Can GW2 make loot sensible and be the first?

Can GW2 make loot sensible and be the first?

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Posted by: pricer.5091

pricer.5091

Heres the idea….

If a deer can drop fur or bone…all deer should drop fur and bone. Some more, some less…to maintain that all the deer are perhaps of different sizes. They should not under any circumstances drop an axe. I mean where would they keep it? Up their kittens~?

I got a level 80 rare greatsword off a moose in Wayfarer foothils once…I can only imagine someone had asked the moose to look after it while they were drunk. Probably a norn. Maybe the norn even shoved it up the mooses kitten and completely forgot about it?

If a grawl attacks you and it is holding an axe, it should drop an axe, probably a crappy one. If the king of the grawls in a particular area or one of their champions is attacking you, perhaps it will have something a bit better? Maybe it stole it off the last adventurer it killed? It might have a bit of money and maybe some crap it considers of sentimental value?

If some elementals drop cores, all of them should drop cores. But if some of them are special and drop lodestones, why are they special? Are they bigger, more powerful, less common?

Every MMo does this and its just lazy.

“Hey nice sword Jim, where d’ya get it”

“I fished it out of a dead mooses kitten”

“Nice”

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Posted by: daimasei.4091

daimasei.4091

Yeah, I always wonder how in the hell a wolf can keep “hidden” a sword.
But unfortunately, this is not going to change, not here, not anywhere else.

Why fix the Necromancer for free when we can charge $$$ for the Revenant
-ArenaNet

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Posted by: Emosewa.9731

Emosewa.9731

Everquest didn’t. In Everquest 1, if a mob was holding a weapon…it dropped that weapon. Even most bosses.

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Posted by: Jski.6180

Jski.6180

Well games like ff11 where like this though they did not drop hides 100% but a mob would never drop a random weapon unless it was a rare mob. But ff11 was the type of game that leveling up cost a lot of money you did not get any money from leveling up so you had to farm non exp mobs to get the money to level up it was a very long process and very grandly. Drops in this game are a bit odd but they are amazing compared to a lot of other mmorpg.

Main : Jski Imaginary ELE (Necromancer)
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Posted by: Death Reincarnated.3570

Death Reincarnated.3570

I think you are taking this slightly too literaly. It’s a game, items need to drop from somewhere and dissapear in the mystic toilet….ahhhh the circle of life.

Proud member of Legion of Honour XIII

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Posted by: Halanna.3927

Halanna.3927

All the things going on in GW2 and this is the best you can find to complain about?

Loot has to drop from somewhere. Restricting it to only what would be “logical” would make it difficult to populate the game world with enormous variety while still having loot drop.

I don’t care if my rare drops from a rabbit or a veteran. As long as it drops.

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Posted by: GimpCent.9268

GimpCent.9268

Ultima online, had no such problems. Deer had meat and hides everytime. Never did you go kill a pig and it drop a vanq katana. Honestly its not hard to make loot tables. Ultima online could do it 16 years ago with 5% of the budget.

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Posted by: GimpCent.9268

GimpCent.9268

And it is important its called polish and it a big part the difference between this game and that in a highly competitive game industry.

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Posted by: Vayne.8563

Vayne.8563

I actually agree with the OP. It’s a silly thing. I mean yeah, you might get a dagger from killing a giant spider of another adverturer less lucky than you had left one embedded hin his side, but I’d also like to see more logical loot drops from things.

It would make the world more immersive, for those of us who play that way.

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Posted by: thisolderhead.5127

thisolderhead.5127

Wait for it – once enough people agree with the general idea floated this thread will be flipped into…

“So as I see it, X boss should be carrying around lodestones/whatever other item I sook about, and only that item because I saw a concept sketch where a guy that looked like that boss was naked but holding that item.”

Feeling bad due to my response does not mean it was a personal attack.
It may just be that your original statement was wrong.
Please try again.

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Posted by: PopeUrban.2578

PopeUrban.2578

Its not a matter of difficulty, its a matter of design. Games with a more robust and competitive crafting element (typically sandboxes like UO, EVE, or Mortal Online) use this type of looting system because the crafting is specifically designed around it. The loot in these systems isn’t designed to provide as much of a random profit potential and “woah cool loot” situations because the metagame revolves around more heady resource management. The loot and locations is can be acquired are a lot more spread out, and there’s a very importnat risk versus transport element in these systems.

In a game like GW2, the loot isn’t designed to be realistic as much as it’s designed to be fun. In sandboxes with more realistic loot, the crafting and trading meta is designed around scarcity and a resource gathering, wheras the trading and crafting meta (and hence the loot) in GW2 is designed around plenty and currency gathering. You’re supposed to be able to trip over perfectly good weapons and armor every five minutes, and you’re expected to continually convert the lackluster ones you don’t want or need in to currency at an NPC, and either use or sell the good ones to other players for currency.

In short, for realistic looting systems to work, a framework has to exist to support that system and make it fun. The current state of loot, when combined with the way GW2’s crafting is set up, is simply more fun, and easier for casual players to grasp. If you shoehorned loot realism in to the current systems the game would end up overall worse for it, and you’d be expecting the casual market that GW2 is trying to court to develop a much higher level working knowledge of loot tables rather than use the current system which is simply “higher level foes drop better stuff”

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