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Which RPG series has the best loot system?

So I was having a conversation on loot and magical items in rpg series and how I felt it had deteriorated since the release of Baldur’s Gate 2, so I am going to ask the community here, which RPG series has the best loot system and explain your answer.

Loot should only be considered items that you can find/buy in the game and not other mechanics such as crafting.

For the options below, please consider all games in its series (Baldur’s Gate = bg1, BG2, sod & ToB for example.)
  1. Which RPG series has the best loot system?21 votes
    1. Baldur’s Gate
      42.86%
    2. Pillars of Eternity/Tyranny
        4.76%
    3. Diablo
        0.00%
    4. Dragon Age
        4.76%
    5. Neverwinter Nights
        4.76%
    6. Pathfinder:Kingmaker
        0.00%
    7. Elder Scrolls
        0.00%
    8. Divinity: Original Sin
        4.76%
    9. Dark Souls
        9.52%
    10. Other
      28.57%

Comments

  • KamigoroshiKamigoroshi Member Posts: 5,870
    If we're only talking about a single series entry, then my votes goes to The Elder Scrolls III Morrowind. No contest. It is one of the few RPG's which require you to explore. The fact that there is only one single unenchanted Daedric armor set in the whole game (and those pieces are worn by a powerful NPC, no less) really sets it apart from the rest of the series.

    But if we're talking about a "whole" RPG series... then nope. Later games of TES with their random loot system are an abomination of the gaming industry. It just makes exploring so utterly pointless and unrewarding. Even the daedric artifacts are mostly leveled to your character level... honestly, that's just plain bad design in both fluff and crunch appartments.

    The fan made Arktwend/Nehrim/Enderal RPG series would probably come closer to my ideal loot system. But even SureAI's total convertion games are not perfect in that regard.

    Pathfinder: Kingmaker's abyssmal in puncto loot. While it does reward players to actively explore the world (with a very high Perception stat, I might add), it's still not enough to evenly present its vast majority of weapon types. This even goes to the rather limited amount what you can buy from merchants. Not counting royal artisans here of course, because they're crafting related.
  • deltagodeltago Member Posts: 7,811
    One of the reasons why I did series is to fit as many games in the poll as possible and to also highlight the deteriorating state of good loot systems.

    If there is a stand out game in the series feel free to highlight it but mention why the other games don’t live up to the other game in the series, especially if the other games are newer. What changed that made them worse?
  • SilverstarSilverstar Member Posts: 2,207
    Oof, tough one. Taking crafting or rather modification out of the equation makes it hard. I feel you should be able use the armour and weapon types you like, rather than being stuck with the spesific ones the game provides. Wanting to have say a morningstar wielding dwarf and finding nothing but magical longswords and axes is a downer.

    I'm going to go with Dragon Age, seeing as custom gear is out of the equation. Always felt I had options and things I liked, without it becoming too much.
  • deltagodeltago Member Posts: 7,811

    Oof, tough one. Taking crafting or rather modification out of the equation makes it hard. I feel you should be able use the armour and weapon types you like, rather than being stuck with the spesific ones the game provides. Wanting to have say a morningstar wielding dwarf and finding nothing but magical longswords and axes is a downer.

    I'm going to go with Dragon Age, seeing as custom gear is out of the equation. Always felt I had options and things I liked, without it becoming too much.

    Do you find most titles limit you this way with a selection of different items?
  • WatchForWolvesWatchForWolves Member Posts: 183
    That's a weird question? I can think of at most three different loot systems:

    - Predetermined drops(like BG)
    - Random predetermined drops(like IWD)
    - Full random drops(Diablo)

    Level scaling is its own thing that can be applied to any of these, really.
  • SilverstarSilverstar Member Posts: 2,207
    deltago said:

    Oof, tough one. Taking crafting or rather modification out of the equation makes it hard. I feel you should be able use the armour and weapon types you like, rather than being stuck with the spesific ones the game provides. Wanting to have say a morningstar wielding dwarf and finding nothing but magical longswords and axes is a downer.

    I'm going to go with Dragon Age, seeing as custom gear is out of the equation. Always felt I had options and things I liked, without it becoming too much.

