[Loot rounds or Loot places] => Let's address the big elephant in the room (that makes everything make or not make sense)

One question: what do you prefer:

  • Loot ROUNDS or loot PLACES ? :person_shrugging:

This alone tells the big story and what the “next steps” are required to do. If you prefer to loot rounds then:

  • high capacity for repetitiveness
  • predictability but with most basic form of task variety
  • “rare” encounters are always the final step
  • “tools” to play with are designed to be “perfected”

Are more important

If you prefer the latter then:

  • Slowed down progress with incentives for exploration
  • healthy dose of unpredictability
  • rare encounters are key to encouraging exploration (and are required to be in less predictable places)
  • build “tools” are “experimental” in nature (regardless if fitting or not so much for a “build”)

Are more important

I’m heavily (if not heaviest) leaning toward the latter, I think that A LOT of capacity and uniqueness of the game would be lost if the game is into a “round looter” type

But sadly a lot of that kind of “damage” has already been done

That being said, I think they better make dungeons more/bigger mazes with “checkpoints” if need be (instead of adding a “new loop”), increase amount (or at least potential) of unusual encounters. And kinda do same/similar with smaller open-world events

But, that’s just me


State below your take :slight_smile: