3.4 did reduce the number of artifacts. This was essentially from popular demand (artifacts were too common) I believe the numbers I quoted were about a 30% reduction of artifact generation for a full clearing of 100 levels.
There are some problems with the artifact allocation algorithm, they tend to really favor depth for artifact creation, so you're just not likely to get artifacts at low levels. There's also a problem of randarts getting based off of uncommon types.
When I get home tonight, I'm going to push to github a fork of 3.4 that has played around with these issues in an attempt to improve the situation (with some moderate success.) The main idea is that it reduces the chance of getting an artifact from a "good" drop (i.e. vault square) and increases the chance of getting an artifact from a new category, a "unique" drop. The chances of generating them from a normal drop are still the same. Alongside this, I implemented a significant flattening of the level curve, so that there isn't as much of a skewness towards drops at high levels (although there are significantly more *items* generated at high levels, so there will be more artifacts there.) As a last step, to counter an overwhelming amount of egos at low levels, I implemented a level based ego drop system, where lower level ego drops tend to be weaker (right now ego item types are equally probable at all levels.)
The upshot of this is that artifacts are slightly more common in my version (10% or so) than in 3.4, but they are much more likely to come as rewards for killing uniques, which always seemed more satisfying to me anyways. They also have a flatter level curve, although it does turn out that a lot of the skewness here comes from item avalanches like ainu/dragon pits and greater vaults.
There are some problems with the artifact allocation algorithm, they tend to really favor depth for artifact creation, so you're just not likely to get artifacts at low levels. There's also a problem of randarts getting based off of uncommon types.
When I get home tonight, I'm going to push to github a fork of 3.4 that has played around with these issues in an attempt to improve the situation (with some moderate success.) The main idea is that it reduces the chance of getting an artifact from a "good" drop (i.e. vault square) and increases the chance of getting an artifact from a new category, a "unique" drop. The chances of generating them from a normal drop are still the same. Alongside this, I implemented a significant flattening of the level curve, so that there isn't as much of a skewness towards drops at high levels (although there are significantly more *items* generated at high levels, so there will be more artifacts there.) As a last step, to counter an overwhelming amount of egos at low levels, I implemented a level based ego drop system, where lower level ego drops tend to be weaker (right now ego item types are equally probable at all levels.)
The upshot of this is that artifacts are slightly more common in my version (10% or so) than in 3.4, but they are much more likely to come as rewards for killing uniques, which always seemed more satisfying to me anyways. They also have a flatter level curve, although it does turn out that a lot of the skewness here comes from item avalanches like ainu/dragon pits and greater vaults.
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