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Feedback Request - Loot Tables

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  • #16
    Originally posted by Maxx Powers View Post
    However, useful boots/gloves/belts are really the only thing thats missing.
    Gloves of ogre power and boots of hardiness are in the game.

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    • #17
      The thing is to find the balance between 'realism' and a workable game and the ever holy 'play balance'.

      Logically every enemy should drop everything you can see they have when you fight them; armor and weapon, clothes, whatever else. It's no mystery why no computer game in existence follows this rule; inventories would quickly be filled up, players would spend all of their time micro managing and in many games would get powerful and / or rich too soon.

      The 'useless items' add a very nice touch of realism to the game, of course this or that npc would carry a flask or a spoon or what not. But as soon as people start spending real amounts of time on ordering their inventory and such you've got too much of it.

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      • #18
        Alright, without giving away too much of the functionality of the loot system. Governing what each creature drops is 100% possible and will be tuned over time. For release I was forced to make snap judgements on ALOT of the loot table, but this will be tweaked more and more as I have time.

        All changes are a clickity click for me, I wrote a nice tool for editting loot tables that's very user friendly

        I did alot of testing and found I did not balance drops the way I intended, I didn't take into consideration a few math functions, but I will be making alot of corrections.

        Also I am aware the green table at the moment of this posting does not drop every item type yet. Mostly because it requires me deciding on property names for each item type, which is sometimes easier said than done. Not because I can't think of what to name a property, but when blues and reds are completed, I have to have a progression of names for some items. If I name a blade with +1 fire "Incinerating" what do I name one with +3? See the issue? In time I will have it more an more complete. However, some bugs have priority over my creativity with loots

        I also intend to design different appearances for some items, like armors and such, which will also go into these tables. That way every full plate isn't the same as every other fullplate.

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        • #19
          Gold necklaces should definitely be removed from the loot list of low-level creatures.

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          • #20
            Originally posted by Corran View Post
            The thing is to find the balance between 'realism' and a workable game and the ever holy 'play balance'.

            Logically every enemy should drop everything you can see they have when you fight them; armor and weapon, clothes, whatever else. It's no mystery why no computer game in existence follows this rule; inventories would quickly be filled up, players would spend all of their time micro managing and in many games would get powerful and / or rich too soon.

            The 'useless items' add a very nice touch of realism to the game, of course this or that npc would carry a flask or a spoon or what not. But as soon as people start spending real amounts of time on ordering their inventory and such you've got too much of it.
            I imagine you haven't played an Elderscrolls game. Inventory management is definitely a concern.

            The mechanics of NWN doesn't lend to realism in goods. I don't have a problem playing a 5th level character with a +1 sword and a +1 chain shirt. I think an abundance of junk cheapens magic to parlor tricks. To make a +2 sword I would need to be 7th level, Why would I take the feat to create weapons and armor if everyone has a +3 weapon before I can create one.

            But as I'm new here and haven't experienced the system used, I can only comment on what I have seen elsewhere. But it would be nice to have a pile of goods to have to choose from after slaughtering an orc tribe.
            Last edited by Tlantl; 02-14-2007, 11:30 PM.

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            • #21
              Alright, I added onto my tool ability to recursively find specific % drops, so I know mathematically what to expect so this all doesn't happen again. Also, I'll be revising drops to be more specific to the creature killed.

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              • #22
                I acutally dont want to find a weapon having even a +1 on a goblin, because there is no way one would get its hand on it. PErhaps a gnoll, but im not really keen on seeing people walking around with +5 items and high magic weapons, with loads of fire enchants and power enchants on them. Thats when the fighters just become too strong with all that enchantment.

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                • #23
                  Then i guess it's a good thing +3 is all we plan to have as drops. And that really WILL be hard to get

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