Try not to deserve something you can't handle, then.Edrondol wrote:Yeah and there's this little thing called condescending sarcasm, perhaps you've heard of it.
Predetermined loot.
-
- Posts: 82
- Joined: Wed Apr 04, 2012 11:19 pm
Re: Predetermined loot.
Re: Predetermined loot.
I see. So talking about something is asking for attacks, eh? Good to know. And "not putting up with" =/= "not being able to handle". I'll leave it to you, then.HeavyMetalMonk wrote:Try not to deserve something you can't handle, then.Edrondol wrote:Yeah and there's this little thing called condescending sarcasm, perhaps you've heard of it.
Re: Predetermined loot.
Let's take a deep breath and stop this nonsense, mmkay?
Reminder: moderators (green names) don't work for almost human. | http://iki.fi/sol/ - My schtuphh..
Re: Predetermined loot.
Getting this back on track, I'm glad this game has predetermined loot. Other than the obvious fact that this is the way Dungeon Master / EotB worked, I don't want to fight my way through a difficult puzzle / encounter and find that I get stiffed by the random loot being useless. Having set loot means you can balance the game with this in mind, and not tempt / force players to quickload before opening each chest until they get the best drop. Random loot works fine for action RPG games like Diablo, but this is a different genre with different conventions. Having new, community-designed maps is where this game will get its legs, although I'd be surprised if modding doesn't come up with random dungeons, random loot etc for those looking for that kind of game.
-
- Posts: 1
- Joined: Sun Apr 08, 2012 4:48 am
Re: Predetermined loot.
I don't see how it would be a really huge issue to randomize dungeons and loot. I remember a lovely crawler called Dungeon Hack that had randomized levels, multilevel puzzles, traps and randomized monsters and loot.
Re: Predetermined loot.
I never liked random loot anyway... that's why I love Morrowind and didn't like Obliivon/Skyrim.
- luthur1964
- Posts: 46
- Joined: Sun Mar 11, 2012 10:04 pm
Re: Predetermined loot.
I wasn't a big fan of dungeon hack. Randomness is a fair enough concept for this and other game types, but it doesn't allow enough "flavor" that a good designer can create. No offense to fans of DH, just my opinion.
- Nachtfischer
- Posts: 35
- Joined: Wed Mar 28, 2012 6:04 pm
- Location: Germany
- Contact:
Re: Predetermined loot.
I aggree, that random content we see today simply cannot compete with hand-made stuff designed with thought and planning. At the same time I'd love randomization as an option. You could still play the good old hand-crafted dungeon once in a while and have some other (random) competitions in between. This discussion might be better off here though: viewtopic.php?f=3&t=40
- Crashbanito
- Posts: 326
- Joined: Sun Apr 01, 2012 2:50 pm
- Location: Louisiana, USA
- Contact:
Re: Predetermined loot.
When random can be balanced it can be amazing at times, though.
Five over powered baddies are spawned, hurry open the chest! You randomly received a stick... Good luck. Something about defeating the completely absurd odds is extremely satisfying.
Five over powered baddies are spawned, hurry open the chest! You randomly received a stick... Good luck. Something about defeating the completely absurd odds is extremely satisfying.
Grimrock FAQ | If you see something fishy, flag that post! | My Gaming/Tech Blog
- Jack Dandy
- Posts: 476
- Joined: Fri Mar 02, 2012 2:22 pm
- Location: Haifa, Israel
Re: Predetermined loot.
Oh, no doubt there- Roguelikes in general are great at creating these kind of tense situations. When the only way to survive is to have a careful mix of tactics, courage, and blind luck.
However- Grimrock isn't (Currently?) a roguelike.
However- Grimrock isn't (Currently?) a roguelike.