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  1. 1. Forgetting to balance enchantments. You have your two-handed weapon, 1h weapon & shield and dual wielding 1h weapons options. Which ones ill you go for? In most CRPG's you'd go for the last two. Why? Because the designers seem to forget that TWO magical items equals TWICE the magical enchantments, hence why such combos are almost always vastly superior to a 2h weapon. You have a paralisis enchantment on that big 2H axe? That's nice, I got a paralisyis enchantment on my 1h sword and a blindness enchantment on my 1h mace. I deal 2(3?) damage types and have twice the chance to
  2. I started playing The Mighty Quest For Epic Loot. I am not yet certain how much time I will spend in the game and there are grounds for criticism (ask Monte Carlo, who has a valid, understandable dislike for the game already). But for those who are interested, and because having friends in the game increases the fun one can get out of it. Here is a post about what it is: The Mighty Quest For Epic Loot It is a hybrid game, combining building a la Dungeon Keeper, with action rpg killing of monsters and looting of loot (a la Torchlight etc (yeah not going to say Diablo ). There a
  3. I'm tired of random treasure that goes through a random name generator a removes all excitement from opening new chests. Having played new RPGs (even the new alpha/betas) of games like Divinity:Original Sin and Wasteland 2, I was struck by how disappointing random loot has been. It makes more sense for open, or lesser containers, and they should be tiered to the region wherein they are found so they contextually make sense. Anyone have any thoughts or additions?
  4. Has there been any official word on the randomization of loot? I really enjoy replaying BG2 and games like that, but always knowing who drops what items is something I've always considered a negative. I wonder what approach will be taken with this game.
  5. I looked through the forum for both of the keywords I have in the subject before starting this thread and didn't find anything, so I apologize if it is already out there. While this should not a high priority of the developers, nor is it a critical component in my eyes, I would love if there were "beasts of burden" or "pack animals". I think the "loot carrying" aspect of RPGs is often the most "unrealistic", but I don't like when I'm limited from taking things, because the developer doesn't want me over-burdening myself with loot. But really, I wouldn't be walking around with 5x sets of
  6. BG1 and 2 had this horrible pixelhunting feature when it comes to loot collecting. Two foes died near each other and here we are - enjoy a game of clicking loot piles that are a millimeter away from each other. I have no idea if devs already changed loot system but in case they wish to stick with Infinity, here's my proposition of a simplest thing to do: Make a radius for loot. So if your character sands near three piles of loot he could see them all as a simgle big pile. In a way Falloutdelt with the problem when several enemies ended up very close to each other.
  7. This thread is to discuss the inventory mechanics described briefly in update #36: Equipment and "Top of Pack" resemble the inventory system used in the IE games. The unlimited "stash" however is new. According to Josh Sawyer this unlimited inventory mechanic has been proposed in order to remove the "degenerative action" of "players making five trips in and out of a dungeon after clearing it to haul all of the loot out". I am personally on the fence about this mechanic and agree with the opinion of other fans that this mechanic might be watering down the inventory mechanics by remov
  8. I just found myself comparing my experience in Baldur's Gate and Diablo 3: Raiders of the Infernal Department Store. Two wildly different games, true, but I found it ironic that, while one of Diablo 3's selling points was compulsive and awesome looting, I simply couldn't be any excited when Demon Invader number 667# would spill another pair of pants. I was once told that one reason for that is the attribute metagame in the Diablo series was simplified, items don't compete with each other simply because one yields more 'DPS' than the other. There's no question of what is actually best for y
  9. Pretty much what the title says, and the polls say; what would you say would be the best system or even combination of systems you'd like in Project Eternity? Would you like it if everything the characters you fight against are lootable, entirely randomized loot, what? Personally, I enjoy a combination of them; what you see is what you get, and being able to take what would otherwise be vendor trash items -- like Golden Idols or plates -- and giving them to NPCs that will give you a slight discount in return, or even open up new items to purchase, giving the player a wide variety of options. S
  10. In most cRPGs the best items can be found after killing some boss or other ellite oponent. In Project: Eternity I would like a little dfifferent approach (of course bodies of dead bosses still could be one of the sources of some cool items): the best, legendary items should be acquired by following legends and stories. For example you go to tavern and you listen to some local storyteller, who tells some legend that nearby hill is not actually a hill, but a tomb of some ancient hero. And at this moment starts a quest when you must investigate who this hero might be, how to enter to the
  11. I was wondering if flavor text is important to anyone else (lore books go along with this). What I mean is how magical items in games like Baldur's Gate and NWN have a sort of history if you right click and examine them. I loved getting a fantastic weapon and reading about it's history and learning how it ended up in my hands. It made the loot that much more interesting. This could remain in the form of examining the loot, or collecting and reading books. Or they could implement a codex feature popular in many recent games. What do you guys think? Are lore books and especially item hi
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