Dino loot

It doesn’t make much sense to me, that the dinos in the ancient era are dropping random weapons, armor, gold when killed. A tiny bit anachronic and out of place, let’s say. Maybe it’d look better if they just had a higher chance than usual to drop crafting items?

I think those are coming from the other adventurers they ate. :slight_smile:

This was always the same issue some had with the tabletop D&D game as well as others. All games are built this way to my recollection.

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Play the first 5 minutes of Bards Tale :wink: .

Therre is nothing that makes sense when it comes to loot drops in hack and slash games. Everything that drops has the right size and a small void bug can drop a towershield. That’s hack and slash games in a nutshell.

Its called “suspension of disbelief”.

Sometimes whatever we consume as entertainment successfully achieves this but mostly you have to tell the little gremlin on your shoulder to shut up and just enjoy it anyway.

:wink:

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Have you never played Titan Quest? If the nob was wearing a unique, it would drop that unique. Don’t remember what animal type mobsdropped though.

Is that so? I did, and I never noticed that, having not advanced far enough to know better. Its a pity that, despite such attention to detail, its such a snooze to play it… at least the very early sections of the game. Maybe it gets better later on? probably.

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It is not very difficult to put it into code. Monsters already have a chance to drop different qualities and quantities of loot, as far as I understand. For instance, bosses have a higher chance to drop rares and uniques.

Guess you could write the dinos as some particular family of monster, like “beasts”, and give them special properties. Same with the “undead”, “void”, etc. This solution would also allow for other things later on. Like writing weapons, and affixes, that target particular families of monsters by dealing extra damage to them.

The xmax mod was awesome, it put a few zeroes on the end of the mob density.

I’d imagine that it would probably require somewhat of a rework of the loot drop logic since the only thing like what you want at the moment is based on loot quality (magic, rare, etc) and mob “quality” (rare mobs will always drop a rare item), plus certain bosses are the only sources of certain uniques. There’s nothing currently that changes the drop (swords, armour, etc) based on mob type (dino, insect, void, etc) that I’m aware of.

I figure as much. But still, it is less work than re-making the story chapters, like they did with 1 (with great results, by the way). Adding types to monsters could also open the path to very interesting ideas for DLCs after the 1.0 release.

The early Diablos had different monster types, by the way - not sure about the later installments, but at least the first two certainly did. Usually, clubs and impact weapons delivered more damage than usual to undead creatures. Demons died more easily with axes, etc.

This should woven into the musical score in the Ancient World.

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Yeah but some build in LE would’ve a problem with that :smiley: . Imagine playing a melee build and the mob is wearing a bastion… nah thx! I’m used to rats beeing able to drop a complete kitchen furniture.

Yeah, and there already mob types as they’re coded to interact with the monolith modifiers, I just don’t think that it interacts with the loot code.

Oh no, one mob in a trillion takes 2 hits to kill rather than 1 how would we cope with such existential horror!!! Especially if you were then rewarded with a Bastion.

Right mobs don’t get enough block effectiveness to make the 100% block vs close enemies work when I think 2 seconds more about it ^^.

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