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Generic loot or gold?

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Vergil
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Generic loot or gold?

Post by Vergil »

Do you prefer when enemies in games drop trash items to be vendored or would you rather they just give you the gold right then and there?
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Val the Moofia Boss »

I think we had this discussion a few months back. My vote is that trash item drops from monsters are necessary to maintain the illusion that you are fighting creatures. It does not make sense for crystalized wolf monsters to have minted gold coins on them. Why are they picking up gold coins? How are they carrying them? Do they have pockets? Etc. It would shatter the illusion. So you need the mobs to drop fangs and pelts that are vendored for gold. A necessary step.
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Post by Stack of Turtles »

Vergil wrote: ↑ March 27th, 2025, 21:47
Do you prefer when enemies in games drop trash items to be vendored or would you rather they just give you the gold right then and there?
I like it when they drop realistic things only

looting coins and weapons from bandits, cutting skins off wolves and selling them to the local untouchables for leatherworking.
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Post by Vergil »

Val the Moofia Boss wrote: ↑ March 27th, 2025, 21:51
I think we had this discussion a few months back.
Me too but I'm not going to fiddle with the search bar so :D
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by rusty_shackleford »

They should drop what they might realistically have, and you should have to judge whether it's worth taking that loot to sell it or not.
Just dropping money trivializes this.

I liked how Daggerfall made money have weight and therefore you carried large sums in things like gemstones.


[edit]
One thing I like from those extraction shooters is how you incrementally loot enemies rather than seeing it all at one time. Might get a bit annoying, I guess, but it seems neat.
Last edited by rusty_shackleford on March 27th, 2025, 21:58, edited 1 time in total.
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Post by Vergil »

rusty_shackleford wrote: ↑ March 27th, 2025, 21:57
and you should have to judge whether it's worth taking that loot to sell it or not.
Hmm this kind of makes me wonder about a bonus question. Should items have clearly displayed values when you loot them? Should you automatically know this bear *** has a base value of 11 gold?
rusty_shackleford wrote: ↑ March 27th, 2025, 21:57
I liked how Daggerfall made money have weight and therefore you carried large sums in things like gemstones.
I also like this and usually get mods that make gold/caps have weight values in bethesda games.
I'm just stating the facts.
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Post by rusty_shackleford »

Vergil wrote: ↑ March 27th, 2025, 22:00
Hmm this kind of makes me wonder about a bonus question. Should items have clearly displayed values when you loot them? Should you automatically know this bear *** has a base value of 11 gold?
Tie it to (a) skill(s)
e.g., someone who deals in leather would know, and so might someone who is trained in trading generally
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Post by Tweed »

rusty_shackleford wrote: ↑ March 27th, 2025, 21:57
They should drop what they might realistically have, and you should have to judge whether it's worth taking that loot to sell it or not.
Just dropping money trivializes this.

I liked how Daggerfall made money have weight and therefore you carried large sums in things like gemstones.


[edit]
One thing I like from those extraction shooters is how you incrementally loot enemies rather than seeing it all at one time. Might get a bit annoying, I guess, but it seems neat.
You also brought a wagon with you and accessed it without leaving the dungeon and got the local banks to write you notes so you didn't need to lug all that money around with you.
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Post by Stack of Turtles »

rusty_shackleford wrote: ↑ March 27th, 2025, 22:01
Vergil wrote: ↑ March 27th, 2025, 22:00
Hmm this kind of makes me wonder about a bonus question. Should items have clearly displayed values when you loot them? Should you automatically know this bear *** has a base value of 11 gold?
Tie it to (a) skill(s)
e.g., someone who deals in leather would know, and so might someone who is trained in trading generally
should be approximate because the game models supply and demand though
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Post by rusty_shackleford »

Tweed wrote: ↑ March 27th, 2025, 22:04
rusty_shackleford wrote: ↑ March 27th, 2025, 21:57
They should drop what they might realistically have, and you should have to judge whether it's worth taking that loot to sell it or not.
Just dropping money trivializes this.

I liked how Daggerfall made money have weight and therefore you carried large sums in things like gemstones.


