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This week's blog is written by Arthur Bruno, lead gameplay designer. Bruno focuses on the loot-drop system and the frustrations between the idea and the implementation. One of the first challenges in creating such a system is balancing the drop rate of certain types of items based on the restriction that any item cannot drop from any creature – the Chimera cannot wear armor, for example. At the same time the system also needed to satisfy the compelling “slot-machine” style reward system that keeps players addicted to scavenging the world for chests and shaking down its denizens for the chance of finding sweet loot. Chests, as it so happens, along with well-planned monster placement are a big part of the solution. A treasure chest can drop any type of loot and so we linked the appearance of chests directly to monster encounters. Monster encounters of certain sizes have a varying chance to spawn a treasure chest. For non-humanoid monsters these chests take the form of the ever popular bone pile, nest, spider-webbed body, etc Read the rest over at TQ Vault. | Source: Titan Quest Vault |
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