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  1. It seems I can't loot enemies in battle. I don't know if this was a bug or a choice by the developers. I think enemies should be lootable for an action during battle, it makes sense to me. Opinions?
  2. When you exit and re-enter an area, loot dropped by enemies will reappear even if you've already collected it. Steps to reproduce: 1) Start a new game 2) Exit Dyrford and head to Stormwall Gorge 3) Kill some lions and loot their hides 4) Exit the area and head to Dyrford 5) Exit Dyrford and head to Stormwall Gorge again 6) The lion remains have reappeared and can be looted again 7) Repeat steps 4-6 for infinite lion hides Seems to work with other enemies as well, but not all. The ogre's loot bag respawns, but doesn't contain anything, and after killing Trygil, his loot bag didn't respawn at all.
  3. A problem i find in the occasional modern rpg is that unique items are often too easy to find and are often done so by either random drops or in a chest on your way to a greater goal. Another traditional method of acquiring them is through boss fights. Yes ok, fighting a particularly powerful foe should yield its rewards, but for those items, these legendary artifacts that have changed the course of that games history, they should be secretive, they should not be found simply as a drop to a boss you had to kill anyway. Dragon Age has the same problem, some of the most powerful items there are found simply on your way to another objective, in obvious shining containers. What is the gratification in finding a beautifully crafted weapon, giving you an edge in combat simply as a prize for not being completely blind? Skyrim had a good idea with locations of certain artifacts hidden in books. The problem was that it marked the location of the item on your map the moment you picked up the book and left nothing to chance, the book itself was also commonly found. Playing Fable, i recall the most powerful sword required a certain alignment for the tomb that contained it to open, another was a sword-in-the-stone type where you could see men from the local village trying their strength attempting to pull it out, not to mention certain chests that required a particular amount of keys found throughout the world. That is what i would like to see, that there is some challenge involved in finding an artifact of significant power, be it trough optional side quests , cryptic requirements or deducing their location through obscure data. If you absolutely cant find it and still want it, ask google. PS: I make a distinction between unique and legendary items. Legendaries are certainly unique but are distinct through power and historical relevance.
  4. 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 incapacitate you. What's that? But you do more damage 2d6 +5 fire damage? Not bad. I do 1d8+5 fire and 1d6+5 ice damage. Opps. Looks like you underperform there too. 2. Loot/magic obsession. Finding loot is part of a CRPG charm. But it's not waht a CRPG should be about. It's not why we remember great fnatasy stories. Your average CRPG protagonists goes trough magical items faster than a starving man trough food. Magical items constantly discarded, used for 5 minutes untill a better weapon comes along. Long before the end of the game, every single inventory slot is filled with magical items. By the end, a character would cause a magic detector to explode. She sheer magniute of magical energy radiated over the hoards of legendary/epic items that the world hasn't seen in millenia would be OVER 9000!!! Magic and magical items are overused. When everything is magical, nothing is. Magic itself loses part of it's charm and "oomph". Powerful magical items are ntohing but trinkets to be discarded. When you think of Aragorn - was every single thing he carried magical? Did it have to be? Do characters in fantasy storeis switch equipment every 5 minutes? No, they find something nice and stick with it. It's one of the reasons I loved BG1 atmosphere so much. It felt so real. A qualtiy steel weapon was viable even at end game. You didn't finish the game with everything being a magical +5,+10 uber-item. 3. if less is more, more is less? Padding the game length with unnecessary, repettiive fight. Every road will have bandits. Or hostile wildlife with no sense of self-perserveation. And they will respawn. Sometimes entire game sections will be nothing more than padding (looking at you FF) /fillers. Because clearly, long game = automaticly better game. Right? Right?
