chests are junk

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    chests are junk

    I tossed in some debugging code to see the value of chests encountered by my char as he went through the last ten DLs. They averaged a value of about 25, IIUC meaning that items produced had an aveyrage drop level in the DL30s.

    I think that chests should be changed to drop items at their own drop level, or perhaps even better drop level + 10. If the latter, a chest in a chest would be an exciting +20 to drop level. E.g. if a snaga drops a chest at DL 60, with drop depth of 33, IMO the items that come out should be produced with drop depth of 43. A chest generated on the floor at DL90 would produce DL100 items under this scheme.
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    That makes sense to me. How are chest drop levels currently calculated -- just by the type of chest?

    Comment

    • nullfame
      Adept
      • Dec 2007
      • 167

      #3
      Agree. Chests should be rare and exciting. Cue the variant maintainers.

      Comment

      • PowerDiver
        Prophet
        • Mar 2008
        • 2820

        #4
        Originally posted by Derakon
        That makes sense to me. How are chest drop levels currently calculated -- just by the type of chest?
        Yes. plus9chars

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #5
          Okay. I'd suggest then changing it to be something like wooden chests being object level, iron chests being object level + 5, and steel chests being object level + 10.

          Comment

          • nppangband
            NPPAngband Maintainer
            • Dec 2008
            • 926

            #6
            Originally posted by nullfame
            Agree. Chests should be rare and exciting. Cue the variant maintainers.
            I know of a great variant that has this feature......
            NPPAngband current home page: http://nppangband.bitshepherd.net/
            Source code repository:
            https://github.com/nppangband/NPPAngband_QT
            Downloads:
            https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #7
              Originally posted by nppangband
              I know of a great variant that has this feature......
              There is no question NPP is much better, but before incorporating your changes into V they probably deserves at least a little discussion.

              What are your specifics?

              Comment

              • fizzix
                Prophet
                • Aug 2009
                • 3025

                #8
                Hmm, my approach was to just request a squelch option for chests or just eliminate them altogether.

                How about including the higher drop rate but prohibiting weapons or armor from appearing in chests?

                Comment

                • nppangband
                  NPPAngband Maintainer
                  • Dec 2008
                  • 926

                  #9
                  Originally posted by PowerDiver
                  There is no question NPP is much better, but before incorporating your changes into V they probably deserves at least a little discussion.

                  What are your specifics?
                  Definitely some discussion, because it does change the object and artifact probabilities of being generated a great deal. There are lots of little factors and variables that can tailored to the maintainers preference for rarity and power of the chests, but here is a quick summary:

                  The chests have themes that are randomly assigned, depending on the level the chest is generated at. There are about 15 different themes, such as potions, wands/staves/rods, boots, helmets, gloves, jewlery (rings, amulets), or even dragon armor.

                  And only the best and most useful items are found inside. For equipment, the chance of good and great items are increased greatly depending on which level the level the chest is generated. You have to make the rarity of some artifacts even greater to balance this out, because if the object generator is suddenly called upon to create 4-5 great footwear items, then the likelihood of generating Feanor is way too high.

                  For consumables (wands, staves, potions, etc), only the best are generated, depending on the players situation. For example, a potion themed chest that appears at '500 will likely have several stat gain potions. But much deeper in the dungeon, they won't have those any more, and will have potions like life or *healing*.

                  Also, in NPP the treasure drop the most frustrating and dangerous monsters that most people just avoid (black reavers, for example) are 2-3 themed chests, to make them worth fighting.
                  NPPAngband current home page: http://nppangband.bitshepherd.net/
                  Source code repository:
                  https://github.com/nppangband/NPPAngband_QT
                  Downloads:
                  https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                  Comment

                  • Tiburon Silverflame
                    Swordsman
                    • Feb 2010
                    • 405

                    #10
                    The last point npp made, is to me potentially the most exciting. TEMPT me...give me a reason to go after dangerous critters.

                    Comment

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