Topic: Still Going, and....LOOT!
I don't want you all to think I've abandoned the game. ![]()
I'm currently working on the skills system and getting it into the game.
I'm also looking at changing how the loot system works. You guys have no idea how complex tracking your various loot drops all over the place is. So I'm looking at changing it. Here's my ideas so far:
Remove the loot system completely. When you finish combat or "open" a container, a Loot window will pop up. You take or drop what you want. When you close the loot window, whatever was left in there is gone. This has the advantage of being simple and very straightforward, and leaves no room for misunderstanding.
Switch to a container system. Instead of Mind representing the number of items you remember, it would remember the number of containers. A container could be a dead enemy, a box lying around somewhere, etc. You could put quite a few items into a container, but would only remember the most recent containers you opened. Anything in a container that you "forget" would be gone forever. I know some of you guys might like this one, but a lot of players will get confused about what happened to their stuff.
Have technically unlimited inventory. No loot or temporary containers, instead everything just immediately goes into your inventory. You'd be allowed a certain number of "free" slots (say, 20 or so). If you exceed that number of slots you become encumbered, which doubles the number of actions any action requires. If you get REALLY encumbered (more than twice your normal max), it starts incurring triple charges. This gives you a lot of flexibility, but some players won't realize why their actions don't seem to last very long (no matter how I indicate it). Also, it could get a little complicated controlling the action cost everywhere.
The one I like best out of these so far is #1, just because it's so darn simple.
Discuss and argue! ![]()