[edit]
One thing I like from those extraction shooters is how you incrementally loot enemies rather than seeing it all at one time. Might get a bit annoying, I guess, but it seems neat.
You also brought a wagon with you and accessed it without leaving the dungeon and got the local banks to write you notes so you didn't need to lug all that money around with you.
sovl
should have had donkeys too
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Post by Vergil »

Tweed wrote: ↑ March 27th, 2025, 22:04
You also brought a wagon with you and accessed it without leaving the dungeon
I can't recall exactly but didn't you have to get to the entrance to be able to access the wagon?
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Vergil »

rusty_shackleford wrote: ↑ March 27th, 2025, 22:08
should have had donkeys too
I miss being able to buy a boat :sad:
I'm just stating the facts.
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Post by rusty_shackleford »

Wartales has ponies, I like when gamedevs at least put some thought into logistics
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Post by Vaako »

treasure goblins like diablo3 are nice, certain enemies like in lufia 2 snes version which have like a 5% chance to drop permant stat boost potions are also nice, if you can steel items from enemies thats also nice, if there is trash loot its also nice if you can melt it down or reforge it. Dont really remember if you could smelt weapons down in bannerlord but the smithing was pretty deep there with all the parts you had to unlock somehow. Generally enemies which drop certain crafting loot is a good idea or if you can at least increase your crafting skill by smelting stuff down especially if it can also transform lower level stuff for parts for higher level gear.

gold rewards are the most boring thing you can give out.
Last edited by Vaako on March 27th, 2025, 22:39, edited 3 times in total.
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Post by Tweed »

rusty_shackleford wrote: ↑ March 27th, 2025, 22:13
Wartales has ponies, I like when gamedevs at least put some thought into logistics
Dungeon Siege had pack mules. :smug:
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Post by rusty_shackleford »

Does any RPG have you hire retinue to manage your camp and stuff?
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Post by Ryzer »

rusty_shackleford wrote: ↑ March 27th, 2025, 22:51
Does any RPG have you hire retinue to manage your camp and stuff?
Skyrim :smug: (with mods).
Last edited by Ryzer on March 27th, 2025, 23:06, edited 1 time in total.
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Post by Vergil »

Ryzer wrote: ↑ March 27th, 2025, 23:06
rusty_shackleford wrote: ↑ March 27th, 2025, 22:51
Does any RPG have you hire retinue to manage your camp and stuff?
Skyrim :smug: (with mods).
Name any mods that actually do this.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Ryzer »

Vergil wrote: ↑ March 27th, 2025, 23:07
Ryzer wrote: ↑ March 27th, 2025, 23:06
rusty_shackleford wrote: ↑ March 27th, 2025, 22:51
Does any RPG have you hire retinue to manage your camp and stuff?
Skyrim :smug: (with mods).
Name any mods that actually do this.
https://www.nexusmods.com/skyrimspecial ... mods/98631
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Post by Vergil »

I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by maidenhaver »

Killing **** gives you more money in GTA.
Weirdest cracker you know.
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Post by Oyster Sauce »

rusty_shackleford wrote: ↑ March 27th, 2025, 22:51
Does any RPG have you hire retinue to manage your camp and stuff?
What does managing a camp entail?
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Post by Vergil »

maidenhaver wrote: ↑ March 27th, 2025, 23:58
Killing **** gives you more money in GTA.
I spent hours just blowing up brinks trucks in that game to get useless cash.
I'm just stating the facts.
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Post by DagothGeas5 »

I myself like too when enemies have what one might expect them to have, especially if I can loot every single item the dead NPC is carrying (otherwise I pretend it was "too damaged", but if I could kill my target I should be able to get the items it was using).
That said, in games where I can kill a lot of enemies in quick succession or waves (like Sacred, Destiny, Path of Exile, First Descendant, etc), though I like new weapons and armor, I would prefer a sort of "money counter" with no loot, as it can get quite annoying to constantly have to stop and sift through and micro manage things (compare them, upgrade them, and all the rest) to clear inventory or become more powerful, and I'd rather find chests or pedestals at the end of a dungeon or secret area rather than worry about them every enemy that drops.
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Post by rusty_shackleford »

