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Post by biggydx on Nov 10, 2020 4:35:13 GMT
There's likely to be an emphasis on obtaining armor, weapons, and accessories in the next installment; to modify or bolster your build. The Dragon Age games haven't really had the gear systems truly facilitate diversity, a sentiment echoed by our own LukeBarrett. Trespasser started to show signs of what a good loot system in the Dragon Age series could potentially look like, but there's still much to be done. So I wanted to ask you good folks a number of questions as to how BioWare should go about designing loot progression, delivery, and quality in DA4.
1) How many rarities do you think there should be? Typically, most games with a loot system have four or five tiers (Common, Uncommon, Rare, Legendary, and a Set Armor)
2) Should you be able to port the visual aesthetics of a gear piece (like a weapon or armor piece) to another weapon; ala Transmog?
3) How influential do you want the loot in the game to be on how you play?
4) Should certain gear items be locked behind higher difficulties, or should the Trials system that was added in Inquisition be the main facilitator of higher quality loot?
5) Should the player have the capacity to purchase all high-quality gear pieces available at various vendors, or limit the amount of currency so you have to be more conservative in terms of what you pick?
6) Should armor and weapons continue to have schematics, and if so, would you like to see the return of the Inquisition Golden Nug statue (which allowed schematics to be imported to other Inquisition save games)?
7) Should loot obtained in the play space be naturally stronger than gear you can craft?
8) Should certain gear pieces only be acquired by killing specific enemies, by getting them in specific areas, or be available from any area/enemy at random?
I think a lot of these questions are the biggest factors that determine just how enjoyable a games loot system can be.
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Post by Frost on Nov 10, 2020 4:52:50 GMT
2) Should you be able to port the visual aesthetics of a gear piece (like a weapon or armor piece) to another weapon; ala Transmog Yes!!! 6) Should armor and weapons continue to have schematics, and if so, would you like to see the return of the Inquisition Golden Nug statue (which allowed schematics to be imported to other Inquisition save games)? Please no schematics and/or having to collect components to get the best gear. I would like to be able to obtain the best gear from quest rewards, drops, and vendors.
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Post by Nightscrawl on Nov 10, 2020 7:20:18 GMT
2) Should you be able to port the visual aesthetics of a gear piece (like a weapon or armor piece) to another weapon; ala Transmog? YES!!!Don't care about anything else.
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Post by colfoley on Nov 10, 2020 7:50:29 GMT
There's likely to be an emphasis on obtaining armor, weapons, and accessories in the next installment; to modify or bolster your build. The Dragon Age games haven't really had the gear systems truly facilitate diversity, a sentiment echoed by our own LukeBarrett. Trespasser started to show signs of what a good loot system in the Dragon Age series could potentially look like, but there's still much to be done. So I wanted to ask you good folks a number of questions as to how BioWare should go about designing loot progression, delivery, and quality in DA4. 1) How many rarities do you think there should be? Typically, most games with a loot system have four or five tiers (Common, Uncommon, Rare, Legendary, and a Set Armor) 2) Should you be able to port the visual aesthetics of a gear piece (like a weapon or armor piece) to another weapon; ala Transmog? 3) How influential do you want the loot in the game to be on how you play? 4) Should certain gear items be locked behind higher difficulties, or should the Trials system that was added in Inquisition be the main facilitator of higher quality loot? 5) Should merchant acquired gear be impossible to gain due to limited currency acquisition; such as it was in Dragon Age 2? 6) Should armor and weapons continue to have schematics, and if so, would you like to see the return of the Inquisition Golden Nug statue (which allowed schematics to be imported to other Inquisition save games)? 7) Should loot obtained in the play space be naturally stronger than gear you can craft? 8) Should certain gear pieces only be acquired by killing specific enemies, by getting them in specific areas, or be available from any area/enemy at random? I think a lot of these questions are the biggest factors that determine just how enjoyable a games loot system can be. 2 and 6: Odd to combine these two but I absolutley loved Inquisition's crafting system. Yes it was a bit annoying to gain the appropriate crafting materials and spend the time grinding...especially with the FTMs!, but in the end it was usually worth it and it had the effect of making the weapons your own. You had ownership of them, they were crafted to the specifications of what you considered important and the effect was often super powerful. And transmog...well I do like the idea in Odyssey it solves the issue of 'ugly gear, great stats' and that can be important for RP...but at the end it often does seem a little uimmersive to actually do it. The gear is the gear. But I would combine the two ideas. Not have transmog but that every single piece of gear in the game has its own scematic (maybe lootable when you obtain said gear) which you can then craft that gear with the stats you want. Of course the other option would be to give you control of the upgrades. 