    Do you find most titles limit you this way with a selection of different items?
    Seems to depend a bit on the age of the game (series) really. The Baldur's Gates for instance, are certainly limiting. Without meta-knowledge you can seriously cripple yourself with weapon proficiency choices and character build/party composition. Luckily for me I happen to like longswords, quarterstaves, daggers and platemail. Icewind Dale is more forgiving with the chance of finding more varied random loot, and you can build the party to your needs/liking very easily. Not sure if the loot is as random in #2, but at least the stores there have a very reasonable selection as I recall.

    Newer games like Neverwinter Nights (2 in particular) or Pillars of Eternity still gives you good pre-determined gear while also having enough diversity with vendors and random loot.

    As much as I love RPGs from the '90s, I can't say I miss there being "best loot" or "only option" when it comes to building my characters and party. Random loot, crafting and modification are good things in my book. More options is better. That said I don't think everything should be scaled or that unique, powerful loot shouldn't be a thing.
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    Since you included Diablo, that opens up discussion of all its clones. First of all, I have to vote for a "loot-em-up", game, one of the Diablo clones, since those games are *designed* to be all about the loot drops.

    My vote goes to Titan Quest. Using the utility "TQ Vault" I spent years of my gaming time curating my collection of every rare, unique, legendary, and set piece I could get my hands on. It also has difficult to construct artifacts you can build. It's very satisfying to build one, because of all the drops that have to happen before you can - a formula, three relics that only drop in pieces (you need five of the same piece to drop before you can complete a single relic), and a whole lot of gold. Sometimes you have to decide to sacrifice one of the lesser artifacts in your collection to build a greater artifact.

    All the good items have sockets, and you can spend hours just figuring out the perfect way to socket them.

    Very close runner up for me: Sacred 2
  • ThacoBellThacoBell Member Posts: 12,235
    I've never been a fan of random loot.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @JuliusBorisov: That's true... and gives me reason to rethink my affection for randomized loot, which incentivizes the player to spend time clicking on chests instead of playing the game. In a game with a finite number of containers in specific locations, randomization should be fine, but when the player is free to spend lots of time searching for extra loot, that randomization can be a huge time sink.

    Games are very much tied into our hunter-gatherer instincts, and that's not always a good thing. Some behaviors, like gambling and inventory management, are addictive without actually being fun.
  • ThacoBellThacoBell Member Posts: 12,235
    I wonder what that means for my psychological state when the above doesn't work on me.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @ThacoBell: Not everyone is wired to respond to the same stimuli. Some folks just don't get the same dopamine spike from gambling or gaming, alcohol, kleptomania, or what have you. If you're not prone to a specific type of addictive behavior, consider yourself lucky.
  • KamigoroshiKamigoroshi Member Posts: 5,870
    Some developers, especially on the smartphone app gaming market, use this strategy to its fullest. By paying X amount of money, customers can buy X tries at their in-game roulette/gatcha-thingy in order to get their oh-so-powerful uncommon/rare/legendary/ect. cards/weapons/pets/headaches.

    And the worst thing about this? Some people gladly pay for that! Urgh...
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Yup. Some game companies actually hire psychologists specifically to help them design more addictive games. Most people hate pay-to-play games, but those games make money because they have a small base of highly addicted players who spend lots of money on the game--those are their "cash cows." It's a hideously exploitative strategy, little different from running a casino. In both cases, you're offering shallow but addictive thrills designed to squeeze people out of their money while giving them as little as possible in return. People who are addicted often go bankrupt.

    Normal video games are very cheap in terms of how long you can play them without getting bored. A game can last 10 times as long as a novel (which itself is one of the cheapest forms of entertainment) while costing the same amount. But pay-to-play games are very, very different.
  • KamigoroshiKamigoroshi Member Posts: 5,870
    edited November 2018
    Pretty much. The pay-to-play and pay-to-win types of online RPG's with their ingame shops, selling all kinds of special items in exchange for real money, have been around for a very long time.

    But selling numbered tries for rolling the dice isn't even that. What they do isn't selling ingame items, but (almost impossible) chances of getting them through paid random drops from addicts gamers that basically burn their money like tinder on this abonimation. That's one thing which I do feel is nothing but obnoxious.
  • ThacoBellThacoBell Member Posts: 12,235
    I take immense pleasure from beating free-play games without spending a cent.
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  • ThacoBellThacoBell Member Posts: 12,235

    Final Fantasy VII.

    I love FF7, but I'm not sure what makes it stand out against other JRPGs in terms of loot systems. Would you care to satiate my curiostiy and explain why you choose it?
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