DagothGeas5 wrote: ↑ March 28th, 2025, 02:47
I myself like too when enemies have what one might expect them to have, especially if I can loot every single item the dead NPC is carrying (otherwise I pretend it was "too damaged", but if I could kill my target I should be able to get the items it was using).
That said, in games where I can kill a lot of enemies in quick succession or waves (like Sacred, Destiny, Path of Exile, First Descendant, etc), though I like new weapons and armor, I would prefer a sort of "money counter" with no loot, as it can get quite annoying to constantly have to stop and sift through and micro manage things (compare them, upgrade them, and all the rest) to clear inventory or become more powerful, and I'd rather find chests or pedestals at the end of a dungeon or secret area rather than worry about them every enemy that drops.
Fair point about Diablo games and such, might as well be a separate genre due to having such a different pacing.
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Post by Vergil »

DagothGeas5 wrote: ↑ March 28th, 2025, 02:47
I myself like too when enemies have what one might expect them to have, especially if I can loot every single item the dead NPC is carrying (otherwise I pretend it was "too damaged", but if I could kill my target I should be able to get the items it was using).
That said, in games where I can kill a lot of enemies in quick succession or waves (like Sacred, Destiny, Path of Exile, First Descendant, etc), though I like new weapons and armor, I would prefer a sort of "money counter" with no loot, as it can get quite annoying to constantly have to stop and sift through and micro manage things (compare them, upgrade them, and all the rest) to clear inventory or become more powerful, and I'd rather find chests or pedestals at the end of a dungeon or secret area rather than worry about them every enemy that drops.
This is a really good point but kind of like Rusty said those games are so different from the typical style of RPG they're kind of in a whole different category for this discussion since they're so focused on dropping randomized equipment as is.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by DagothGeas5 »

Vergil wrote: ↑ March 28th, 2025, 05:06
DagothGeas5 wrote: ↑ March 28th, 2025, 02:47
I myself like too when enemies have what one might expect them to have, especially if I can loot every single item the dead NPC is carrying (otherwise I pretend it was "too damaged", but if I could kill my target I should be able to get the items it was using).
That said, in games where I can kill a lot of enemies in quick succession or waves (like Sacred, Destiny, Path of Exile, First Descendant, etc), though I like new weapons and armor, I would prefer a sort of "money counter" with no loot, as it can get quite annoying to constantly have to stop and sift through and micro manage things (compare them, upgrade them, and all the rest) to clear inventory or become more powerful, and I'd rather find chests or pedestals at the end of a dungeon or secret area rather than worry about them every enemy that drops.
This is a really good point but kind of like Rusty said those games are so different from the typical style of RPG they're kind of in a whole different category for this discussion since they're so focused on dropping randomized equipment as is.
ATOM gave me this feeling actually XD Though it was only towards the end for me, so I wasn't sure it would be a good example for what I meant.
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Post by Tadeusz »

Vergil wrote: ↑ March 27th, 2025, 21:47
Do you prefer when enemies in games drop trash items to be vendored or would you rather they just give you the gold right then and there?
For the realism I'd say trash items but if the game has limited amount of slots in the inventory then it adds an unnecessary hustle to sell it so in this case I'd take gold drop.
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Post by Havitner »

Vergil wrote: ↑ March 27th, 2025, 22:00
Hmm this kind of makes me wonder about a bonus question. Should items have clearly displayed values when you loot them? Should you automatically know this bear *** has a base value of 11 gold?
I don't mind, but I feel like displaying the value per unit of weight in the UI (as some morrowind/skyrim mods do) is one step too far into meta / immersion breaking territory.
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Post by Vergil »

Havitner wrote: ↑ March 29th, 2025, 18:23
Vergil wrote: ↑ March 27th, 2025, 22:00
Hmm this kind of makes me wonder about a bonus question. Should items have clearly displayed values when you loot them? Should you automatically know this bear *** has a base value of 11 gold?
I don't mind, but I feel like displaying the value per unit of weight in the UI (as some morrowind/skyrim mods do) is one step too far into meta / immersion breaking territory.
It sure is useful though. I guess it depends on the exact type of feeling the game is going for. If you're having to spend an inordinate amount of time in menus because of lack of good easy to read information is that really more "immersive"?
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?