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Shadowrun Shadowrun Returns Pre-Release Thread

Kem0sabe

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So apparently it's possible to have dead enemies drop things as they fade out using the editor, but they just didn't show it in their demo.

So they do have a loot window at least but won't be using it in-game, leaving it as a feature for the editor?

One thing i would love to be able to do with the editor are the kinds of checks PS:T had, like killing an npc through a dialogue stat check [snap neck].
 

tuluse

Arcane
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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
So apparently it's possible to have dead enemies drop things as they fade out using the editor, but they just didn't show it in their demo.

So they do have a loot window at least but won't be using it in-game, leaving it as a feature for the editor?

One thing i would love to be able to do with the editor are the kinds of checks PS:T had, like killing an npc through a dialogue stat check [snap neck].
They have items you can pick up and use, they just don't have enemies drop everything they're carrying for you to pick up.
 

Aeschylus

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Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
So apparently it's possible to have dead enemies drop things as they fade out using the editor, but they just didn't show it in their demo.

So they do have a loot window at least but won't be using it in-game, leaving it as a feature for the editor?

One thing i would love to be able to do with the editor are the kinds of checks PS:T had, like killing an npc through a dialogue stat check [snap neck].
They showed a currently-non-functional inventory screen of sorts which seems like it would show any misc items you may have picked up. So it seems there will probably be some kind of loot system, but more for run-critical items like keycards and such.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Summary from the QA session:

You have the option to hide Stat based check dialogue options in conversation with the editor. If you don't like ones that cannot be used because you fail the requirement you can have them hidden.

There is now gore it will fade in time.

You can damage your team with friendly fire.

There is Drain Damage if you want to cast a spell before the spell is available (if it is still waiting for the cooldwon to expire).

There is currently no way to add user created art (tile sets, portraits, or character models etc...). They may try to add that after release.

The first released version has NO co-op but they may add it in a future DLC/Expansion.

They DO also would love the idea of a GM online mode.

Interactive items can be hidden, as in the indicator that is interactive can be turned off (something like that).

Decking has gone though 3 iteration on paper, but they have not liked how it turned out in game. Still working on it.

EDIT:

You CAN loot a body, in the example they provided, you kill a person and then can find a key item on them (say like a pass card to reach a new level).

EDIT 2:

You will be able to talk your way trough some runs. The facing system features a charisma attribute, that basically gives you more choices in dialogues (strength seems to have also an impact when intimidating) and the 3 Etiquette skills, that will allow you to blend in and pass security guards if you act and dress the right way. They talked about Corporatist, Ganger and Socialite Etiquette, so there is a lot to invest if you want to be the perfect Face.
 

Cromwell

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I would love a GM/Co-Op mode. I Will have something to play for years to come :bounce:
 

Wizfall

Cipher
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That was a good stream, the game definitely looks great.
HBS is a very likeable team, not afraid to deliver a lot of info about their game.
It's quite unusual and very much appreciated.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
This all sounds pretty inclined.

Yeah I was terrified the ugly cancerous decline of OMG! CO-OP!!!! was going to be announced in the final game. But it's not.

It sounds like (if the game sells well) they may do the co-op and the GM mode later which I'd buy. A GM mode would be very fucking cool. <3
 

Alex

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I hope looting is in and is general. That is, it isn't available only for items the designer decided to allow it for. I mean, Shadowrun is a game where PCs will sometimes drag around a dead body so they can sell its cyberware to a street doctor.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
I hope looting is in and is general. That is, it isn't available only for items the designer decided to allow it for. I mean, Shadowrun is a game where PCs will sometimes drag around a dead body so they can sell its cyberware to a street doctor.

If you watch the video they explain why this isn't like Diablo and other rpg's.

They wanted to focus more on the missions and story and not have bodies puking up items and gold.

As for your corpse idea, that can be easily done in the editor. It is unknown if they use such a mechanic in the main game story.
 

Gozma

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If I don't have to click hundreds of corpses and boxes in an RPG I will consider it a very happy accident they couldn't afford to implement looting
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
What does that mean? I mean GM mode?

Basically (like NWN/NWN2) you can run a Pen and Paper like session with friends. One person is the GM who can spawn in creatures or items etc... and "run" the session. And then the players play the game/module the GM created with the GM there running things.
 

Kem0sabe

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I'm going to assume a Dragon will be involved in the main quest....

I'm expecting either the "newest" Dragon on the block, Ghostwalker (based off of Denver tho), or Lofwyr who is probably one of the most machiavellian entities in the Shadowrun universe and inspired the saying "Never deal with a Dragon".
 

Alex

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They could do that by having heavy limits in how much you could carve. I can understand not wanting to have loot play a similar role here as it plays in Diablo. Going back and forth to sell stuff enemies dropped so you slowly accumulate wealth isn't very shadowrunny at all! Still, being able to take an enemy's weapons to use during a mission, or finding something worth selling in a mission that otherwise would have been a botch are parts of how the tabletop game plays.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
They said there isn't going to be much differentiation between weapons. So you're not going to find some cool unique gun. Find "something worth selling" can easily be done with their system, it just needs to be intentionally placed by the designer.

I just thought of a concern though, how are they handling ammo? If you can't loot bodies for another clip or 2, does that mean you have unlimited when on a run? Or you're just sol if you run out?
 

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