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Probability based drops based on given loot table, according to the quality of the troops.. I'm not sure where I'm supposed to be disappointed by this info, because that's literally how every game in existence handles loot.
I mean, what's your alternative then?
Do you expect to find Thamaskene swords carried by looters, or 20 sets of noble longbows and a full selection of high-grade armor if you kill 20 fians? If I wanted the game to act like that, I'd just use a cheat tool.
so i would think it would be a nice mechanic to include loot from who they took down. ive seen mountain bandits take down lord and his army before and have them as prisoners. that being said if i came in and took down said army before it made it to a hideout i should get a few pieces of loot from when they wrecked them. same could be applied to looters and such also when they take down villagers. get some of the stuff that village sells or was bringing back. stuff like that could mix it up some. least i feel it would make sense with the recent patch that changes looter and bandit behavior to take on caravans, villagers traveling and the villages themselves. adds to immersion, and adds to the variety at least which can be profitable if you know were to sell the stuff for a profit.
...it is an interesting thought, but sounds more erratic than e loot table, and I think people might feel it's way too random.
Also, while I'm not a programmer and my knowledge in this stuff is rudimentary, this suggestion would imply the individual items in the game are tracked... meaning, if a certain sword a certain lord used were taken by bandits, then every time it changes hands, the game needs to track the current whereabouts -- and this has to apply to basically every loot in the game, that spans every region, every character.
That could be a huge programming nightmare which makes the game heavier, without good reason. I think the fact why games use loot tables in general, is probably to avoid that.
It would certainly be a novel idea if it was possible, though.
programming wise i would say make it simple yet different. base it upon chance vs what the enemy was. so 1 noble of say empire background would give chance of said empire item. then with the units killed just a roll chance for archer gear or infantry gear but based upon background.
i wouldnt go all out in depth to track this guy with his unique horse was kileld by that bandit group. just more or less add a chance in for a roll of these items due to confirmed victory against an army or something. hell the villagers are easy jsut a roll for more basic supplies like food. caravans crafting supplies and ok weapons and armor. actual kingdom armies more weapon and armor focus. if you leave area or it leaves are and despawns then the specific i wach them kill roll is gone. but for those that spawn in give a small chance based on area, but high chance for villager loot, medium for caravan and low for army as a random spawn in chance.
The upside is, if you beat, that bit of shiny could be yours. I very much like that idea.
It'd be nice if they fleshed out bandit hideouts more anyways. Like if they're left for too long the local lord rides out to take care of them himself and takes all the loot home. So you've got to time leaving the hideouts to fatten up when the nearby bandits attack caravans and swooping in to take care of them before the local lord does.
It'd be cool if they made it so you could play both sides, secretly starting bandit scourges in areas by paying the nearby town's gang leaders, letting them take all the heat for attacking caravans, then playing the hero when you wipe out their camp. The drawback would be if you forget and let the local lord take care of it they investigate and you lose relations with them and the local merchants.
I'm not exactly saying "ninja" ... but, maybe you could wear lighter clothing and move in the dark at crouch state to use stealth? Like... sort of special-case in hideouts where visibility is implemented... so if you keep to the dark, wear light clothes to not give out armor sounds... then the bandits can't locate where the arrows you shot came from?
Aesari don't have Pigs in any town and village.. But breweries and wineries and workshops are okay.. And the Caravans carry pigs all the time.
to further amend.. in the begining when you have that simple bow and spiked mace? you can fully swap out your load out with ground loot, axes, swords, falcions, shields and javalins.. but low and behold. our valiant hero drops them when we leave battle.
I don't think the loot is done like that at all, it all appears to pull from the same set of form lists. I haven't really dug into the python yet like I used to in the original Warband but this all seems like formlist based loot tables with a variance based on the overall prosperity of a town or group.
And formlists make loot really boring, to be fair I'm getting to the point where I don't even look forward to the loot at all, I just take all and throw it in some towns market for the gold and lather/rinse/repeat and thats boring.
(help would be appreciated)