After playing a little Ironband, and seeing the monster rebalancing there (or maybe it's just in the early stages)... it strikes me that one angle that hasn't been thoroughly considered in the TMJ problem is the possibility that there are just too many damn monsters. I think that 3.1's philosophy of fewer, better drops may be actually misdirected, not on account of the items, but on account of who's doing the dropping.
The only real reason to take on massive quantities of enemies, orc and troll pits, for instance, is for the mass quantity of drops; except for that cusp instance where they bump you up a level or two, when they become feasible for clearing, they're no longer a danger, and no longer fun. Nevertheless, you keep seeing them all the way down to Morgoth: why? The most interesting combat scenarios are with at most 2-3 powerful enemies, never weaker, never more. The game ought to acknowledge this fact and refactor accordingly.
It seems to me if we shifted the balance of item collection to the floor, it could be much more easily balanced, and then monsters could be generated in depth to better reflect the difficulty you want to maintain throughout the game. I suppose for flavor's sake we want to see the occasional out of depth unique, but I don't see the need for regular infusions of shallow monsters deep in the dungeon whose only purpose is item harvest.
If items are mostly found on the floor, then you remove a powerful incentive to kill monsters: it would have to be either for xp or for fun. I think the separation could be productive in making combat interactions more than just a game of pinata.
The only real reason to take on massive quantities of enemies, orc and troll pits, for instance, is for the mass quantity of drops; except for that cusp instance where they bump you up a level or two, when they become feasible for clearing, they're no longer a danger, and no longer fun. Nevertheless, you keep seeing them all the way down to Morgoth: why? The most interesting combat scenarios are with at most 2-3 powerful enemies, never weaker, never more. The game ought to acknowledge this fact and refactor accordingly.
It seems to me if we shifted the balance of item collection to the floor, it could be much more easily balanced, and then monsters could be generated in depth to better reflect the difficulty you want to maintain throughout the game. I suppose for flavor's sake we want to see the occasional out of depth unique, but I don't see the need for regular infusions of shallow monsters deep in the dungeon whose only purpose is item harvest.
If items are mostly found on the floor, then you remove a powerful incentive to kill monsters: it would have to be either for xp or for fun. I think the separation could be productive in making combat interactions more than just a game of pinata.
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