3. Not that influential. I hate looter shooters and there were times when even gear just having a level blocked things. Now I know things IRL can be of differing quality but not sure it quite works like tat either. What should matter is your skill with the gear not the gear itself. It looks like from what I have seen from Vahalla they have entirely removed gear levels period. 8. All of the above? I made the comment in the wishlist thread that I hope for more varried rewards for quests. Not just gold and XP but actually things like skills or gears. While I am not sure gating it behind difficulty would be good but putting that stuff in the world via quest or enemies could be good. As my contribution to this conversation. I hate how most inventory systems, when you include them handle themselves. Granted there is some movement on these things of late but the idea of collecting hoards of the same weapons off dead bodies and stuffing it in your pack to where you had twenty bows in the thing that you would just have to sell or dismantle is...not fun, its not immersive...and it may even be a waste of resources. Every piece of gear that you get in the game should be unique and not looted from the corpses of the fallen. Andromeda was off to a good start on this, weapons could only be available on your ship or the forward bases and not in the field as it were...and Assassins Creed Vahalla seems to take the idea way in the direction that I am thinking, a quantum leap even. Coupled with my idea with the schematics, heck maybe you never actually loot anything but collect its schematics so you can craft it, and I think you'd be off to a good start.
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coldsteelblue
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda, Anthem
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Post by coldsteelblue on Nov 10, 2020 12:06:56 GMT
Transmog, yes absolutely, can really add to the aesthetic of a character, my opinion.
The main thing I have about gear & loot progression is, do you end up only chasing gear? Some games have bad loot progression where you constantly have to farm for better gear & while in some looters, that's the main point, having to chase new gear every time you level up can be annoying.
So I'd say, out an emphasis on crafting, with unique loot being obtainable from stores & quest rewards & refine the Golden Nug statue, so instead of sending schematics from playthrough to playthrough, we actually send our gear...or just give us NG+
That's all I've got on this atm
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Gileadan on Nov 10, 2020 12:10:12 GMT
First of all, I hope that they will move away from the diabloesque loot in DAI whose where your armour's main purpose seemed to be to give you stat points instead of protecting you from damage. Your protagonist should have stats, your armour should have an armour rating and maaaybe an enchantment. It should not give you a strength boost unless it's Astartes power armour or some such. (If this post is boring it's because I wrote it from work. My Dazzling Keyboard of Razor Wit is at home.)
1) Primitive, normal (no particular attribute), masterwork (with potentially special non-magical properties like "causes bleeding" etc), artifact (enchanted with magical powers like flaming blade). The first three tiers simply apply modifiers according to the skill they were made with, the last one is for magical weapons.
2) Why not? It would be an optional feature, so if you don't like it, don't use it, otherwise go to town!
3) Medium. The protagonist's attributes and skills should still be the primary base for the character's power in combat, good equipment should just be the thing that gives a (maybe decisive) edge. Equipment / loot should come with potential disadvantages, like heavy armour making it harder for a character to dodge and so on, so equipment choice never becomes a no brainer outside of "your class can't use that duh".
4) Outstanding items should be the result of appropriately difficult quests or loot from special (possibly hidden far from the main story path) enemies.
5) Merchants should mostly carry cheap primitive gear and moderately priced normal stuff. Masterworks should be really rare and expensive, and artifacts are quest/boss encounter rewards.
6) Schematics should follow the same rule as merchants under 5). A Golden Nug shouldn't be necessary since that only compensated for DAI's flawed schematic loot algorithm.
7) Since artifacts would be almost exclusively acquired by gameplay, I'd say yes.
8) see 5), so yes again.
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Post by Pounce de León on Nov 10, 2020 13:45:11 GMT
I've played enough gear loot progression and don't feel I need any more. I've particularly had it with these inventory management games. I'd like to abstain from dressing simulator too.
1) How many rarities do you think there should be? I don't give a rat's arse. Meaningful. 3 or four. Easy to identify of what to keep and what to sell.
2) Should you be able to port the visual aesthetics of a gear piece (like a weapon or armor piece) to another weapon; ala Transmog? I don't know what a transmog is. It is very likely that I wouldn't care.
