me. |
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#23
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I am not sure how you guys got bored of fighting boars over and over, it's not like there were HUGE stretches of areas with boars or turtles on their lonesome. Turtles were always accompanied by undead and fishmen, boars were usually accompanied by satyrs. It's not like there were armies of boars waiting for you...
I mean I can see getting boared (hue) of killed them since they drop one of the more useless charms in the game but still.. |
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#24
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Well imho actually seeing the monsters wear/use the things they drop was a cool but unimportant feature. Just a nice gimmick.
The advantage of this method is, that it does increase immersion. I mean having enemies drop things they actually wear, makes much more sense, than having a swarm of bees drop a full set of heavy plate armor. It would be even cooler, if the worn equipment had more effect on the monster - so wearing armor would make it tougher, swinging a weapon would make it's attacks gain the magical properties of that weapon and so on. I don't know if TQ did that - but if it did, the effect was not very noticable. But maybe it's better to do that with random monster modifiers. The disadvantages are that you need lots of humanoid monsters of mostly human proportions - and that if you don't want most monsters to run around naked, they will have to drop a ton of useless grey/white stuff (unless you want to completely mess up drop rates). You also significantly limit the amount and different types of items a monster is able to drop. (Like only monsters that have animations for two-handed weapons can drop two-handed weapons, only monsters with human-like lower extremities can drop leg armor, etc.). It also only makes sense for a monster to wear/use items, if it has human-like intelligence (or at least more than an ape). You can't have a boar drop a rifle. |
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#25
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Besides cool animations, fighting non humanoids can be rewarded by dropped reagents, hides, feathers, tusks, oil, ... all of which can be sold to merchants or used to craft.
At worst, a generic "organic remnant", while not sexy, could still be exchanged for gold or iron. It would take only one slot in the inventory. |
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#26
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From Skill Disruption (TQ.net) Monsters benefit from their equipment as you do in TQ. I guess it hardly makes a difference as their skill sets might not be geared to their equipment. If monster-specific affixes can turn the tide in their favour?
__________________
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#27
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I like the "modified" WYSIWYG idea proposed by Crate as well. Balance between WYSIWYG and randomness equals awesome
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#28
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Quote:
So yeah. I wouldn't mind seeing set items generally treated more like magic items than uniques. Perhaps have two different versions of each set of set items - one unique set with a low droprate and one 'magic' set with high droprate, and having pieces from one would unlock the bonuses of either? I don't know, just a thought.
__________________
"To be modern only means to fill new forms with eternal truths."
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#29
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I just realize that even though all those boars, turtles, bats, birds, bugs and whatever-that-is-naked don't drop any thing except charms, there usually will be a bone pile or a chest near them which is I can get items from, this some what balance the item drop and allow the developer to design much more interesting enemies and areas in the game instead of having excessive amount of humanoid monsters in the game.
Also it would be nice to have much more variaty of junk pile that players can get items from, preferably one that matches the area, instead of bone pile, bone pile and more bone pile. |
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#30
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I think it got a bit repetitive for me when the same monsters dropped the same item 50x in a run. Maybe if they dropped dysfunctional versions most of the time and you had to actually grind to get a better than 50/50 shot at a good piece of arachnid gear, then it would be cooler.
Perhaps a dysfunctional version of Arachnid gear could be somewhat strong at the time, while getting a normal or rare version would put you ahead of the game if you really needed that particular type of item. The monster charms were a bit more satisfying in the form they appeared in TQ, by comparison, because of their semi-uncommon drop rate. They took up a bloody huge amount of inventory space, though. :-o Last edited by Minotaur; 05-08-2013 at 12:30 AM. |
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