Which method should consistently give the best items and equipment?
Which method should consistently give the best items and equipment?
All four in concert.
All of them should each be a type of end game.
The more you use a weapon the better it gets
The best weapon should be an achievement for grinding end-game content and later upgraded via crafting with materials that you bought.
Foraging/rewards is the best
Crafting g should be only for improvements
Shopping should give some great mid tier loot
>swing a sword 10,000 times
>it breaks
Oh wow so much better thanks
>use the same weapon for the entire game
thats a shitty mechanic
End-game items should be 90% identical in stats with different cosmetics.
Based
Crafting = Foraging > Shopping >>>> Achievement >>>>>>>>>>>>>>>>>>> Preorder bonus
>I NEED AN EXCUSE TO POST MY SHITTY WOJAK I KNOW I'LL USE IT TO REPLY TO THIS POST FOR NO REASON
Skilled risk and reward management. But that has nothing to do with the systems you posted.
>Foraging
Good if equipment is temporary, because it makes for interesting situations when you can't find the best stuff.
>Achievement Award
Pointless because you've either A) proven you don't need it to get through the parts of the game worth caring about, or B) had to slog through a part of the game you don't care about to get it.
>Shopping
Worst because grind
Crafting
>Either a form of Shopping or a form of Achievement Award, depending on the system.
Spending time to find a random drop item means a better one will be for sale in the shop in the next town.
Spending all your money to buy an item in town means you'll find a better one for free shortly after.
>Which method should consistently give the best items and equipment?
High end raiding of course. So you have the absolute best gear and nothing to use it on.
Is foraging supposed to mean random drops
I also can't even remember the last game I played where you could just plain buy the best or even high end gear
learn to spell ESL cuck
Foraging could be random drops, or it could be more like picking from a randomized set of equipment during each mission, or using pieces of the environment as weapons.
>I also can't even remember the last game I played where you could just plain buy the best or even high end gear
That's because it's shitty regressive time-wasting design, the equivalent of gaining stats when you level up.
1-Foraging
2/3-Crafting/shopping
4-Achievement
Foraging is the best because it actually rewards you for playing the game (I just assume we talk about an RPG game with eqs like wow)
Then depending on the system if crafting is just "spend money on resources to craft shit" then its basically shopping with extra steps, if you need to get resources yourself and get better by crafting stuff then its better than shopping
And achievement should just be meme weapons
How do you feel about games where you have to grind for everything, but it's okay because the entire point of the game is the grind?
Maybe he means something like Dark Cloud.
What about a weapon upgrade system where endgame equipment isn't necessarily better, it just starts out partially upgraded and you could theoretically upgrade your earlygame equipment up to that point if you like the look of it more?
I don't play them for obvious reasons
>the perfect system has already been discovered: all the weapons are equally viable and you just upgrade DPS but as far as actual use case, it's all up to your skill
>therefore you can play the entire game with the starter weapon just fine
heh, nothin personnel gaijin
at least you get a head start on the next expansion where regular ass mobs drop shit that outclasses what you worked for
wouldn't say it's perfect, you're much more likely to stick with weapons you find earlygame than switch to anything you find lategame because:
1. the ones you are currently using is already upgraded and unless you grind, upgrade materials are fairly scarce and
2. you are already familiar with the moveset of your chosen weapon and abandoning it wopuld feel strange after using it for so long
Using the steal spell on the final boss
>The best items in the game are locked behind a casino gimmick
Go with the Steambot Chronicles method, where equipment doesn't really get that much better.
>The Sword Arm, the Claw Arm, The Iron Club, and the Blade Arm are literally all the exact same in damage output
A mixture of foraging and crafting. You get drops from monsters that can be built into the weapons you're crafting and modify them with that monsters properties.
This works on human mobs too with their professions. Kill the town accountant for Sword of Balance+1!
Yeah, fuck all these systems. Make equipment good from the start. Don't make me wait for a playable game.
loot the best weapon from a boss and then craft the superior version with it with other bosses mats.
Crafting with non-tradeable mats.
Foraging is my favorite way, crafting sometimes feels too tedious. I don't think a shop should ever contain high end gear, I dont like encouraging jewery
> every area/stage of the game has a few weapon/armor tiers, plus some unique stuff that may or may not fit directly into a tier
> shopping allows you to reliably buy the first tier, a unique or two (maybe randomized), and uncustomizable versions of second tier gear
> foraging/fighting lets you try for second and third tier gear, fully or partially customizable
> foraging/fighting significant enemies/hard-to-reach areas gets you the good uniques and/or guaranteed top tier
> crafting/customization can be used mainly to tweak and improve weapons you already have; occasionally there's unique craftable gear that's on par with droppable uniques
> quest/achievement rewards (often tied in with crafting) get you 100% reliable access to certain uniques, possibly even unattainable other ways, but are very much indicative of the stage of the game you're in and won't be useful too far past where they came from
So basically Xenoblade with a few frills.
I'm surprised this thread hasn't devolved into anything yet.