3) How influential do you want the loot in the game to be on how you play? About 10% - 20%
4) Should certain gear items be locked behind higher difficulties, or should the Trials system that was added in Inquisition be the main facilitator of higher quality loot? No. Fuck the gear chase.
5) Should merchant acquired gear be impossible to gain due to limited currency acquisition; such as it was in Dragon Age 2? What's the point of merchant acquired gear when it can't be acquired?
6) Should armor and weapons continue to have schematics, and if so, would you like to see the return of the Inquisition Golden Nug statue (which allowed schematics to be imported to other Inquisition save games)? When I look at DAI I ended up with the same crafting anyway every single time, so what's the point?
7) Should loot obtained in the play space be naturally stronger than gear you can craft? No.
8) Should certain gear pieces only be acquired by killing specific enemies, by getting them in specific areas, or be available from any area/enemy at random? No. Ingredients yes.
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Post by telanadas on Nov 10, 2020 13:45:22 GMT
Please no schematics and/or having to collect components to get the best gear. I would like to be able to obtain the best gear from quest rewards, drops, and vendors. I agree. It may be a controversial opinion but honestly I wouldn't mind if they just dropped the crafting system and only allowed aesthetic changes or minor modifications to pre-existing items (like extra arrows, coated weapons etc). Legendary weapons/armour with unique stats and abilities would be items you can only obtain by completing certain story objectives or choices made.
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Post by theascendent on Nov 10, 2020 14:03:04 GMT
I want a way in which if you find an armour set you really like/looks great you can upgrade it and keep it until the end game, the same with weapons and artefacts/accessories. Certain armours in Inquisition are lacking in the looks.
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Post by biggydx on Nov 10, 2020 15:52:26 GMT
I figured I'd take some time to answer some of my own questions.
To Question 1: I think having five rarities is good enough, with - really - there being only four since the fifth rarity would be more for unique set pieces. Anymore than that and it starts to get absurd.
To Question 2: I really enjoyed the ability to transfer the visual affect of one armor piece to another in Assassins Creed: Odyssey. I think having this option bolsters the character creation and personality aspects of the main character you want to make. Aesthetics are just as important as the decisions you make in the game, so being able to look like what you want goes hand-in-hand in keeping your character unique.
To Question 3: I actually don't want loot to be significantly impactful in your play experience. To some degree, I wouldn't even mind if some armors/weapons were excluded if your attributes weren't high enough in order to wear said armor pieces. Character attributes and the skills you pick should be the deciding factor in your effectiveness as a player. Seeing how character attributes really haven't had a significant enough impact since DA:O, I think its time for those to have more sway over how we build our character. In a sense, I agree with Gileadan about armor/weapons not giving you additional attribute points. Unique effects or bonuses to melee/block/health/etc. are fine though. One thing I will say, is that I hope we see significant improvement in the amount of options we have available to us in the skill-tree system, as well as not having skill trees be wholly locked off if you picked a starting class. If I want to be a two-handed battlemage, I'd like that option.
To Question 4: I wouldn't necessarily be opposed to better gear being locked behind higher difficulties, but I think a better alternative would be to improve the Trials system they introduced at the end of Inquisitions life cycle. They're essentially acting as modifiers, and maybe having a certain number on at a given time activates and increases the chances of you getting a really high-quality piece of gear. You could have a score level associated with the each Trial modifier, with the difficulty you play on adding a multiplier to said scores. The higher the score, the more likely a piece of gear can drop, or having access to certain gear pieces once you've passed a certain score level.
To Question 5: I think merchants should only be there to give you consumables, materials, and basic schematics. Maybe some rarer merchants could sell one-time unique schematics at a higher price.
To Question 6: I'm torn when it comes to schematics and crafting in games like these. On the one hand, killing an enemy and having a good piece of gear drop from them can really get your serotonin levels going. Crafting also comes with the danger of invalidating the gear you get out in the wild (playspace). This was one of the biggest issues with Skyrims crafting system, as you basically could just take the enchantment off of any piece of enchanted gear, then put it onto weapons you crafted that could have their damage further increased to absurdity. On the flip side, crafting offers a greater degree of customization to the weapons you have, and if it is also supporting with a personalization feature akin to reskinning/coloring, then it too can improve the character identity aspect of the game. I guess you could kill high level enemies for schematics, and crafting of said schematics -as well as improving them - would require materials that could also be obtained by killing enemies; or through store purchase.
