IMHO, "loot" should be realistically skill based randomised.

Realistic: don't find piece of armors on animals, for example, but only animal parts.
Then you could craft leather armors with animal parts, but realism here.

Skill based: a butcher should find meat on animals. A pillager could find more gold on corpse, a miner could get some ore from metal veins. An alchemist could identify that this skeleton's skull is just the perfect one for some alchemical powdering, for example.

Randomized: a corpse could spawn a usable basic armor and some cloth rags and a few gold pieces, while the other, only a dagger but a little more coins, while mining a vein could sometimes spawn a precious stone. A skeleton should obviously drop some bones or a skull ALMOST every times (because sometimes, its skull gets smashed. So the random factor. Shit happens.)

Skill based randomized: the better the skill, the more/better the loot. So a legendary Skinner could recover 2 or 3 perfect patchs of skin from a dead doe, while a basic Skinner would probably make a mess out of it, and recover punctured skin bits...


However, I am aware that this is definitely not the direction Larian is taking with its loot/skills approach. Just sharing ideas here.

And "bosses" could have a limited "hand crafted" loot table of high value realistic items, among other mundane skill based loot, for interest and replayability's sake.

Last edited by Cromcrom; 24/02/14 05:30 PM.

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