> Never have to upgrade equipment
> game loses depth where it could have plenty
Nice taste.
Like the souls series, it good
He'll be here eventually. I told him about this thread.
>him
I more meant it in general. Just posted an old piece done about that character.
When is someone just going to fucking make her game already?
Foraging the crafting recipe.
He actually might be banned though so the thread might just die if one of his goonies don't take his place.
>Acheivement (i.e. sidequest)
>Crafting
>Foraging (i.e. finding hidden equipment)
>Shopping
In that order.
Preorder DLC weapons that you start the game with and can't throw away.
and are stronger than everything but the final endgame sword
The weapon you get at the start with side-quests that make it progressively stronger and not necessarily just in a pure stats way.
they should make upgrading even easier and shorter so that you could swap weapons more often, ds3 took a step in right direction but even now you're stuck with like 3-4 weapons for the NG until near the end, if you dont want your damage to suffer too much.
The "depth" is finding equipment that you're good with and that's good in combination, not in getting something that has higher numbers or blatantly better qualities than the tools you used to get to it.
Foraging gives you common mats, vendor trash, and occasional very rare drops that you must craft into items.
Shop offers many of the materials you can find foraging, but they often cost more unless there's a big sale which makes sense to purchase over a time/inventory investment in foraging. They also offer super expensive mats that can only be purchased there, but they tend to offer very niche effects or even be purely cosmetic.The shop dynamically updates costs and sales depending on economy - if you flood the market with one type of shit, it's going to go into low demand.
Crafting is the only way you can get the very best items, and you need to hold mastery within the job related to the type of item. There is an RNG element in stat rolls, but this can be vastly reduced by job experience and investing more materials into the final product.
Achievement awards are for boss and job milestones. For the most part, they serve as a way to distinguish the veterans from the rookies.
Nah it was just the first brainletjak I could find on my phone.
I found the picture for the post, not the other way around.
As in get a piece of an item from each and then combine them? soooooo crafting?
killing hard enemies or bosses
>all the weapons are equally viable
ahahahahaHAHAHA
Crafting is just foraging with extra steps.
What if crafting also has a minigame that foraging doesn't?
Foraging with even more extra steps then.
currently working on my own game, I enjoy seeing these threads, sometimes see an interesting idea. My game has shops for basic weapons for you to enhance, random shop for gambling, looting for good gear, crafting for specials and enhancing. Most of the gear is pretty similar, what separates them are the enchantments, buffs and curses they give. Each item should feel unique and create interesting builds
>crafting itself has a game attached to it
>Foraging is just walk up to thing and press e/f/collect key/whatever
>Foraging with even more extra steps then
I don't follow.
Maybe you get the best helmet from a fishing achievement. You can craft the best pants, find the best sword, and buy the best armor.
I took "foraging" to including getting items off enemies you've killed so I'd hardly call combat and killing things, usually the main part of the game, just walking up to a thing and collecting it.
Well Yea Forums?
post lewds already you fags my dick isn't getting any harder
equipment slots 100%
slots are always more fun
weapons with slots and no base stats at all would be delightful
>10/15 attack
>Or slot in 1-2 attack mods for 5 damage each and an attack speed mod or a DoT mod or a special mod that causes you to throw the weapon like a boomerang, etc.
Right, obviously.
Permanently girl obviously
>Permanently a girl
>"Equipment slots"
Should you really be putting equipment in there?
Achievement award.
Best items should be 0.01% drops from ordinary enemies.
what gayme is this?
>Which method should consistently give the best items and equipment?
Paying real life money for a random chance to get them via lootboxes.
Pvp
RO
gotta make them interesting and not
>kill 1,000 x
or
>have 1 billion gold
Crafting>Achievement>Shopping>Foraging
In rare cases, foraging is okay. Like when you go several hours out of your way to clear a bonus dungeon and get a super powerful weapon as a result or something like that. That might fall under achievement in certain cases, though.
Classic WoW had it the best: Epics mainly came from top tier raids. Welfare epics ruined their luster and difficulty modes never had the same charm.
>Foraging
Oh don't trick me with your lies, that's called RANDOM DROPS you little shit
Achievements.
They give you something concrete to work towards and often encourage varied gameplay.
Shopping should give good items however if the price tag is purely money then getting the item is finding the safest and most efficient way to grind currency.
Crafting should should give good enough equipment that it makes it worth it. However, much like with shopping, the barrier is finding the most efficient way to farm the materials and then doing that ad nausem.
Foraging should give excellent gear, random drop tables in harder areas are where the best gear should be, however it shouldn't be the most consistent place to farm rewards. The excitement of getting a 1/400 amazing drop should be preserved.
Crafting. Thats how all the shit was made in the first place.
Easiest but worst answer it depends.
The best stuff is the most memorable, that armor piece that looks cool, does something interesting, or has some story/memorabilia to it
Litterally none of those fall in that niche.
If you want to say the most powerful, you would likely want to encourage players to have the best stuff if they play the game properly. So in that situation.
Achievement>foraging>crafting>shopping