Shadowrun Returns

Shadowrun Returns

R3QUIT3D Jul 26, 2013 @ 1:40pm
I completly agreed with the no looting until I played it.
Huge fan of the PnP, have almost all the 2E books sitll in my basement, still adding to them when I can find them.

Anyways I never did see much reason for looting in Shadowrun, at most your gunner would pick up a heavy weapon some corporate security was trying to kill you with. There never was a need because you had access to pretty much everything right out of the gate, as long as you had the creds. Weapons, clothing/armor, spells, ect..

What I do not understand is the fact that I have a baseball bat, the guy I just killed has a sword... why can't I pick up the sword?

I know one argument is that they are all code locked in some way, that's fine, I should at least be able to take it to my fixer or rigger and have him unlock it. I dunno that part just seem's a bit off to me. I know it's a small matter and they did it as an attempt to improve character progression but still seem's odd to me.

Curious what other's viewpoint on this is, or if the dev's ever gave a reason for it.

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Showing 1-15 of 23 comments
Farsight Jul 26, 2013 @ 1:44pm 
The moral of the story is: Be careful what you wish for.
katarack21 Jul 26, 2013 @ 1:51pm 
Originally posted by Evil Vyse:
I believe the justification for this is "They don't want the game to be like Diablo".

Because, like all incredibly stupid people, they like to use the binary fallacy, that it's all or nothing, that if we have enemies drop loot that means all enemies must drop loot all the time and that the game must become loot based.

Did you just call the developers of Shadowrun returns incredibly stupid? I think you did. That's ♥♥♥♥♥♥ up, man.
Shadowmants Jul 26, 2013 @ 1:59pm 
I've looted Nyen, Grenades and Medkits from the environment not to mention a number of other miscellaneous/quest items so I haven't really missed looting the corpses.

Not that I would object to finding some cool unique weapon in a hidden locker but I honestly haven't really noticed. Taking the time to think about it, I don't really mind not having to carry a hundred crappy items to the next vendor to sell off.
sidnitzerglobin Jul 26, 2013 @ 2:03pm 
Looting in PnP is always a slightly dicey proposition unless you're playing a hack n slash, dungeon crawl kinda campaign or have a particularly unimaginative or generous GM. Really nice stuff that would be hard to get due to availability/legality ratings is also most likely to throw the red flags when you get scanned by a Lone Star drone walking down the street on your way home from the Stuffer Shack.

We've worked up a number of schemes and methods to get safe looting and fencing of slightly more mundane gear to work in some campaigns but after certain point in our runners' careers the amount of money you can get for the stuff isn't really worth the trouble or risk that something will go wrong along the way.

To the point though, in SRR I really don't miss random loot personally. Honestly I'm at the point with cRPGs in general where every corpse dropping random crap is more of an inventory management PITA and a time sink than anything else. If I'm going to loot stuff in a game, let it be somewhat infrequent and something that one of the characters in my party might actually use or something that will net me a relatively significant chunk of change if I sell it. I could deal with finding a few cool things off of boss type baddies in SRR, but I'm not really missing it that much.

Haven't read any official explanation from the devs on the rarity of lootables but I'd speculate it probably has to do with the dev resources required to put in a robust inventory system and maintain corpse/loot objects in game areas w/ a dash of genuine design decision thrown in maybe?
Last edited by sidnitzerglobin; Jul 26, 2013 @ 2:06pm
Kommissar K Jul 26, 2013 @ 2:08pm 
I will say picking up a random "good" gun in a run is always a possibility, full on "looting" is definitely far outside what you see in your usual game of SR.
VideoJack Jul 26, 2013 @ 2:11pm 
Actually, the first module I started after the main one has looting. It's called 'Life on a Limb'

Still not sure why I lost my money (actually this does make sense) , my deck and all my stash. At least I kept my karma.
Mr Windblade Jul 26, 2013 @ 2:15pm 
To be fair, the editor allows for folks like me (who are incredibly intelligent and amazing) to make droppable loot.

For example, we can set up triggers on actors so that, at random, they can leave their dead bodies behind which can contain items that we can set up triggers to determine. Now, it doesn't do a whole lot of good right now since the items aren't all that flexible (from my experience in the editor) but I guess what I'm saying is that while the core scenario doesn't have this feature, they left it up to the GM whether to include it in our games.

The long and short of it is that some of us are going to be building games where loot happens, and some of us will not be.
›Kolanaki Jul 26, 2013 @ 2:15pm 
You can loot. Just not a whole lot of looting in the vanilla campaign. Hell, there's even a little script already on the workshop to create random loot tables from bodies, as well as making lootable bodies persistent objects.
Kommissar K Jul 26, 2013 @ 2:17pm 
Besides, everyone knows that the best loot in SR is the kind you put into a bodybag and drop off with your Tamanous "buddy."
Gon Jul 26, 2013 @ 2:18pm 
I'd like to have seen occasional bits of loot dropping. A credstick here, a medkit there... Like the MegaDrive game, just enough that its potentially worth fighting whoever instead of talking your way out of it.
R3QUIT3D Jul 26, 2013 @ 2:20pm 
I completely agree with you on the looting in SR PnP, sidnitzerglobin, and later on in the campaign in SRR it becomes relatively moot anyway, it's just at the beginning not being able to outfit your Sam with a smartlink gun let alone a sword or vibro/mono blade makes it frustrating having to walk by the shiny sword on the ground while holding a bat.
Mr Windblade Jul 26, 2013 @ 2:21pm 
I think we'll also be able to grant Karma as well, so this could lead to some God-Mode campaigns if that were the choice of the GMs. We can build and set hired runners, steal... borrow assets from the main campaign, and do quite a bit.

Just so far, not a lot on the loot table to warrant the effort without letting us add our own gear.
sidnitzerglobin Jul 26, 2013 @ 2:22pm 
Originally posted by Kommissar Klose:
Besides, everyone knows that the best loot in SR is the kind you put into a bodybag and drop off with your Tamanous "buddy."
The most lucrative tactic I've come across in PnP 4 ed is having your mage use Turn to Goo on the bigbad cyber-sams and looting all their deltaware chrome. Much less smelly/messy than dealing in meat IMO.
SUPERMCNUGGET Jul 26, 2013 @ 3:28pm 
I'm already carrying 3 different guns. How am i supposed to loot the 3 shotguns, 2 assault rifles, 5 pistols, 6 SMG's, 3 different cyberarms, 2 cyberlegs, multiple cybereyes...etc.

In PnP you could say throw all that ♥♥♥♥ out the window to say your Rigger buddy in a van who could load all that stuff up and then fence it later. I guess in this game it's more of the fact that you don't have that much time in most of your runs that you could search for spoils of war afterwards.
suppa Jul 26, 2013 @ 3:30pm 
For months fans complained about this, and the no-save functionality.

For months.

The rabid fanboys that supported HBS harassed anyone who brought this up and called them all kinds of nasty things.

Now look what happened. Can't even save a game and send it in for a bug report.
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Date Posted: Jul 26, 2013 @ 1:40pm
Posts: 23