[quote=“Binky, post:76, topic:5547”][quote=“Adrian, post:75, topic:5547”]I remember Kevin mentioning the phrase “simulated looting” somewhere. This would solve a lot of issues what with adventuring and progression and stuff.
By having invisible gnomes slowly remove items that are outside the reality bubble as time goes on, Cata can become more much more survival oriented.
The game would start off giving the player enough tools to build some skill and secure his next meals, and slowly ramp up the difficulty by removing/spawning less pre-Cataclysm items.
It would also encourage a more adventurous and nomadic lifestyle as resources are used up in a single area.[/quote]
I completely agree with this, although I know a lot of people aren’t keen on the invisible gnomes idea. I get the reason why, as it’d encourage some players to rush and hoard everything in your reality bubble as soon as possible at the risk of it going later. However, waiting for real NPCs to be able to actively loot is a LONG way off, and other than them looting in your reality bubble (which would seem a bit forced I think) they’d still have the same effect.
Regardless, I feel a better curve needs to be put in - I’ve mentioned more things becoming rusted/broken/damaged over time before and I think that might be a good way to deal with it.[/quote]
I think the coined phrase on our forum here was “magical loot fairies”, and the thought of that instills such disdain in some people that it brings out violent tendencies. The response usually ends up being “well if you want less loot, turn loot down in the options menu and LEAVE MY LOOT ALONE”. As a result of those arguments, I usually play with the loot slider at 0.3 ~ 0.5, though if you crank up zombie spawns it just reverts back to loot-stravaganza (since it sounds like their loot spawns from its own list that doesn’t go through the filter of the reduced item spawn rate setting).
I’d love more “stuff breaks” mechanics though. I can’t imagine using a golf club to wack something in the head infinitely. I’ve broken more clubs at the driving range in my life to know better. I think item degradation was a touchy subject too though? This is all kinda’ meandering off topic.
Balancing “sandbox”/“realistic” with “game” is still way difficult in here. You can’t add too rare things to common crafted items without it seeming unrealistic.