I think the occasional annoyance monster adds flavour to the game, but agree that they shouldn't be very common.
I strongly recommend keeping the DROP_GOOD and DROP_GREAT monster flags, but changing how they work. We need to add OF_GOOD to any non-wearables which should be available in DROP_GOOD, and OF_GREAT to any we want included in DROP_GREAT. So gain-one-lose-one potions should have OF_GOOD, and Augmentation/*Enlightenment* etc. should have OF_GREAT. Similarly high-end devices, scrolls, etc. Of course, we then need to balance the drop system so that they're not too common etc.
The alternative is to throw out the GOOD/GREAT concepts entirely and do the whole drop system using some other heuristic (object power, depth, price, whatever). I'm not convinced that the extra work would bring commensurate extra benefits.
I strongly recommend keeping the DROP_GOOD and DROP_GREAT monster flags, but changing how they work. We need to add OF_GOOD to any non-wearables which should be available in DROP_GOOD, and OF_GREAT to any we want included in DROP_GREAT. So gain-one-lose-one potions should have OF_GOOD, and Augmentation/*Enlightenment* etc. should have OF_GREAT. Similarly high-end devices, scrolls, etc. Of course, we then need to balance the drop system so that they're not too common etc.
The alternative is to throw out the GOOD/GREAT concepts entirely and do the whole drop system using some other heuristic (object power, depth, price, whatever). I'm not convinced that the extra work would bring commensurate extra benefits.
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