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Currently we've got this -

*You "steal" most crafting mats from randomly strewn about containers of various sorts in people's houses or in trade areas and such
*Crafters and merchants selling extremely limited supplies of materials, making the above essentially a necessity if you want to craft
*Small carcasses for monsters and coin pouches for human(oid)s appear after dead bodies quickly fade to be looted
*Completely unnecessary and near valueless junk items are thrown into the mix, for which there is no inventory tab for.

What could change for the better?

*Crafters should have a good supply basic of the basic materials(non-monster) for diagrams they sell - and at a reasonable price
*In the crafting screen you should be able to use their materials, and simply add the cost of such to the total crafting price
*"Stealing" from randomly strewn about containers should either not be a(n essential) part of the game or have potential repercussions
*Junk should not exist as lootable items unless there is a tab for it and it sells for something that makes it worth ever looting
*Bodies should remain a bit longer (2-3 minutes) so that they seem slightly more realistic as you're less likely to see them fade before your eyes as you'd have moved on
*Should be an option to simply loot everything within ~medallion range
agree, i feel like total looter right now,
they need some kind of response system like in gothic games at least
This always struck me as odd in TW1 as well, just walking into someones house and helping yourself to their stuff in front of them, and nobody does a thing.
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DyvimSlorm: This always struck me as odd in TW1 as well, just walking into someones house and helping yourself to their stuff in front of them, and nobody does a thing.
Very common and quite stupid in many many RPG games. I really prefer the good old Fallout method of you try to loot someone's house, get killed, learn, reload and don't do it again. I think it's a quirky oversight for a game that tries to be immersive. It's also completely pointless as most of that loot is garbage anyway. IMO should've been limited to a few special things like the mail box in Flotsam etc.
It depends on how terrified or grateful the locals are. In something like JA2, if I've just marched a team of obviously heavily-armed mercenaries into town and completely obliterated the local garrison (that itself beat down the locals into submissiveness on behalf of a tyrant), the locals might be a bit reluctant to vocalize objections to my troops' requisitioning some random odds and ends. :D
I was thinking the same thing, OP. Well said. If they sell a diagram for something, I don't see why they wouldn't carry some of those basic crafting items in their inventory.

I also agree with with the point Dyvim made...it doesn't make any sense to be able to walk into someone's home and loot them, while they're watching you. It would be better if there were at least a challenge to it...like you had to sneak or something. I think TES and Gothic games did a great job with this.
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Oddhermit: Currently we've got this -

*You "steal" most crafting mats from randomly strewn about containers of various sorts in people's houses or in trade areas and such
*Crafters and merchants selling extremely limited supplies of materials, making the above essentially a necessity if you want to craft
*Small carcasses for monsters and coin pouches for human(oid)s appear after dead bodies quickly fade to be looted
*Completely unnecessary and near valueless junk items are thrown into the mix, for which there is no inventory tab for.

What could change for the better?

*Crafters should have a good supply basic of the basic materials(non-monster) for diagrams they sell - and at a reasonable price
*In the crafting screen you should be able to use their materials, and simply add the cost of such to the total crafting price
*"Stealing" from randomly strewn about containers should either not be a(n essential) part of the game or have potential repercussions
*Junk should not exist as lootable items unless there is a tab for it and it sells for something that makes it worth ever looting
*Bodies should remain a bit longer (2-3 minutes) so that they seem slightly more realistic as you're less likely to see them fade before your eyes as you'd have moved on
*Should be an option to simply loot everything within ~medallion range
I agree. Those are very sensible suggestions.
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BiggusD1: agree, i feel like total looter right now,
they need some kind of response system like in gothic games at least
Yep. I walk into someones house and they completely ignore me as I go thru their chests....
This was something i really liked in Oblivion, where you entered a house and it could even be tress passing, and if npcs saw you stealing they would get the stuff from you again or you would have the guards on your throat, but it TW2 npcs react to some other stuff other games don´t so i´m cool.
Post edited May 31, 2011 by XPTO
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XPTO: This was something i really liked in Oblivion, where you entered a house and it could even be tress passing, and if npcs saw you stealing they would get the stuff from you again or you would have the guards on your throat, but it TW2 npcs react to some other stuff other games don´t so i´m cool.
Oblivion was pretty funny in that regards. Shopkeeper would actually walk around his counter and follow you upstairs, haha.

It felt so wrong with the Witcher that I have just stopped looting chests if any npcs are around and will only do so if the house is vacant.
OP makes some very good, common sense suggestions.

It is possible, as the game is, to get done what you want without looting private homes though. The vendor prices are a little steep, but a couple mini-games cover that. They may not have all the mats you need at a go, but meditation or some other diversion will get you to the next day when they have more. There are a lot of materials to be looted in caves, which should give no moral qualms.

I do like the OP's ideas though. I liked how Fall Out handled looting private residences.
I thought of something else. When you are at a vendor, it would be better if after choosing to craft or trade to have the system not completely exit. Usually when you go to trade, you want to craft something, as well. The game shouldn't completely exit the dialog after doing one form of transaction like it does.
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wildstargoethe: I thought of something else. When you are at a vendor, it would be better if after choosing to craft or trade to have the system not completely exit. Usually when you go to trade, you want to craft something, as well. The game shouldn't completely exit the dialog after doing one form of transaction like it does.
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Agree 100% I hate that, especially in Act 3 with the Barn Ard guy who walks around in a circle, and depending on where he is standing can be difficult to highlight/target.
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wildstargoethe: I thought of something else. When you are at a vendor, it would be better if after choosing to craft or trade to have the system not completely exit. Usually when you go to trade, you want to craft something, as well. The game shouldn't completely exit the dialog after doing one form of transaction like it does.
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Snarfinator: .
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Agree 100% I hate that, especially in Act 3 with the Barn Ard guy who walks around in a circle, and depending on where he is standing can be difficult to highlight/target.
I'm glad I'm not the only one. It sounds like such a minor complaint, but after having it happen a couple hundred times, it becomes annoying. :)