Since r612, all "great" spots in vaults (marked as "8" in vault.txt) now only generate "good" drops instead of "great" drops. Since I didn't find this documented anywhere, I was wondering if it was a new feature to lower the number of excellents items generated or simply a bug...
"Great" drops replaced by "good" drops in vaults: bug or feature?
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"Great" drops replaced by "good" drops in vaults: bug or feature?
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Tags: None -
r612? Which version was that? I think I remember reading that there aren't any more great drops, period.This thread, it needs more rage. -- Napstopher Walken -
"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I tried doing an svn update -r 612 on my code base just for giggles, but it wouldn't compile.This thread, it needs more rage. -- Napstopher WalkenComment
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The change is still present in the trunk, so there's a good chance that it's present since 3.1.0 or so.
I think I remember reading that there aren't any more great drops, period.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Wait. No more great drops? Does this explain why when I kill uniques, I'm just getting like [+3, +3] items, no ego or artifact items?
Why was it decided that there should be no great drops? What does this mean exactly--that artifacts only appear as randomly generated items on the dungeon floor?Comment
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Wait. No more great drops? Does this explain why when I kill uniques, I'm just getting like [+3, +3] items, no ego or artifact items?
Why was it decided that there should be no great drops? What does this mean exactly--that artifacts only appear as randomly generated items on the dungeon floor?
Yes, this does explain why you kill Nar and only get a Hard Leather armor +3. Wait to kill him until you're much deeper and you'll get a much better drop.This thread, it needs more rage. -- Napstopher WalkenComment
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So why was this changed, anyway? Most of the uniques with DROP_GREAT are significantly harder than other uniques at their depth -- in particular, Wormtongue was an excellent risk/reward tradeoff, since he could generally easily kill you, but if you managed to kill him instead he had decent odds of dropping a genuinely useful item. Are uniques with DROP_GREAT being nerfed to account for their worsened drops?Comment
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So why was this changed, anyway? Most of the uniques with DROP_GREAT are significantly harder than other uniques at their depth -- in particular, Wormtongue was an excellent risk/reward tradeoff, since he could generally easily kill you, but if you managed to kill him instead he had decent odds of dropping a genuinely useful item. Are uniques with DROP_GREAT being nerfed to account for their worsened drops?This thread, it needs more rage. -- Napstopher WalkenComment
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Wait, ok.
So if I understand correctly, if a unique typically shows up on level X, I should wait until I find that unique on level X+Y for some large Y before I kill that unique. Correct?
Corollary to this: If two uniques A and B are generated on level X, and A is typically generated on X, and B is typically generated on level X-Y for some large Y, then I should kill B and leave A alone for now. Do I have this right?Comment
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Yes, but also for the reason that B will be easier to kill at that depth than A will. You're much more likely to have the level and launcher to kill Wormtongue at 950' than you will at 400', whereas your ability to kill Gorbag then won't be so great. This is assuming you dive. I don't even stop holding down the shift key until I'm around 1200'Last edited by Napsterbater; February 27, 2010, 06:13.This thread, it needs more rage. -- Napstopher WalkenComment
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I get a lot more enjoyment out of killing Wormtongue at 400' than at 900'. The 400' fight is an actual challenge; the 900' fight is a curbstomp. Sure, only engaging in curbstomps is safer for your character, but it's not nearly as much fun.
I don't see what this has to do with nerfing drops, though.Comment
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I get a lot more enjoyment out of killing Wormtongue at 400' than at 900'. The 400' fight is an actual challenge; the 900' fight is a curbstomp. Sure, only engaging in curbstomps is safer for your character, but it's not nearly as much fun.
I don't see what this has to do with nerfing drops, though.Comment
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IMO, just don't scale the drops. Have them drop the same crappy item at DL99 as they would at DL10. Since killing a unique early will provide an XP bump and is more likely provide an item that an early character may find useful, it would be worthwhile to kill them the first time, rather than wait.
Really, you could apply this (ordinary drops) to anything that is found more than 2x deeper than it's native depth. Orc pits, troll pits, I'm looking at you.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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IMO, just don't scale the drops. Have them drop the same crappy item at DL99 as they would at DL10. Since killing a unique early will provide an XP bump and is more likely provide an item that an early character may find useful, it would be worthwhile to kill them the first time, rather than wait.
Really, you could apply this (ordinary drops) to anything that is found more than 2x deeper than it's native depth. Orc pits, troll pits, I'm looking at you.
This does create the unfortunate game mechanic of diving to dlevel 98 and taking out troll pits only to get loot.Comment
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