  5. 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 are two parts to the game: Attacking and Defending. Attacking is pretty straight forward: you pick a castle to raid, travel to it (using magic or something) and try to reach the treasure room, dodging traps... and killing monsters on your way.... The gold and life force you loot you then store in your own treasure room, in your own castle. That brings us to the second part, defending: You are the proud homeowner of one flying castle. And just as you loot other people's castles, they can raid yours: To prevent that, you fill your casle with... traps of your own... and monsters of your own... All in an attempt to prevent would be thieves from reaching your Castle Heart (yeah... it's so not a Dungeon Heart...) As you level up your castle, you gain access to more creatures, more traps... more rooms... upgraded creatures... and a greater income Once you have build a castle you like, you have to validate it by raiding it yourself Once that is done, your castle goes public and is there for the community to enjoy. ------------------------------------------ So what is the downside? The game is free to play with a cash shop. Free? That is great! True... And nobody forces you to buy XP-Boosts, Loot-Boosts etc for real cash. Or to unlock new heroes through real cash. New heroes? Yes, as you start the game you can select one from a choice of three heroes: Mage, Knight, Archer. A fourth hero, the Roadie, is available through the cash store. The gems (the currency bought through real cash) can slowly be earned in-game, so a lot of things may eventually be earnable just by playing... a lot That doesn't change the queasy feeling you may get when looking at the store an noticing the "ultimate pack" for a LOT of cash. The other thing that can rub you the wrong way is the browser game style of logging in to have gotten raided repeatedly by random strangers while you were asleep. Luckily, once you get looted (I read somewhere that the looter takes 20% of your stash), your castle is shielded from further looting for 12 hours or so. That doesn't mean your ranking wont go down. On the other hand: ranking? Who cares? The fun part is building a castle and hoepfully watching replays of people failing at raiding it And it takes a while until you can unlock all the cool bits. Oh and of course: Ubisoft ------------------------------------------ Who is this game for? People who like building death trap dungeons. People who like to share what they build with friends and random strangers. People who like to raid dungeons and collect loot. But building is the main bit. So if anyone wants to journey to the lands of Opulencia, send me a friend request. I'm Melkathi ingame as well. So:
  6. 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?
  7. 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.
  8. 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 chainmail, 3x swords, 2x shields and 50x potions. On the other hand, putting that on a donkey, or horse, or yak? Sure, that's what they were domesticated for. That way, my party isn't weighed down with their supplies and booty, and instead are traveling light, ready to fight on a moment's notice. Work smarter, not harder. And if someone becomes severely wounded in battle and can't be adequately healed immediately, would I rather carry them or put them on the pack animal? Anyway, am interested in everyone's thoughts on the matter. Hopefully you enjoy the poll- it's the first one I've tried. I would also like to note that I'm not asking for mounts. That would be entirely too much work, and I actually don't even want that option. For these, they could literally use the same animations for existing animals in game, and just add a "container" element to them.
  9. 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.
  10. 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 removing the ability to build the inventory of your party/character, e.g. improving your carry weight or inventory size, and removing decision making. As we know, building your character and making (wise) decisions are pivotal elements of an RPG. There have also already been recommendations on how to improve or build upon this mechanic, e.g. Beasts of Burden. While I like this mechanic, my personal favorite is the system used in Baldur's Gate 2 where you could find/buy "Bags of Holding", gem bags, scroll cases, and other goodies in order to improve your inventory. Aside from stat improvements that increase your carry weight of course. Discuss!
  11. 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 your character (which is fundamentally equal to every other character). I can't tell if that's true since I haven't played Diablo 1 and 2, but my own experience with other 'diablo-likes' supports that argument. But I think there's more: I believe that the attribute metagame isn't enough. Which brings me to Baldur's Gate. In the first game, simple enchanted items are relatively rare. Items with specialized and higher bonuses (such as +X against Undead) are even rarer. Items with special abilities are almost self-contained to the expansion. This denotes one difference between BG and Diablo 3, loot that is meant to be interesting are rarer and, therefore, actually interesting and meaningful. But progression is still linear, since its still mostly about the attribute metagame. Every party member fills a niche, meaning that each party member will benefit the most of a given attribute increase, items are still simply better than each other. Granted, if Diablo 3 had managed to accomplish this much, I'd have been pleasantly surprised. But the IE games, I believe, went beyond that. In Shadows of Amn the structure is mostly the same, but there's more loot and the stakes are a higher. And with a higher power level, you can have more diverse items when it comes to special abilities. I remember hoarding a number of rings, cloaks and such, not because of different attribute bonuses and the like, but rather because of special abilities. This is something else that loot in Diablo 3 didn't have, creative and situtional spell effects. For the most part, I might wear that cloak of +X protection, but I'll occasionally switch into that other one that transforms me into a troll for healing purposes. And it might even remain useful levels and levels after I acquired it.
  12. 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. Sadly, this is not the case in most RPGs, but you know, I'm not terribly picky about it. Still love the 'you get what the character is wearing.' the best out of the options, but this being a poll, I also wanted to know what you all think, and would enjoy in Project Eternity on a personal, as well as a 'fun' level, and whatnot.
  13. 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 tomb and check if this hill indeed is a tomb. General idea is to get some cool, legendary items by following stories and legends that our character might hear during travelling through the world. Of course to make it more difficult, some stories or legends could be just a fiction and some could contain the truth. So following some stories could be rewarded with some amazing discovery and folllowing the rest of them could lead our team to some trouble (or reward us with something else than powerfull items) What do you think about something like this ?
  14. 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 histories important to you?
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