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cuz Gothic, the inspirations of this game weren't Diablo or most action rpgs it was very much the "old" skool rpgs made by piranha bytes such as gothic and risen...these games did not have the "deep loot" and itemization system of mucho affixes and suffixes that Diablo made popular, unless you meant something else. It made items more scarce and harder to come by as part of world building and for roleplay immersion. It wasn't a constant loot fest throw out your new sword 10 seconds later for the grand vibrating giga AXE of torment that gives you + 0.2 burnanating or whatever. The world was meant to be punishing and any new upgrade was supposed take a while and feel really earned. Actually think relative scarcity is the deeper option if its implemented well, more isnt always more...or at least not always deeper.
If you meant something completely different by "deep loot system" then plz clarify. I h ave an internal bet going
I completely agree with your take on why Drova doesn't have a "deep" loot system in the sense that many modern ARPGs do. The game's inspiration clearly draws from the likes of Gothic and Risen, where loot scarcity and the significance of items are key to the immersion and world-building. It's not about constantly upgrading every few minutes, but about truly earning your gear and feeling the weight of progression.
I also think it's important to see gear as more than just stats—it’s often a status symbol in these games. Especially in the early stages, when you’re walking around in tattered clothes, you should feel beneath the guards and soldiers in the camps. Even a random bandit can seem overwhelmingly powerful at first. Later, the armor you get from different factions feels like a real achievement, and for a while, it's often the best thing you can get.
The relative rarity of equipment actually deepens the experience for me, making each new upgrade feel meaningful. It's a refreshing change from the constant loot cycle of other RPGs where you replace gear every few minutes.
Currently, it seems that the items in Drova only have a few attributes, which makes them appear somewhat monotonous compared to other games. I fear that the existing system may not provide sufficient long-term motivation. My intention is not to negatively assess Drova; on the contrary, I want to contribute to ensuring that the game does not fade into obscurity due to a lack of long-term appeal.
I am convinced that a well-designed loot system, allowing players to explore different builds and strategically adjust their equipment, could greatly enhance the player experience. I would be happy to share specific ideas about what kind of items or attributes I would like to see to further optimize the game.
good luck with your bet. tell us who won :)
Its been done to death, I am done running on that damn wheel.
I see what you did there and I respect it.
Some people love the item hamster wheel, some fell off it and others hate it. Meanwhile, I played the original Diablo and fell in love with Grim Dawn so I can enjoy that approach to itemisation too. All games don't have to take that approach for me, I like that this game is different and with Piranha bytes out for the count... I appreciate this approach even more now.