Originally Posted by Bearhug
I just stuck my nose into the game this week and was wondering about some detail which played in our paper games a role but which seems to be completely ignored in most computer games.
Some might find it overkill but in a game which lays value that you can also bake your own bread it would make sense to have something like this implemented.

What I am talking about is loot in all kind of containers having the chance of being damaged, might that be potion bottles or scrolls in a box hit with an weapon or a fireball or a scroll carried on the body of an target being hit by weapons or being soaked in water or blood.

Maybe it is not part of the beta or it got left out to not make the game less complicated or less frustrating for obtaining loot. When on the other side you can extinguish fires with rain spells and electrocute people with spells standing in puddles it would make sense to have a chance for such loot damage in the game if you want to be consequent about 蝟ェealism in a game world.

I just destroyed every container I found in the tutorial cave which contained any kind of loot and saw no damage at all on the items inside afterwards.

I am not talking about rocket science, just to give loot items a chance value of getting damaged or destroyed when a crate gets pummeled with a heavy weapon or a body gets fried by a fire ball and the scroll or book a person carries might get later burned or unreadable by blood, gore or element effects.

At least it would be more consistent. Why else should I waste investing points into pick pockets or pick locks when the classic 髢テ Hulk, me smash approach gets always the same result without any penalty?
Just a thought

I could also live without such a loot damage chance but I think it would add some consistency by rewarding finesse over brute force as all the loot we pull in (usually) mint condition from legions of dead bodies in all kind of games. I think at least some percent chance for loot damage should be part of the adventurers life for at least notoriously more fragile items like potions and scrolls to reward other, less destructive ways to obtain such items.

What do you think?



What you describe exists in many games of old. Problem is, we have traveled into the twilight zone of casual gaming. So, while I would love to see such implementations in games, the fact is, your suggestion would get in the way of many people "enjoying" playing a game where every choice they make is rewarded with sunshine and rainbows.

In fact, your very suggestion is a violation of the code of conduct number 10009 which states that all players will accept and be happy for the looting rewards they encounter. Under such time where the player is not happy of such, they will be reported to the conformity police who will institute conditioning and insure the player through rigorous conformity exercises to which the safety of such violator can not guaranteed.