#Item Pools based on Enemy Type

32 messages · Page 1 of 1 (latest)

weary kayak
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Please consider bringing back items pools similar to TQ1. Animals shouldn't be dropping armor and swords. Birds shouldn't have bardiches or great clubs. I know itemization is a critical factor in a game, but TQ1 was so unique to me that enemies only dropped what they could equip and I would really like to see that again in TQ2 to help differentiate it further from other ARPGs.

karmic sundial
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100% agree with this. It was also super cool to encounter a monster that used a legendary or epic equipment gear. Which could pose a challenge in itself.

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It also allowed for deterministic farming. If you wanted spears etc, you could look for enemies using spears.

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This should really get more attention

quiet trail
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Will not confirm 100% this is coming, but this is something we've been discussing since the beginning. As more enemy factions and content makes it into the game such a change to loot becomes more feasible.

karmic sundial
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You are making me cry out of joy

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Take my money

robust smelt
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What about infrequents? I have got a few from the fish guys, to me it seemed like those are specific drops from that faction

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but yea birds and spiders dropping big 2handed weapons is really odd

weary kayak
unkempt ocean
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This is definitly a core TQ feature - I'm still a bit bugged by eagles dropping helmets & 2-handed clubs

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Where was it hidden ?

quiet trail
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Infrequents will keep coming. Currently both Undead and Bandits (besides Ichthians) have their own as well and of course future factions will feature more.

robust smelt
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I play Sacred and D2 where (almost) everything drops from (almost) everything so I don't mind that in other games, But it really is TQ's trademark to have realistic drops

karmic sundial
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Pretty sure this is one of those things that 99% of TQ fans remember from the originale. It is such an essential part that it is surprising you did not add it (I understand it is EA).

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I even referenced it for other games.

quiet trail
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To give some clarity for our current decision. As we don't have that many enemy factions yet, we decided to go for a more generalized solution for loot, instead of half-implementing something and then keep changing and rebalancing it as new enemies come in. Also the reason Wildlife creatures drop such items, although at a lower rate

robust smelt
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makes sense, thanks for the clarification

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Wildlife could drop trinkets like rings and amulets instead of Bardiches, thats actually realistic for certain birds

karmic sundial
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Well, i will buy the argument they ate somebody unfortunate.

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😄

quiet trail
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My headcannon is that they all have a pocket universe in their stomach

young heron
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While this is reminiscent of the games roots and the first title, I actually am not a huge fan of this. Targeted grinding can be fun but typically when it isn't used for every individual item type. TLDR mostly uniques or legendaries etc of the sort
I think this is mostly a nostalgia thing that people want to see back - I suppose it depends on what enemies drop what as well, as you don't want some item types to be too inconsistently dropped while progressing

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I think what I like about the current system is its appeal; it's going to have much more appeal to players new to Titan Quest as a franchise as the open RoG itemization and drops do also increase the scale of what drops and thus can make target farming perfect items a little harder, and grind is the game 🗣️

karmic sundial
young heron
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I did disregard the notion that chests, but regardless I don't think my opinion will change

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I am fine with either system that would be in place to be honest, so that's all!

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I just think one is catering towards pre-existing fans which is definitely good and keeping your games roots tied to its origins but also one is probably more appealing to a wider audience like Diablo players especially seeing how big 3 and 4 were

karmic sundial
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I think a game can do very well with random encounters. A game that you play through many times like most arpg that can still feel different each time. Regardless of the masteries you pick.

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This is where i feel like the drop system really shined.

young heron
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I felt the opposite, often times I felt it can feel unrewarding when you don't always have opportunities to see item types you use drop if the enemy doesn't have it in their lootpool at all

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I think it's finding an appropriate balance of what drops what, I believe it can work I just feel like it's going to be much harder to get right