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loot redesign and changes is now finally one of the most voted suggestions aswell so hopefully its now on thier do to list.
if you have to ask that question you have either never seen an actual good loot system in such a type of game or you simply havent noticed how the system actively harms the crafting system details of the game by working againist it instead of with it.
random rng chest loot without any logic behind it defeats the point of open world game exploration ENTIRELY. its a system that should never be used for such a game. thats a system for randomly generated worlds or games which only spawn generic loot in chests. but in fixed map open world such a system only encourages chest farming via reloading as thats the only way to actually work with the system (aside giveing up entirely on bothering with the system and just stop playing instead) sadly too many modern gamedevs dont know what a good loot system really is anymore.
and no. fixed loot is not a good solution either. only to some degree. terraria has a good loot system that would work and fit enshroudes world setting and its crafting systems and the different biomes. but it requires dev effort to add such a system to the game. the current system is the bottom of the barrel for loot in a fixed map open world game. its really lazy and amateurisch.
of the more recent open world games "ifsunsets" has a really good loot system which actively rewards exploration of the map in a way that i havent seen anymore in a good while. sadly the game has other issues in exchange currently.
if enshrouded can address this core issue of itself and on top give a gameplay purpose to actually build a base or properly defended village it would improve the game by a lot longterm. sadly i am not sure the later is realistic to occur. but the loot definitly is fixeable.
wrong on all accounts and proof you have no idea about loot systems like i expected given your question before.
his example also isnt how the system works in reality. random does not encourage exploration nor does it raise replay value because the map is not random at all. you do the same in both systems hence why both are bad in the end longterm. also if you use google to find stuff in such games you should not even play open world games as you clearly have no actual interest in the exploration part to begin with thus you play the totally wrong genre to begin with for yourself. a guide would do the same for this game btw except the guide would tell you the best chest to farm instead of the item location. so that entire argument is not really anything but proofs my point aswell : the system is terrible.
and fixed loot can prevent you from getting an item too soon by simply GUARDING it or makeing it very hard to reach. sadly thats not possible in a voxel gameworld by default unless you have enviromental hazards blocking the location 360 degrees.
except in this one you always go to the same chest. on every playtrough. thats not different in anyway except you spend hours reloading the same chest. as getting what you want in any other way is not realistic to begin with.
the difference is the fixed system works atleast once to keep exploreing the entire map if you dont use silly guides to skip the games exploration aspect. the system here does kill any point in exploration off the moment you notice it as its the same everywhere. so while both system arent great or ideal one is clearly worse than the other still.
terraria found a way to combine the rng with its crafting systems while encourageing actual farming of enemies and bosses instead of chest farming while also makeing chests relevant in a certain way aswell. sadly not the entire system is compatible with enshrouded but with some adjustments it would work out just fine. but the current system is hot garbage so anything would be an improvement to begin with.
oh and enshrouded does have some fixed loot already which you apparently dont know. so now go and use the guide you mentioned before to go and get it since its swords aswell. done. as if you use guides for open world games you defeat the point of exploration ANYWAY no matter thier loot systems.
due to the way the bonuses on weapons work in this game the best weapon is a mace currently.
I agree with you. There is enough fixed loot in game as is.
A lot of the bonuses on equipment are useless or near useless. To add insult to injury,for weapons you have to pay runes to unlock them to up the level of the weapon for a bit more damage or to get at a non-useless bonus. Runes aren't even rare but spending them on pointless "upgrades" is galling.
Proof that different people play games for different reasons, which some people have a hard time understanding...
What's your motivation for getting loot? Is it because it looks cool? Is it because it makes you more powerful? The latter for me can actually become a negative at some point, since it just makes the game easier / less fun.
I explore because I enjoy playing the game, not to get loot. Popping chests is more of an easter egg hunt for me. The thrill is in seeing what I got, not really caring much after I get it. Any kind of fixed loot system would be worse than random for me.
Okay this is a valid point, I didn't think about this. I was only thinking of fix vs rng loot. I agree with you about set bonuses and the rune system.
Unfortunately, the entire game is a linear track to bigger number, so expecting each set to be anything other than "slightly better than the former" is against the design philosophy of the game.
No, not really. Otherwise the fugly armor wouldn't be a thing. But at least the cosmetics are a good try. Now I only the need a null mod. A set of cosmetics that makes you look like you're in the nude.