To Questions 7 & 8: This ties into my previous point. I like getting stuff of value from a really challenging foe. I also like being able to build my own weapons. Maybe a good compromise would be to have certain weapons dropped in the play space having a unique modifier that can't be crafted or obtained anywhere else? I'm still conflicted on this.
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Post by sandwichtern on Nov 10, 2020 18:22:47 GMT
There's likely to be an emphasis on obtaining armor, weapons, and accessories in the next installment; to modify or bolster your build. The Dragon Age games haven't really had the gear systems truly facilitate diversity, a sentiment echoed by our own LukeBarrett. Trespasser started to show signs of what a good loot system in the Dragon Age series could potentially look like, but there's still much to be done. So I wanted to ask you good folks a number of questions as to how BioWare should go about designing loot progression, delivery, and quality in DA4. 1) How many rarities do you think there should be? Typically, most games with a loot system have four or five tiers (Common, Uncommon, Rare, Legendary, and a Set Armor) I have no strong feelings one way or the other, I was even fine with the 10 equipment tiers that MEA had. Again, I'm fine without this kind of feature, but if the game were to have it, that's okay too. For those times when I wish retain the look of an older but weaker equiment item but also have the stats of a newer, stronger (and uglier) item; my personal preference (if we were ever given the opportunity) would be to have a system resembling MapleStory's handling of PC's looks via Cash shop items: You have two identical equipment tabs - one called 'equipment' and the other 'cash'. Items placed in the 'equipment' equipment tab would give your character both the stats and look of the item, unless you had placed another item in the 'cash' equipment tab. None of the items in the cash tab would affect your stats, but, if there, the items would override the look of their corresponding items placed in the 'equipment' equipment tab. If a certain kind of loot is needed for a plot or job advancement (learning a new skill), the location better be clearly marked on the map. I wasn't a fan of spending hours blindly looking for the specific enemies needed for Inquisitor's specialisation. I'm a completionist so I've never really had loot farming issues. Frankly I'd be disappointed to learn that a nice-looking/deadly weapon or an outfit was unavailable to me simply because I was unable to complete the game on the highest difficulty setting but on the other hand I have enjoyed playing DAI with trials on and that way receiving equipment which would otherwise not available elsewhere, so I dont know . In both cases those who can only play on the lowest difficulties end up with the short end of the stick.
I didn't like how DA2 reduced the player to a window shopper due to loot and gear selling for pittance and even crafting being costly. I've read that the idea behind this kind design is that the player would buy and try different items on different playthroughs, but personally I've found this kind system tends to just aggravate my scrimping tendencies - I end up buying nothing which should not be the goal of a game meant for enjoyment. So my answer would be a resounding 'NO'. I liked both schematics and the Golden Nug system, so I'd be glad to have them both return. Can't we have both? I like being able to craft gear that is much stronger than what we can come across while playing because I've been diligent in gathering different schematics and materials. But I think a good game would also take into consideration speedrunners and those only interested in main quests and party member specific quests by having us find loot that above our levels or preferably scales since open world games lead to people finding gear at different points. I prefer killing specific enemies because the 'dropping at random' also includes the possibility 'ends up never dropping' if I'm unlucky enough.
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Post by wickedcool on Nov 10, 2020 18:56:53 GMT
I want More unique loot in unique locations.
Yes I want the unique shield to be as good as my crafted. Give me the schematic when I find a unique item. Remove the 10 copies of tier 1 scout armor etc
Bring back treasure chests etc instead of having the dragon drop a unique dagger and be way more creative. Remember in dai when you found the elven vial with the specialization and trapped chests etc
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Post by biggydx on Nov 10, 2020 20:12:54 GMT
5) Should merchant acquired gear be impossible to gain due to limited currency acquisition; such as it was in Dragon Age 2? I didn't like how DA2 reduced the player to a window shopper due to loot and gear selling for pittance and even crafting being costly. I've read that the idea behind this kind design is that the player would buy and try different items on different playthroughs, but personally I've found this kind system tends to just aggravate my scrimping tendencies - I end up buying nothing which should not be the goal of a game meant for enjoyment. So my answer would be a resounding 'NO'. I need to amend this question, as what I meant to type was, "Should the player have the capacity to purchase all high-quality gear pieces available at various vendors, or limit the amount of currency so you have to be more conservative in terms of what you pick?" I do agree with you though, I didn't like how limited the currency was in DA2.
