Realistic item drops

I wouldn't mind a limited version of this, like if a monster doesn't use weapons or armor, it's drops wouldn't be weapons or armor (scrolls, gems, potions, etc).
When a game has "realistic" drops it usually means the enemies drop crafting materials like claws, leather, broken plates etc. If instead you limited small enemies to smaller items and larger enemies only dropped larger items, people would avoid certain enemies because they can't drop anything of value to them.
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Treffnix wrote:
Hi all, hope this wasn't mentioned elsewhere, but I can't possibly read 30+ threads.

I think item drop should be "realistic": If a tiny spider drops a great polearm, I lose immersion.

And it would be great if monsters actually use the items they drop. So if you want that honking great über-sword, you have a harder time killing the previous owner.
Perhaps this should even be visible in the monster's hand? That would allow players to concentrate on the interesting monsters. Or does that take the excitement out of rare drops?



Dude,this game is diablo-style,it's fantasy,it doesn't have to make sense,hell,if it would,it would be boring as hell,if what you are saying would actually happen then:

1.Bosses would be useless,don't give a damn how huge they are,they couldn't possibly carry several weapons,from a dagger to a freaking two-handed maul,several necklaces,rings and gold.

2.Using common sense,classes who use big weapons,would be screwed,since by default only mobs who could drop them,would be humans.

3.Forget about shield,they are to big for a roaming zombie,also there is no such thing as magic...witches....no...more.

Before you come in to a fantasy mmorpg forums and start to talk about realism...think real good where you are.

All in all,you are meant to kill a huge rat and get a golden dagger,you are meant to shoot ice bolts from a wooden stick,spiders and other creepy crawlies are meant to drop plate armor etc,it's fantasy,you want realism,go to comic-cons.
No rest for the wicked.
Last edited by Daiena#7638 on Sep 7, 2011, 5:13:40 AM
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Treffnix wrote:
And it would be great if monsters actually use the items they drop. So if you want that honking great über-sword, you have a harder time killing the previous owner.
Perhaps this should even be visible in the monster's hand? That would allow players to concentrate on the interesting monsters. Or does that take the excitement out of rare drops?


While we pretty much agreed that you can't limit armor and weapon drops to humanoid enemies, this part of your post is actually quite interesting! Titan Quest did this: If the enemy was capable of wielding the weapon it was going to drop, you could also see it. Example, I once fought my way through an area when I encountered a group of humanoid enemies, one of which had a nice, blueish sparkling sword. I killed him and got that very same sword as a drop.
I think that would be a cool aesthetic feature but it doesn't really serve a purpose. Also, in all likelihood the game currently generates the loot the moment the monster is slain, not when the monster appears, so I doubt this is possible to implement.

Concerning Boss drops: The beta manifesto contains a paragraph about that. Improved boss loot is not in the game because bosses can be farmed too easily as of now but it will be implemented.
Mew~
Random drops are much more interesting, OP. Sorry, but no.
My little tribute to Diablo 1 aka why Diablo 3 is the worst part of the series.

http://www.youtube.com/watch?v=zP2ejhudUlU

ig: Witchfire_The_Unholy
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LeakBlack wrote:
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Treffnix wrote:
Hi all, hope this wasn't mentioned elsewhere, but I can't possibly read 30+ threads.

I think item drop should be "realistic": If a tiny spider drops a great polearm, I lose immersion.

And it would be great if monsters actually use the items they drop. So if you want that honking great über-sword, you have a harder time killing the previous owner.
Perhaps this should even be visible in the monster's hand? That would allow players to concentrate on the interesting monsters. Or does that take the excitement out of rare drops?


Yes because a tiny spider dropping a polearm is unbelievable, but you casting fireballs from your freaking hands isn't...

LOL!
+1 small mobs drop smaller items and big mobs drop bigger items . Also improve drop animation .
Try not to waste it .
I swear every game gets one of these threads. Realism for the sake of realism has no place outside of simulations, ask yourself if it really adds to the game.

In this instance, I don't think it does, at least not the way the OP thinks it should be implemented. Equipment of all types should be dropped from all mobs at least some of the time, I think. But a slight statistical bias might give players a reason to farm certain mobs. For example, an enemy that's shown holding a scimitar in its model might have its own treasure class that guarantees it'll drop a sword roughly 20% of the time compared to the normal drop rate.

I honestly have no idea what a spider might normally drop though. Something to do with poison? Eh.
-1 on both ideas.

I'll rather they spent their times add/fixing things in the game then waste time programming this.

And there's nothing wrong with drop animation, after all it's just stuff getting "dropped"(I don't think you can get any more real then that).
Sweeping Maid

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