Predetermined loot.

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HeavyMetalMonk
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Re: Predetermined loot.

Post by HeavyMetalMonk »

Edrondol wrote:Yeah and there's this little thing called condescending sarcasm, perhaps you've heard of it.
Try not to deserve something you can't handle, then.
Edrondol
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Re: Predetermined loot.

Post by Edrondol »

HeavyMetalMonk wrote:
Edrondol wrote:Yeah and there's this little thing called condescending sarcasm, perhaps you've heard of it.
Try not to deserve something you can't handle, then.
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.
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Sol_HSA
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Re: Predetermined loot.

Post by Sol_HSA »

Let's take a deep breath and stop this nonsense, mmkay?
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krayzkrok
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Re: Predetermined loot.

Post by krayzkrok »

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.
Jesus_marley
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Re: Predetermined loot.

Post by Jesus_marley »

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.
DJK
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Re: Predetermined loot.

Post by DJK »

I never liked random loot anyway... that's why I love Morrowind and didn't like Obliivon/Skyrim.
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luthur1964
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Re: Predetermined loot.

Post by luthur1964 »

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.
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Nachtfischer
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Re: Predetermined loot.

Post by Nachtfischer »

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 ;)
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Crashbanito
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Re: Predetermined loot.

Post by Crashbanito »

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.
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Jack Dandy
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Re: Predetermined loot.

Post by Jack Dandy »

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.
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