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Post by DragonKingReborn on Nov 10, 2020 20:59:31 GMT
1) How many rarities do you think there should be? Typically, most games with a loot system have four or five tiers (Common, Uncommon, Rare, Legendary, and a Set Armor) I think four levels is good, but each item; say Common Leather Greaves, as an example should be part of a craftable or lootable set that provides a distinct bonus for having the set equipped. Of course, that bonus grows in value as you move up through the rarity level. 2) Should you be able to port the visual aesthetics of a gear piece (like a weapon or armor piece) to another weapon; ala Transmog? 100% yes. It is, by far, my biggest complaint about DAI's equipment and crafting, in particular. My favourite look for daggers, for instance, appears to cap out at Tier 2. 3) How influential do you want the loot in the game to be on how you play? Difficult to answer. I wouldn't want progression (in this case, meaning progression through the story) to be dependent on how good my gear is, or worse, on finding/crafting particular gear. If people aren't bothered by min/maxing their equipment, they should be able to move happily through the story without worrying about whether or not to use the +1 to Damage Sword or the +5% Chance to hit Axe. Likewise, people who do enjoy that stuff should be able to wring benefits (both visual and gameplay) from doing so. 4) Should certain gear items be locked behind higher difficulties, or should the Trials system that was added in Inquisition be the main facilitator of higher quality loot? Not for me. In fact, I'd rather the Trials yielded different benefits entirely, but concede that may fall into the "unpopular" opinion category. 5) Should the player have the capacity to purchase all high-quality gear pieces available at various vendors, or limit the amount of currency so you have to be more conservative in terms of what you pick? Are we talking inventory capacity here? Or just the general ability to purchase anything from vendors? If inventory; yes. I hate inventory management. If there must be a hard limit, let it be huge. If just general purchasing ability of rare/unique/legendary...no. Some, sure - but others should need to be found or looted or crafted only as well. 6) Should armor and weapons continue to have schematics, and if so, would you like to see the return of the Inquisition Golden Nug statue (which allowed schematics to be imported to other Inquisition save games)? Yes, and yes. I'd like some items to be craft only and have either the option of upgrading equipment - similar to Odyssey or 'levelling up' a schematic. Meaning, if I find a schematic I like that offers bonuses/buffs that suit me, I shouldn't have to leave it behind because it is a Level 7 schematic and my PC is Level 12. 7) Should loot obtained in the play space be naturally stronger than gear you can craft? Some can, sure. Some people swear by the Aerondight sword in TW3. I wouldn't want it to be a hard and fast 'rule' for everything, though. 8) Should certain gear pieces only be acquired by killing specific enemies, by getting them in specific areas, or be available from any area/enemy at random? Specific enemies/areas, yes - for some items/schematics. Preferably the higher quality, of course.
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Post by biggydx on Nov 10, 2020 21:10:31 GMT
Are we talking inventory capacity here? Or just the general ability to purchase anything from vendors? If inventory; yes. I hate inventory management. If there must be a hard limit, let it be huge. If just general purchasing ability of rare/unique/legendary...no. Some, sure - but others should need to be found or looted or crafted only as well. You know how there were high-quality, but expensive, weapons and armor you could purchase in DA2? More than you could possibly afford even in a completionist playthrough? That's what I'm referring. Basically, "should you not have enough money to purchase all the venders best gear items?".
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Post by DragonKingReborn on Nov 10, 2020 21:45:52 GMT
Are we talking inventory capacity here? Or just the general ability to purchase anything from vendors? If inventory; yes. I hate inventory management. If there must be a hard limit, let it be huge. If just general purchasing ability of rare/unique/legendary...no. Some, sure - but others should need to be found or looted or crafted only as well. You know how there were high-quality, but expensive, weapons and armor you could purchase in DA2? More than you could possibly afford even in a completionist playthrough? That's what I'm referring. Basically, "should you not have enough money to purchase all the venders best gear items?". Gotcha - sorry, just re-read the question and you clearly stated "currency". I think it would depend on the type of game DA4 ends up being. If it is more condensed with a specific story set up for multiple playthroughs, then yes, limit it. If it is more sprawling where people - it is hoped - continue to engage after completing the main story, wandering around tidying up side missions, dailys/weeklys etc, then I think trying to limit that is a bit pointless and probably counter-productive.
