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>RPG >kill a humanoid enemy >he's wearing some
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>RPG
>kill a humanoid enemy
>he's wearing some nice looking armour and uses a solid weapon
>you can't take them off him
>you can only rely on RNG loot to get anything, or nothing at all
>>
>RPG
>kill a humanoid enemy
>he's wearing really cool looking armor
>that you will never be able to wear
>>
>>330890271
in most societies looting is basically taboo, even if they try to kill you.

Their posessions donĀ“t stop belonging to them or their next of kin when you kill them.
Stealing is bad enough, but stealing from the dead is even more problematic.
>>
>enemy causes a specific status effect
>doesn't drop the appropriate curative for it
>>
>>330891828

But you can still take whatever money, food, or random supplies off of them as much as you want.

Sounds like some horseshit excuse if you ask me.
>>
>>330890271
>kill a humanoid enemy way larger than you
>magically able to fit in it perfectly
???
>>
>>330890271
balance reason
if you could loot anything from any enemy it would mean that killing the right enemy can give you endgame loot and skyrocket your progression
>>
>>330891828
>looting
>taboo
Soldier's pay use to include whatever they could loot/pillage.
>>
>Titan Quest.
>Appropriate NPC's are kitted out with equipment.
>They drop that equipment when they die.
>The stats and abilities of their equipment reflect in their damage and defense; enemies carrying shields would have block chance but the same enemy that spawned without one would not.
And what's the end result?
>Huge piles of grey-tier garbage that not even a level one player would bother vendoring.
>>
>>330890271
>Enemy is using really crazy looking weapon
>kill him
>drops generic weapon
>has no chance to drop the weapon he was using
>enemy holding weapon
>upon death drops weapon on the ground
>you can't pick it up
>>
>>330891828
>looting
>taboo
That's why every single civilization has let their soldiers loot and pillage whatever they could find, right?
>>
>>330891828
You should still have the choice, it is after all an ARR PEE GEE. Too bad almost every morality mechanic is shit.
>>
>>330890271
>nice armour
>look in inventory
>1 armor scrap
>have to kill 45 of these guys to craft the same armour they're wearing
>>
>>330893667
Grim Dawn and Titan Quest both run on the same engine and feature this mechanic. The difference is grey-tier weapons in Grim Dawn immediately dissolve when dropped.
>>
the alternative is having elder scolls-style looting which causes 11-year-olds to kill important characters because they wanted their shiny weapons.
>>
Well realistically if you killed a guy, then you perforated and basically destroyed his armor too
Just my two cents, niggas
>>
>Found 1x Potion!
>>
>>330893560
WHO GIVES A FUCK?

What are the 12 year olds crying about op shit online gonna get shitted on? I play games to have fun, not be held down by stupid rules and arbitration because waaaaa op.
>>
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>enemy is using a really large sword
>kill him and loot it
>it's scaled down to a shortsword tier on your character
>>
>>330893560
>kill an enemy that's way stronger than you and has way better gear than you do
>you should not be rewarded for it with way better stuff but instead get something weak around your level

prrrrr
>>
>>330894094
>Enemy has a monstrous cock.
>Kill him and whip down my pants.
>It's become spongey and deflated.

woooow
>>
>>330890271
The weapon things a little silly but with armor I always just imagine it's because you fucked it up while killing him and it isn't worth salvaging.
>>
>RPG
>there's no danger, every creature is a copy of the next one with some exception like magic users
>can be killed by a wolf at level 50 just like you did at level 6, world has no coherence
>devs call it a challenge while it's just a boring, lazy mess with no thrill or believable progression
Is there another mechanic that is so shitty it manages to single handedly kill a game?
>>
>>330890271

It's the wrong size
>>
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>Lvl 8 Wolf
>Lvl 11 Dire Wolf
>Lvl 18 Rabid Wolf
>Lvl 30 Wolfpack Alpha
>Lvl 50 Spirit of Wolf
>>
>>330890271
>humanoid professional wrestler
>easily get your face broken
>for a month while you recover, the "bad guys" constantly try to get deep seeded, personal heat against them and "inadvertently" big you up
>everyone but women and children, who will forget you exist in a year, don't buy it when you make your comeback, and still hate you
>>
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>RPG
>turn in a quest
>refuse the reward like a true gentleman
>there's no secondary reward
>>
>>330894720
>big bad has a 20+ year legacy and is in charge of one of the best wrestling programs in the west.
>"hero" is some tough guy shmuck that is the boss's favorite that is being pushed way too hard too early
>hero is pretty decent but no one wants to give him a chance because he's constantly shoved into the spotlight when he's clearly not ready for it
>>
>>330894826
>RPG
>turn in a quest
>quest giver just takes the shit and plays dumb
>ask for my reward
>he refuses and mocks me for doing his bidding
>beat him up, steal all his shit, sleep on his bed
And to think I would have been ok with 20 gold.
>>
>>330894680
>the lesser wolves just go extinct as you progress
Now that's some real magic.
>>
>>330893865
Nothing wrong there. Suitably equipped NPCS should be well fortified and protected. That's working for your loot.

It shouldn't also take a shit load of time if you can be clever to cut corners.
>>
>>330893865
Should this concern me in any way?
>>
>>330893667
Loot'em'ups are more abstract than RPGs, it' their fault for misplacing their priorities.
>>330893560
>balance
Of course you are going to run into balance issues when the game relies on a contrivance for a crutch. Linear exponential growth that trivializes easier content is a problem in and of itself.
>>
>>330894826
>secondary reward actually happens later in the story
>the person you helped for free was so thankful he/she gives you something really dank
>>
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>>330890271
>kill enemy
>he literally drops his sword and shield upon death
>even his helmet rolls off of his head
>can't pick any of the gear up
>but you can get them as quite rare rng drops
>it's also a common enemy

jesus fucking christ that rustled my fucking jimmies
>>
>>330891828
>in most societies looting is basically taboo
Not on Earth.
>>
>>330895306
>people like the big bad more than the "hero"
>>
>>330890271
>playing skyrim
>kill bandit running at me with an axe and leather armor
>can loot his corpse and get that exact leather armor and axe
>suddenly realize I'm playing skyrim
>skyrim is shit
>>
>>330890271
This is why you play TES rpgs.
>>
>>330890271
Well how about you play some Morrowind, then?
>>
>>330896228
>>330896156
>>330896134
>playing elder shits

Stop plebbing up my thread.
>>
>>330896325
It's MY thread you fucking faggot
>>
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>>330894826
>quest asks me to retrieve the sword of the fallen king & shield from a bottom of the sea
>fight through the fire and water
>kill C'thulhu and his minions
>return to the quest giver
>"thanks for returning the items brave adventurer, here take this [Rusty Sword of +1 attack damage] for your efforts
>>
>>330890271
So go play Skyrim then?

Shit thread faggot
>>
>>330895859
>Linear exponential growth
Shit, that doesn't make any sense. I meant 'linear' as opposed to gaining more meaningfully different ways of dealing with problems, and 'exponential' concerning numbers for damage, armor, hp, and such..
>>
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>>330895972
>kill enemy
>he drops a weapon
>it falls off a cliff due to physics
wooow
>>
>>330891828
>vidya game is most societies
>>
>>330890271
This is one of the few things that Bethesda games do really well. Anything you see your enemy wearing or equipping, you can pretty much loot.
>>
Why are ARPG's so linear?

Why can't they put a lot of level 60's in a forest beside the starting area? Have NPC's tell the player the forest is dangerous or to stay on the path.

All the popular ARPG's at the moment are fat hallways with giant side-rooms.
Thread replies: 49
Thread images: 8

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