Originally Posted by PeteNewell

[*]Seeded crappy loot in a major reward actually feels worse than RNG crappy loot. I didn't just get sucker punched: I got sucker punched however many hours ago I started the game, and I have no recourse to judicious save-scumming to keep the fun from draining out.

I can't say I agree with this. Unless you intentionally try to work out/seek information on how loot generation is implemented, to the player they open a chest and rewards are within. Whether the items were determined the moment you opened the chest or hours/days/weeks earlier shouldn't matter.

At least, not until you start to try and game the system, at which point it does matter.

If you find yourself in a situation where you are going outside the flow of the game to "correct" a situation (e.g. essentially "cheating" by save scumming because you're unhappy with the items in a chest) something is failing, perhaps on more than one level. The fact that you feel it's necessary to do, the fact that the game enables you to do it, etc.. the game is no longer be played as designed at that point.

And yes, I feel comfortable saying that about the design so long as save scumming isn't proudly listed somewhere with a bullet point in a game's feature list. Until that day it's a shortcoming being abused, not a feature being utilized.


  • Never be unhappy with your treasure rewards again. Our loot is generated when you open the chest, and by making use of our save/load system you can try your luck as many times as your heart desires!


See? There's ways to spin it. But I'm not seeing that listed anywhere, so instead it feels more like an exploit.