Of course, voice communication helps this, but anyone who has played a truly intense action game can testify to how mesmerizing and frantic it can become, often to the point where talking and playing may be too much to ask.Īnd in RoR2 the combat can get so hectic, even on Drizzle one's frame-rate marking the low 20 and even 10 becomes a norm once they reach 200 minutes of playtime. This is particularly true in intense death-match style games and RoR 2, where there is hardly enough time to compose a five-word sentence before a grenade lands in your lap, or seven Blazing Stone Titans shoot lasers at you. There is a baseline level of realism for when the player level is low, but no one plays this game for that there are other games which are more designed towards realism.Įven if one in a lobby brings up with a suggestion and everyone manages to agrees with it, it probably won't be fulfilled as the game's phase become faster and fiercer. However, I would argue that Risk of Rain 2 hardly falls into the line of these "realistic games" this is a game where you can jump more than 10 times, fire your dual pistols for 6000 rounds per minute, chain-lightning everything to their demise. This being a part of a BR game is what makes it interesting, so I mostly agree with how and why BR games introduce the shared loot. If you have ever watched or read "The Hunger Games", there are scenes where protagonists and opposition sprint towards to seize powerful weaponry. However, in this case, it is safe to assume that the designers valued the reality and the survival atmosphere the lack of loot and thus "the-race-to-the-loot" situation is one of the essentials for any Battle Royale entertainment to have viewers immersed. I do know that there are a few games that do not introduce seperate loot for example, Battle Royale games with team mode. The players who failed to compromise or persuade another, will at least feel some sort of disturbance, or worse, resentment. This will likely buy some negative responses, since in RoR2 every character's role is to deal damage, so the others may argue they also need it as well. Let's say a player enters the lobby and outright says, "Alright I'd appreciate it if you pass me the Soldier's Syringe". The shared loot system only heats up the competition more if the loot is known to be widely popular. A mad-dash towards items to not lose an edge, even if it means sacrificing the other's survival. The current RoR2 Quickplay is what happens if there is no seperate loot. So in order to prevent greed from ruining the team-play experience, the development teams had no choice but to implement the seperate loot. Imagine if a Healer class rushes towards to a dying boss to claim the loot first everyone else will feel nervous and attempt to move forward, breaking the formation and risking the entire team in the process. Also we also need to consider that the game does not give players enough time to discuss loot distribution, since they rarely feel safe enough that they can talk without being killed as the game progresses.Īny MORPG such as Dragon Nest and The Division 2, or MMORPG game like World of Warcraft has a seperate loot system for both premade and random parties. TL,DR : The current looting system only creates unnecessary competition and wrangle rather than cooperation.
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