Game Guides Archive
Thread: Friday Feature November 24th – New Loot: Skill Enhancements
Thunderheart
Fri Nov 26, 2004 11:32 am
#15
Amana wrote:
I deffinately like that first part. Its just the first bunch of them, heh heh can't wait for some more to come out. Only creatures I hope that can't drop them are the meatlumps, rogue corsecs or rag tag loons that spawn near the parameter of Cnet. Those guys are so farmed it isn't even funny.
(well, its a little funny
)
Don't forget, we are changing the loot system. One of our goals is to have things drop off of NPCs more contextually and as time progresses, you will see this change more and more in game.
Houdani wrote:
Thunderheart -- Are these intended to completely replace skill mod attachments for clothes and armor? Or will both types of enhancers (attachments and temporary boosters) still be in the game?
No these are not inteneded to replace anything - - these are just loot items with a short duration that is meant to help give you a boost if you are in a jam.
These items were approved by the Combat Upgrade team before they were added in terms of overall, long term balance.
And yes, both types of enhancers will still be in the game.
KardenTyrell
Fri Nov 26, 2004 11:37 am
#17
straiceil wrote:
That looks neat! :-) Great idea.
Nothing for commandos :-(
yes they did...indirectly....the grenades
4Bidden
Fri Nov 26, 2004 11:40 am
#18
You should make a "Mad-Cow Adrenaline Compound".. The person taking this would start to flail their arms and legs uncontrollably with the possibility of incapacitating their target with one hit.
Slayermat2
Fri Nov 26, 2004 12:06 pm
#19
Hey TH,
Just read the full front page article on the new loot system. One thing that came to me straight away was, forageing. This is pretty much a worthless function of the game at this point (both scout and medical) unless you need bait for fishing. Being able to forage for items that would "enhance" chef foods (or anything elsefor that matter) would and a lot to the scout line. If forage was somehow included with the new loot system, that would be great. Even without this though, I am still looking forward to the changes.
Slayer...
TheSkankinSpiv
Fri Nov 26, 2004 12:09 pm
#21
Would be nice to have one that does heavy weapons, for bounty hunters and commandos. I mean come on, its not like those weaponsare powerfull enough as it is. 
Joost1000
Fri Nov 26, 2004 12:14 pm
#22
Thunderheart wrote:
Some answers, in no particular order:
- This is the first bunch of them.
- Yes, these are temporary, short term buffs.
- Crafters will not be ablt to craft them
- Loot drops over all will be more frequent, though I'm not sure what or how often these particular goodies will drop off of yet
do they over cap
RoperGaran
Fri Nov 26, 2004 12:14 pm
#23
Will these skill enhancing stims come in varying strengths and/or durations, or will they all have the same magnitude of skill modification?
For example will all Phalange Intensification Injections increase pistol speed by the same amount and for the same duration, or will we see better Phalange Intensification Injections dropping from higher level MOBs?
For example will all Phalange Intensification Injections increase pistol speed by the same amount and for the same duration, or will we see better Phalange Intensification Injections dropping from higher level MOBs?
Message Edited by RoperGaran on 11-26-2004 01:17 PM
O_Shua
Fri Nov 26, 2004 12:15 pm
#24
TH will these drops stack as you stated in the second part of the loot revamp?
Night4554
Fri Nov 26, 2004 12:19 pm
#25
Oooooh nifty, I like em. So many questions to ask...
Are they variable? (IE will one be stronger than another?)
Are they stackable?
Do they take the place of spice or have filling?
How long do they last? (Is that variable?)
Can I loot one real quick and sell it for a fast 2m?
Are they variable? (IE will one be stronger than another?)
Are they stackable?
Do they take the place of spice or have filling?
How long do they last? (Is that variable?)
Can I loot one real quick and sell it for a fast 2m?