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Post by colfoley on Nov 10, 2020 23:07:04 GMT
1) How many rarities do you think there should be? Typically, most games with a loot system have four or five tiers (Common, Uncommon, Rare, Legendary, and a Set Armor) I think four levels is good, but each item; say Common Leather Greaves, as an example should be part of a craftable or lootable set that provides a distinct bonus for having the set equipped. Of course, that bonus grows in value as you move up through the rarity level. 2) Should you be able to port the visual aesthetics of a gear piece (like a weapon or armor piece) to another weapon; ala Transmog? 100% yes. It is, by far, my biggest complaint about DAI's equipment and crafting, in particular. My favourite look for daggers, for instance, appears to cap out at Tier 2. 3) How influential do you want the loot in the game to be on how you play? Difficult to answer. I wouldn't want progression (in this case, meaning progression through the story) to be dependent on how good my gear is, or worse, on finding/crafting particular gear. If people aren't bothered by min/maxing their equipment, they should be able to move happily through the story without worrying about whether or not to use the +1 to Damage Sword or the +5% Chance to hit Axe. Likewise, people who do enjoy that stuff should be able to wring benefits (both visual and gameplay) from doing so. 4) Should certain gear items be locked behind higher difficulties, or should the Trials system that was added in Inquisition be the main facilitator of higher quality loot? Not for me. In fact, I'd rather the Trials yielded different benefits entirely, but concede that may fall into the "unpopular" opinion category. 5) Should the player have the capacity to purchase all high-quality gear pieces available at various vendors, or limit the amount of currency so you have to be more conservative in terms of what you pick? Are we talking inventory capacity here? Or just the general ability to purchase anything from vendors? If inventory; yes. I hate inventory management. If there must be a hard limit, let it be huge. If just general purchasing ability of rare/unique/legendary...no. Some, sure - but others should need to be found or looted or crafted only as well. 6) Should armor and weapons continue to have schematics, and if so, would you like to see the return of the Inquisition Golden Nug statue (which allowed schematics to be imported to other Inquisition save games)? Yes, and yes. I'd like some items to be craft only and have either the option of upgrading equipment - similar to Odyssey or 'levelling up' a schematic. Meaning, if I find a schematic I like that offers bonuses/buffs that suit me, I shouldn't have to leave it behind because it is a Level 7 schematic and my PC is Level 12. 7) Should loot obtained in the play space be naturally stronger than gear you can craft? Some can, sure. Some people swear by the Aerondight sword in TW3. I wouldn't want it to be a hard and fast 'rule' for everything, though. 8) Should certain gear pieces only be acquired by killing specific enemies, by getting them in specific areas, or be available from any area/enemy at random? Specific enemies/areas, yes - for some items/schematics. Preferably the higher quality, of course. It is even worse then that though. Usually such gear level systems don't really care about the quality...well it kind of does...but rather what 'level' it is. Which just seems, IDK how this works really, but it just seems an easier way for devs to restrict content and make it so you have to grind harder and play the game more to actually get to the higher levels and progress the story. Hopefully the industry is moving away from this considering it does ot seem to be that well recieved.
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helios969
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Post by helios969 on Nov 11, 2020 7:54:36 GMT
On 4, I absolutely hate that...get a high level piece of gear and be all excited only to receive a note when you try to don it: requires level XX. That's stupid to me...why can't my level 3 rogue use that level 20 dagger? I could see certain situations where lack of strength to proficiently use a higher tier weapon (due to weight) or lack of magic to safely use a high level staff, but level restrictions never made much sense to me.
On 8, generally yes...but with enemies as whole I'd like a system that provides greater rewards based on the differential between your composite party level and enemy(ies) level + any special abilities to ensure you're rewarded with good loot and to encourage players to take more risk. More risk, more reward (and more fun). Bioware has never done loot well...partly because they've traditionally hid the best weapons/armor behind pay walls.
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Post by witchcocktor on Nov 11, 2020 15:27:25 GMT
Give me transmogs or give me death.
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luketrevelyan
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Post by luketrevelyan on Nov 11, 2020 15:37:09 GMT
For #3, I'd like it to have very little influence. I don't really have any strong opinions on the others.
On a related note, I would like these things: 1. Large and/or unlimited inventory space 2. Ability to pick up all loot in a certain area rather than individually OR at minimum a faster loot picking animation (DAI's is ridiculously slow)
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Sanunes
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Post by Sanunes on Nov 15, 2020 22:00:17 GMT
Being honest here, a lot of what you are asking makes me feel that the game would be more of a looter style game then a RPG. What I want is a lesser focus on gear so you are stuck grinding in an area for hours trying to find some kind of improvement or finding materials to craft it.
