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Incline What can be done about excessive loot?

Not.AI

Learned
Joined
Dec 21, 2019
Messages
318
Fallout 4's settlement system exists because of another shitty Bethesda system: excessive loot. Both stand in the way of "traditional" RPG gameplay.

What can be done about excessive loot? That doesn't make a game more shit?

Let's also rank the options with a -10 to 10.

-10 are bad "solutions" that make a game even worse. +10 are actually the best solutions that make the game better.

I'll start:

[+3] Allow converting excess loot into gatcha rolls for something really amazing and special.
Like new characters to replace mid-story the main vanilla boring nameless protagonist. Like somebody with better hair.

:troll:
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,615
There should be serious diminishing returns when selling gear to vendors. There's only so much they can possibly resell or melt down to reuse, so after a while they should be offering a pittance for your shit. Then if people want to ruin their own day by autistically dragging every 1g sword and shield back to town to sell, that's on them.

The Fallout 4 garbage collection isn't a problem in need of a solution. AFAIK no RPGs have actually taken this idea and run with it, because it's so obviously ancillary to traditional RPG gameplay that nobody wants it in their game.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,971
Location
Flowery Land
It didn't really work because the economy was fucked up at other other possible point (the crates of loot from smuggler caves scales absurdly well with the player's level, it doesn't require much barter skill to sell an item to a vendor for more than you just bought it for, alchemy making valuable potions from cheap food, soul gems being worth an absurd amount when filled, etc.), but in Morrowind the majority of enemies used "low quality" (my designation. Includes iron, netch leather, fur) gear, where any PC who had cleared the starter dungeon would have "normal quality" (steel, chitin etc.) and have no use for it. This low quality gear had absurdly bad weight to value ratio and simply was never worth it to carry back to a vendor to sell unless the distance was super short (like the starter dungeon, or the occasional time you fight hostiles within a town) so the player wouldn't bother. Instead the player would be looking for small, valuable items like imported alcohol, jewelry, gems, magic scrolls, and (if they knew how to find a buyer) illicit drugs all of which were meant to be converted to cash at vendors and were (theoretically) there wasn't that much to find. This way the area designers were free to include enemies who were tough due to their numbers, skill and occasionally spells instead of equipment and not have to worry about the excess loot.

One interesting money sink that pops up occasionally, but not often enough, is real estate. If the player is going to be going back to an area regularly (as opposed to plot progression making backtracking impractical or impossible), and doesn't already have some form of transport that doubles as a home (such as a ship) it's an easy enough thing to implement a house or two for sale, it makes sense to be a thing, and makes sense to be expensive. Players will take it because it's a logical place to stash their stuff they might need (but won't), even if it doesn't have elaborate upgrades or utility items.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,184
Location
Searching for my kidnapped sister
I dont play Fallout4 so I can not speak specifically to that case. However, in Fallout New Vegas there is certain scenario where excessive loot exist. In which case I can speak to that circumstance.

1. Making loot wider use outside of selling/consuming. Like Radscorpion Egg, which its sole use is to sell. There's some mods make that into a recipe component to make existing or new consumables so they get use and disappear out of item pools. Ten kinds of book items get remade into blank books or blank magazines and then remade into skill magazines which is continually in use, and in rare case, perma skill books.

2. Weapons and Armors can be used to repair other weapons and armors. This aspect get enhanced by raising repair price, or limit repair range (fallout 3 method and lots of fnv players like to restore this aspect). Also get enhanced by limit the repair vendor to be available in safe locations far from action only. And field repair is expensive/hard. All of which mean looted items get use in beneficial actions.
 
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mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,704
Location
Ingrija
There should be serious diminishing returns when selling gear to vendors. There's only so much they can possibly resell or melt down to reuse, so after a while they should be offering a pittance for your shit. Then if people want to ruin their own day by autistically dragging every 1g sword and shield back to town to sell, that's on them.

