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TopicWhat kind of drop characteristics do you like in games?
ParanoidObsessive
05/22/22 9:12:12 PM
#11:


I'm not a fan of random drops at all - I'm generally as annoyed by farming in games as much as I am by grinding. If I want a specific item, I want that item now. I don't want to spend hours and hours having to constantly kill the same stuff over and over again on the off-chance that it will drop.

It's fine if enemies only drop mostly vendor trash, which can then be carted back to town and sold, with the money you make off it used to buy the actual worthwhile gear you wanted in the first place. But I don't want extremely valuable, useful, unique, or even cool cosmetic items dropping from bosses with minuscule drop rates. That's something that grew out of the deliberately addictive MMO model, and it's one of the many reasons I loathe MMOs in general.

My ideal game is generally either going to have all the good gear in static locations or storefronts, or will have fairly high drop rates so I can generally get what I want within a fairly quick amount of time after I want it.

Mass Effect's a pretty good example of what I like in a game - since I'm mostly just selling off all enemy drops for credits to buy the things I actually want anyway. As is something like Stardew Valley, where individual items drop extremely commonly, and it's the constant interplay of resources that's more important than any single drop (and all the really good stuff is always in the same place, for the same price).



adjl posted...
World drops make for a more organic gameplay experience

I'd argue that organic doesn't really matter unless you're going for a full-on realism experience, at which point you're running into an entirely different sort of problem:

https://youtu.be/RZl9KcSywos?t=8

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