A lot of things for me are pretty subjective as well for the focus on the game. I hated the gathering system of Inquisition so they could have a crafting system with non-stop pinging to find resource nodes and then having to grind those resource nodes to hopefully find the ultra-rare item that fits in how you want to play. At that point I gave up on the game dropped the difficulty and just finished the game. Then by the time I had what I needed I had probably out leveled the schematic anyway.
To me gear can be important, but in the modern area of gaming I don't want to be chasing stats for slightly better gear if I want that I can play a looter style game. For a BioWare game I think they had a pretty good base idea with gear in Mass Effect 2 where you either find a piece or you buy a piece and then its added to your armory for your use. Expanding that or altering it I can really see myself enjoying, but I think I would just ignore any loot or crafting system that is a minor upgrade hunt for something better.
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Post by colfoley on Nov 16, 2020 1:03:04 GMT
Being honest here, a lot of what you are asking makes me feel that the game would be more of a looter style game then a RPG. What I want is a lesser focus on gear so you are stuck grinding in an area for hours trying to find some kind of improvement or finding materials to craft it. A lot of things for me are pretty subjective as well for the focus on the game. I hated the gathering system of Inquisition so they could have a crafting system with non-stop pinging to find resource nodes and then having to grind those resource nodes to hopefully find the ultra-rare item that fits in how you want to play. At that point I gave up on the game dropped the difficulty and just finished the game. Then by the time I had what I needed I had probably out leveled the schematic anyway. To me gear can be important, but in the modern area of gaming I don't want to be chasing stats for slightly better gear if I want that I can play a looter style game. For a BioWare game I think they had a pretty good base idea with gear in Mass Effect 2 where you either find a piece or you buy a piece and then its added to your armory for your use. Expanding that or altering it I can really see myself enjoying, but I think I would just ignore any loot or crafting system that is a minor upgrade hunt for something better. There is a lot of good premises in here and I do think an ME 2 style system would really work out well. Not really an inventory system though per se though. Two quibbles though: 1. I can gurantee you after numerous playthroughs in Inquisition that you won't ever really outlevel any of your crafted gear. Honestly there are very few pieces of gear the game provides that are over leveled of what you can craft. 2. I do express some minor confusion on this point becausegetting the gear mats you wanted, the base materials, was a breeze and a half. And you knew exactly which mats corresponded to which stats easily enough and there was schematics which could give you a wide variety of effects. Now there was a lot of grinding with the Fade Touched stuff (which is something they should look at in the future) because of the rng aspect of it but...adapt? I may not have found exactly what I wanted with them all the time but there was still good effects, which I kind of realized the FTMs were a bit redundant and the main coup of the gear was the base gear himself.
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Sanunes
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Post by Sanunes on Nov 16, 2020 1:47:37 GMT
Being honest here, a lot of what you are asking makes me feel that the game would be more of a looter style game then a RPG. What I want is a lesser focus on gear so you are stuck grinding in an area for hours trying to find some kind of improvement or finding materials to craft it. A lot of things for me are pretty subjective as well for the focus on the game. I hated the gathering system of Inquisition so they could have a crafting system with non-stop pinging to find resource nodes and then having to grind those resource nodes to hopefully find the ultra-rare item that fits in how you want to play. At that point I gave up on the game dropped the difficulty and just finished the game. Then by the time I had what I needed I had probably out leveled the schematic anyway. To me gear can be important, but in the modern area of gaming I don't want to be chasing stats for slightly better gear if I want that I can play a looter style game. For a BioWare game I think they had a pretty good base idea with gear in Mass Effect 2 where you either find a piece or you buy a piece and then its added to your armory for your use. Expanding that or altering it I can really see myself enjoying, but I think I would just ignore any loot or crafting system that is a minor upgrade hunt for something better. There is a lot of good premises in here and I do think an ME 2 style system would really work out well. Not really an inventory system though per se though. Two quibbles though: 1. I can gurantee you after numerous playthroughs in Inquisition that you won't ever really outlevel any of your crafted gear. Honestly there are very few pieces of gear the game provides that are over leveled of what you can craft. 2. I do express some minor confusion on this point becausegetting the gear mats you wanted, the base materials, was a breeze and a half. And you knew exactly which mats corresponded to which stats easily enough and there was schematics which could give you a wide variety of effects. Now there was a lot of grinding with the Fade Touched stuff (which is something they should look at in the future) because of the rng aspect of it but...adapt? I may not have found exactly what I wanted with them all the time but there was still good effects, which I kind of realized the FTMs were a bit redundant and the main coup of the gear was the base gear himself. It has been a few years since I touched Inquisition so I might be misremembering out leveling my gear, but I was trying to find Silverite and I never found a good place to farm it. So I did give up trying to use it.