That's not really true. For one, contrary of what a typical RPG shows to you, a population of a kingdom is way more than 50 people. They have armies to equip and stockpiles to maintain. Second, again contrary to what a typical RPG says, an average sword costs a LOT more than 1 gp. Historically a vast majority of populace could never allow themselves one. Steel good enough to make professional weapons out of it was quite valuable, too, and even today loads of people make fairly comfortable living by selling metal scrap they find or steal.

Face it, someone who can (and is encouraged to) kill thousands of people and take their shit is guaranteed to quickly end up pretty fucking rich, period.
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
Replace items that are slighty better or worse versions of items you likely already have (e.g. weapons that do a little more damage than your starting weapon, with no other effects) with items that have more general applicability and increase the strategic complexity of the game.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
i actually liked how each weapon in f4 was modded and you could pick weapon in the wild and strip it for parts. Basically allowing niche 'build' without crafting. There was a lot of crap and I simply didnt pick it up?
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
The items you carry with your character that can't fit in your pockets or sacks that you have to acquire separately should be carried in a messy manner so that some tenuously hang on to your character and some fall on the ground and leave your inventory if you move too quickly. If you're in a dangerous area, enemies should be more attracted to your character in approximate proportion to the value of visible items in trying to rob you or kill you and loot you. NPCs should react differently according to the properties of visible items (e.g. show contempt or interest, call the police, try to trade or steal).
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
The items you carry with your character that can't fit in your pockets or sacks that you have to acquire separately should be carried in a messy manner so that some tenuously hang on to your character and some fall on the ground and leave your inventory if you move too quickly. If you're in a dangerous area, enemies should be more attracted to your character in approximate proportion to the value of visible items in trying to rob you or kill you and loot you. NPCs should react differently according to the properties of visible items (e.g. show contempt or interest, call the police, try to trade or steal).
NEO scavenger
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,704
Location
Ingrija
Limited inventory capacity that forces the player to avoid picking up cheap garbage and only loot really valuable (or small-sized / lightweight) items.

Inventory tetris and calculating gold per weight ratio everytime you pick up another fork is sure fun [/sarcasm].

Bring back Daggerfall cart, you pussies. Bring back split parties when someone is left behind to guard the remaining pile of loot while the rest carry what they can to drop it at the nearby pawn shop. That's what reasonable people do when they are allowed to kill hundreds of aggressive niggers with impunity. They pick up their glocks and their iphones and sell them off, and what they cannot pick, they stash till they can.
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,704
Location
Ingrija
True, but aggressive niggers usually carry cheap and/or illegal equipment.

Even if their glocks are illegal and their iphones, cheap chinese knockoffs, there's a buyer for everything. After all, next aggressive nigger should buy his glock and iphone somewhere.
 

*-*/\--/\~

Cipher
Joined
Jul 10, 2014
Messages
973
The obvious solution to excessive loot is not to give out excessive loot.

Do not design games for morons who need a dopamine hit every 2 minutes from getting a new shiny thing.
 

garren

Arcane
Patron
Joined
Nov 1, 2007
Messages
2,045
Location
Grue-Infested Darkness
Have gear durability, trash monsters and most enemies should have really low durability armor/weapons, that sell for a minimal amount of gold. Unless you repair them, which would cost as much as just buying a new one, or even more. New Vegas actually had a nice mechanic where you could combine the durability of several similar weapons/armor using the repair skill (use the other one for parts). Also, just tone down the amount of lootable containers, I was just playing the Witcher 3 and the amount of loot is insane, the containers/loot could be halved easily and still be plenty enough for exploring. Instead of having ten freaking containers in a house or a small cave, have just one or a couple so you'd still reward exploration, makes the rest of the loot matter more too.
 

PapaPetro

Guest
[+10] Less loot

WgdLq8x.png
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
not a one size fits all solution but: the setting is a dessicated hellhole where there are no dedicated traders or currencies, there are limited opportunities to barter one thing for another with survivors and that's it
 

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