[Poll]: Item Drop Screen vs Loot Chests

After you win a battle, would you rather have a drop item screen or get the items from a chest?

  • Drop Item Screen

    Votes: 11 73.3%
  • Loot Chest

    Votes: 4 26.7%

  • Total voters
    15

Alkaline

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I'm making a game that heavily focuses on obtaining enemy drops and crafting items from it. I've been wondering how should I approach the item drops.
 

Milennin

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Drop item screen is more streamlined, I guess better if you got very frequent drops, but not nearly as exciting. Or keep the common loot on drop item screen, and rarer loot from chests.
 

Vigorswig

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I've seen some games that use both, and with good results. Though that might require tons of balancing... Generally, loot chests can be plentiful, but limited since infinite chests is impossible to my knowledge. But enemy drops can often entail the dreaded item drop grinding. It also depends on whether you can buy extra crafting items from shops or not, as well as how many of the rarer items can be actually FOUND in shops. I suppose it depends on how your game works fundamentally. (Said every RPGmaker Forum User ever)
 

Alkaline

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The idea is to have tiers of chests, like bronze, silver and gold, to contain different rarity items and to have the chests despawn after being open so it wont clutter the map. Though I wonder if the item drop screen is just more convenient for implementing and for player experience.
 

Dororo

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Painfull experience with chests in Phantasy Star and DQ (click click click...), so it's better to have a loot screen and goodbye. Chests should be limited to core items.
 

KakonComp

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I like a fusion of them, where you get the normal battle items in the victory screen, with a small chance to open a chest after battle takes place.

Wizardry: Tale of the Forsaken Land does this, and it's one of many reasons that bad boy is one of my favorite RPGs.
 

duty

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I always found it odd that some random group of giant evil forest squirrels were somehow carrying 40 gold coins and a perfectly safe, unopened health potion.
 

RachelTheSeeker

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While I'm fine with item drop screens, I also love a Wizardry-inspired chest drop. Just as long as there's a risk-reward for opening the chest, especially without a Rogue or a Trap-Zap spell ;)
 

doriantoki

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The idea is to have tiers of chests, like bronze, silver and gold, to contain different rarity items and to have the chests despawn after being open so it wont clutter the map. Though I wonder if the item drop screen is just more convenient for implementing and for player experience.
If your game is designed around drops, loot, and these kinds of resources to craft additional items and equipment, ask yourself if chests might become tedious for the player. Does the drop screen not function exactly the same, while also saving the player time?

I would approach it from a streamlined perspective. And also, ask yourself if chests add or detract anything from the game? Or does the drop screen simply accomplish everything you set out to do with the system?
 

Insomniac_Warrior

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Sounds grindy; you should definitely make that feature streamlined via the item drop screen. Over time, utilizing those loot chests will become more and more boring to the player, like a chore almost. By keeping it a smooth operation, I believe the player will be able to appreciate the system much more when it comes to the payoff stage.
 

doriantoki

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Sounds grindy; you should definitely make that feature streamlined via the item drop screen. Over time, utilizing those loot chests will become more and more boring to the player, like a chore almost. By keeping it a smooth operation, I believe the player will be able to appreciate the system much more when it comes to the payoff stage.
Yeah. Having a chest system sounds like that becomes the focus, whereas a drop loot screen means that item combining and crafting are instead the focus.
 

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