Sunsetspawn
Arcane
Developer lynchings
By the time I get to the end of BG1, I have magic bolts and arrows coming out the ying yang. Fire arrows, arrows of detonation, arrows of dispel, etc. that I didn't use throughout the entire game. And then I get to the Sarevok fight and am like: well, guess this is it, and then just unload the entire game's consumables all at once. Naturally, the fight is over before I can even use half of it, but whatever.BG2 also has a good moneysink mechanism: buy and shoot expensive arrow/bolts/bullets magical throwing weapons. It's out of action if your party doesnt have good dedicated shooters but good going if you do.
The challenge with this is that most players will horde such special arrows and consumables, like with fancy health potions, instead of using, just because they cost so much.
Even if the game really requires them to use that to move forward.
They will just buy and hold and play very conservatively and fail to progress and not have fun. They will become infuriated with the game and rage quit and rage review it.
It's like the ppl who buy wagyu then leave it in their freezer for years, just don't dare eat it because hey price.
Edit. I ate all my wagyu, will be videos on my tiktok for a while.
But definitely when first played rpgs I also played conservatively like typical, all the firestorm scroll spells were saved until the undead dragon.
DE just break every balance there is in JA2.
If you make them "harder to carry around or use", like in a current shitty MMO I play, where the items are effectively free to obtain, but every time you refill them, you have to change maps, watch them disappear from your hotbar, and put them back, I end up NOT BOTHERING. No, if you want players to consume shit, you have to make the process of using them entirely effortless. If, at any point, I have to consciously exert further thought or action in the process over the baseline of not doing so, I'm going to end up hoarding. That doesn't mean it has to be free.Yeah i'm a filthy stingy hoarder as well. One way to fix this is not to have finite consumables (I.E. stores will always have them so you don't have to worry about having to save them "just in case") but to make them harder to carry around or use so there's some strategy involved all though that ends up getting into MMO territory
I know what you are talking about. But that's because it's too fucking easy, so you can get through battles with gritted teeth and spirit of hoarders.By the time I get to the end of BG1, I have magic bolts and arrows coming out the ying yang. Fire arrows, arrows of detonation, arrows of dispel, etc. that I didn't use throughout the entire game. And then I get to the Sarevok fight and am like: well, guess this is it, and then just unload the entire game's consumables all at once. Naturally, the fight is over before I can even use half of it, but whatever.BG2 also has a good moneysink mechanism: buy and shoot expensive arrow/bolts/bullets magical throwing weapons. It's out of action if your party doesnt have good dedicated shooters but good going if you do.
The challenge with this is that most players will horde such special arrows and consumables, like with fancy health potions, instead of using, just because they cost so much.
Even if the game really requires them to use that to move forward.
They will just buy and hold and play very conservatively and fail to progress and not have fun. They will become infuriated with the game and rage quit and rage review it.
It's like the ppl who buy wagyu then leave it in their freezer for years, just don't dare eat it because hey price.
Edit. I ate all my wagyu, will be videos on my tiktok for a while.
But definitely when first played rpgs I also played conservatively like typical, all the firestorm scroll spells were saved until the undead dragon.
Yeah i'm a filthy stingy hoarder as well. One way to fix this is not to have finite consumables (I.E. stores will always have them so you don't have to worry about having to save them "just in case") but to make them harder to carry around or use so there's some strategy involved all though that ends up getting into MMO territory, which is its own can of worms, not to mention that if they balance encounters knowing you are always going to use potions than you will be compelled to which could potentially just make potion chugging feel like a chore. Maybe i should learn not to be such a stingy cunt instead lmao.
This has been my experience with Wonderlands. After factoring in chests and dice, I think the loot drops exceed mooks killed, perhaps by a large margin. I just felt like I was constantly in the inventory screen and quickly lost interest. To be fair, just about everything is wrong with that game save the combat.If I typed 'DOS2' into a search engine I imagine I see some dude swinging a sword/casting a spell, and none of a screenshot of some dude jerking off in an inventory screen comparing his purple epics and vendoring trash even though that is 50% of the gameplay. The gameplay they intended the player to experience is out of touch with the actual gameplay
This is one of the more reasonable solutions - don't make consumables a 'easier fight' button, but rather a necessity, at least for harder battles.If you make battles harder (as illustrated with SCS mod in BG2 and IWD2 very hard difficulty) they will use the things. That or die and reload.
So basically make potions exactly like the Witcher elixirs.This is one of the more reasonable solutions - don't make consumables a 'easier fight' button, but rather a necessity, at least for harder battles.
And make them more scarce, so you have to actually think twice before chugging a potion or popping a pill before every fight like a fucking junkie (unless you RP a junkie PC)
Yeah, that one's a classic error. Although I riff on that in a different game, referring to the partial-factions that are forced to align themselves to a main faction in another game as such deliberately, due to their partial-faction status.Also "Fraction".
How's that supposed to work? All key battles gated behind a clearly marked consumable you're expected to consume for this battle and this battle only? If I don't know this consumable is meant for this battle, how am I supposed to know to save it for this battle, and then use it in this battle, unless that consumable is so highly specific it can't obviously be for anything else? Otherwise, someone will either use this item elsewhere, and thus not have it for the battle, so they softlock, or the battle is beatable without it, and therefore, it is not a necessity, and therefore, I don't ever need to use it, because....This is one of the more reasonable solutions - don't make consumables a 'easier fight' button, but rather a necessity, at least for harder battles.