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Post by colfoley on Nov 16, 2020 3:01:09 GMT
There is a lot of good premises in here and I do think an ME 2 style system would really work out well. Not really an inventory system though per se though. Two quibbles though: 1. I can gurantee you after numerous playthroughs in Inquisition that you won't ever really outlevel any of your crafted gear. Honestly there are very few pieces of gear the game provides that are over leveled of what you can craft. 2. I do express some minor confusion on this point becausegetting the gear mats you wanted, the base materials, was a breeze and a half. And you knew exactly which mats corresponded to which stats easily enough and there was schematics which could give you a wide variety of effects. Now there was a lot of grinding with the Fade Touched stuff (which is something they should look at in the future) because of the rng aspect of it but...adapt? I may not have found exactly what I wanted with them all the time but there was still good effects, which I kind of realized the FTMs were a bit redundant and the main coup of the gear was the base gear himself. It has been a few years since I touched Inquisition so I might be misremembering out leveling my gear, but I was trying to find Silverite and I never found a good place to farm it. So I did give up trying to use it. If you decide to give it another try the Emprise Du Lion is where I pretty much farm all my tier 3 mats. Of course the Frostback Basin is great too and you can get Snouefleur skin in massive quanties in the Exalted Plains. ... My God I am giving advice on this subject on a video game
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Post by biggydx on Nov 16, 2020 18:55:12 GMT
Being honest here, a lot of what you are asking makes me feel that the game would be more of a looter style game then a RPG. What I want is a lesser focus on gear so you are stuck grinding in an area for hours trying to find some kind of improvement or finding materials to craft it. A lot of things for me are pretty subjective as well for the focus on the game. I hated the gathering system of Inquisition so they could have a crafting system with non-stop pinging to find resource nodes and then having to grind those resource nodes to hopefully find the ultra-rare item that fits in how you want to play. At that point I gave up on the game dropped the difficulty and just finished the game. Then by the time I had what I needed I had probably out leveled the schematic anyway. To me gear can be important, but in the modern area of gaming I don't want to be chasing stats for slightly better gear if I want that I can play a looter style game. For a BioWare game I think they had a pretty good base idea with gear in Mass Effect 2 where you either find a piece or you buy a piece and then its added to your armory for your use. Expanding that or altering it I can really see myself enjoying, but I think I would just ignore any loot or crafting system that is a minor upgrade hunt for something better. I hope I didnt leave you with that impression. If anything, I'd rather the next game place a bigger emphasis on your attributes, skills, and skill related upgrades; instead of loot. Having played my fair share of loot based games, it'd be nice to get a break from obtaining dozens of gear pieces and have to go one-by-one organizing and dismantling them all. Some of the things I argue for, such as loot dropping from a boss, has more do with incentives and giving players a reason to face bigger challenges. The reward is the gear item itself, but I dont need a bunch of loot pieces to spew out of the boss like someone popped open a bag of skittles. God of War handled its system pretty well in my mind. You got a single, albeit strong, piece of gear by defeating the Valkyries. The challenge was worth your time because of said reward. As for rarities and set bonuses, this isn't uncommon in RPGs, and BioWare even started moving closer to this in the Trespasser DLC. I cant remember the armor set, but it gave you a bunch of bonuses depending on how many pieces of said armor you were wearing. The other gear items themselves would also work to compliment you're existing skills. For example, the Assassin Backstab skill could be bolstered by an accessory that gave you a stamina refresh upon killing a target. Nothing absurd like, "Killing an enemy with this dagger will spawn 5 Mabari Warhounds at your side". For me, I want my character to feel much more personalized in the next installment. The breath of options of I should have, whether cosmetic or through my skills and weaponry, should better reflect who I want my character to be. Not some arbitrary stats on an item; which should really just be complimentary. I found the Inquisition Multiplayer characters more interesting than ones you could create yourself, because the devs built them in a way that they pulled skills and passives from different skill trees that you couldn't do in the single player campaign. It made playing them towards a set playstyle more enticing.
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