So you want me to hoard them. Because that's why I'm hoarding them, because I might need them later. Conversely, I DON'T hoard mana potions in Diablo because they aren't scarce. I mean, I still resist USING them because it means that I must now personally deal with the hassle of replacing them on my belt (unless I can count on them to autoslot to my open potion slot the next one I pick up), but it's not because I'm hoarding them.And make them more scarce, so you have to actually think twice before chugging a potion or popping a pill before every fight like a fucking junkie (unless you RP a junkie PC)
Bloodlines: unlimited inventory and dozens of items to fill it with. That's one solution, but it barely has itemization and only very basic character progression, it wouldn't work for Skyrim clones or proper RPGs.only rpg I can think of right now that didn't feature inventory management as an hours long non value added activity is VTMB. I can understand if its a bethesda game and they sell it as hiking simulator with sex mods, so they want enemies to drop everything they carry then turn into a naked corpse, but every enemy doesn't have to drop loot. Its a massive waste of time that detracts from the game, not even for immersion but just to fit in because every one else has bullshit loot/consumables/inventory tetris.
Imagine paying a premium for freezerburned beef.It's like the ppl who buy wagyu then leave it in their freezer for years, just don't dare eat it because hey price.
How's that supposed to work? All key battles gated behind a clearly marked consumable you're expected to consume for this battle and this battle only? If I don't know this consumable is meant for this battle, how am I supposed to know to save it for this battle, and then use it in this battle, unless that consumable is so highly specific it can't obviously be for anything else? Otherwise, someone will either use this item elsewhere, and thus not have it for the battle, so they softlock, or the battle is beatable without it, and therefore, it is not a necessity, and therefore, I don't ever need to use it, because....This is one of the more reasonable solutions - don't make consumables a 'easier fight' button, but rather a necessity, at least for harder battles.
And make them more scarce, so you have to actually think twice before chugging a potion or popping a pill before every fight like a fucking junkie (unless you RP a junkie PC)
D2 isn't a good example, as you don't have multitude of options with potions, basically mana and health ones. See second point - I'm not for hoarding every bottle of whatever that you can buy/craft/loot, but only the most powerful ones, that you can expect that are limited and meant to be used in boss/huge battles.So you want me to hoard them. Because that's why I'm hoarding them, because I might need them later. Conversely, I DON'T hoard mana potions in Diablo because they aren't scarce. I mean, I still resist USING them because it means that I must now personally deal with the hassle of replacing them on my belt (unless I can count on them to autoslot to my open potion slot the next one I pick up), but it's not because I'm hoarding them.
You forgot you can loot the entire corpse and sell it at town to uh maybe a necromancer, pet store for food, a cannibal, a necrophiliac, one who makes shit out of corpses. We're wasting the dead bodies here. Chuck them corpses into your inventory too.Realistically you could loot their weapons, ammo, money, food, drugs, medkits, and the bloodstained clothes off their backs. And most of it would be inferior to anything you already have or could buy in shops more easily than scavenging for it. If some idiot had a great weapon but didn't know how to use it, he already would have been killed by someone who does.
Common solution is random loot drops, one or two items, usually money/ammo/medkits/potions. Problem is when you kill an enemy who's fighting you with an awesome weapon, you don't get it. That feels very wrong.
Realistic solution is limited inventory and low resale value. It's been done, it works, some people just don't like sorting through crap and managing their inventory. But if you feel the need to gather and sell loot, it's a sign that the game lacks better reward mechanics.
Streamlined realistic solution is enemies only drop one or two items of best value to you, that they actually possess. Problem is defining "best value". Say the best handgun in the game is a .44 Magnum, you want one, the guy you just stabbed wanted one, and he was collecting .44 ammo, which is of high potential value to you. But instead the game decides to drop his shitty .38 Special that he failed to kill you with because you only have a knife, and it drops his .38 ammo because now you have that gun.
Two Worlds solved this fucking problem already. If you find two swords that are the same you can just slap those together to create a better sword. Solved. You can lock the thread now.
Two Worlds solved this fucking problem already. If you find two swords that are the same you can just slap those together to create a better sword. Solved. You can lock the thread now.
Can't you "give" better weapons to corpses and revive them with Necromancy spells so that they equip them? That would be a niche use of Bethesda's "bodies and containers" approach to loot. Also being able to take everything from all corpses is simply in keeping with the overall design - players and NPCs effectively being the same, sharing all of the same stats, systems, equipment etc.I can understand if its a bethesda game and they sell it as hiking simulator with sex mods, so they want enemies to drop everything they carry then turn into a naked corpse, but every enemy doesn't have to drop loot.
do you really need itemization for a 'proper' RPG? All it does is make items into gameplay - making them, stealing them, comparing stats, collecting consumables, selling them. You could remove all items from F:NV except for armor, weapons, and stimpacks, and the game would still be there. The only argument would be whether or not it suffered from a lack of complexity or realism by removing all item gameplay.Bloodlines: unlimited inventory and dozens of items to fill it with. That's one solution, but it barely has itemization and only very basic character progression, it wouldn't work for Skyrim clones or proper RPGs.only rpg I can think of right now that didn't feature inventory management as an hours long non value added activity is VTMB. I can understand if its a bethesda game and they sell it as hiking simulator with sex mods, so they want enemies to drop everything they carry then turn into a naked corpse, but every enemy doesn't have to drop loot. Its a massive waste of time that detracts from the game, not even for immersion but just to fit in because every one else has bullshit loot/consumables/inventory tetris.