Ok, it's official - I overshot the generosity for affixes. Settling into my new career as a spin doctor, I'll tell you why this is a good thing: we've now established upper and lower bounds for item generation in v4, and can carefully tune it to be somewhere between the two. If I hadn't overshot, we'd need to keep going upwards, and would eventually overshoot and then be behind where we are now.
Owzat? Anyone going to employ me as their PR firm?
So, the details. Seven graphs attached, taken in turn:
1. Artifacts are the one thing that didn't overshoot - which is a good thing, because we know 3.3.0 was too generous. I can't work out why the curve is so much less smooth than the previous v4 curve, nor why there is no tailing off in the 90s as in the other two curves, but it's actually quite a decent shape. 1.4 artifacts per level for the last few levels, while more generous than 3.3.0, seems fair enough if the rest of the game is only half as generous. We shall see how people find it in practice (once we've fixed the over-generosity of affixes ...).
2. The "ego items per level" graph isn't terribly meaningful, but it's included here for completeness of comparison because I did it last time. This divides the total occurrence of affixes by 3 to equate with V's egos. The relevant thing here is that the number of affixes relative to the previous v4 run is 20-50% higher for most of the game, going slightly OTT past dl90. This on its own might not be a problem, but ...
3&4. The two themes graphs show where the real problem lies. Themed items are much too common now, in most cases more common than in 3.3.0. I'm going to adjust this very soon but I'm going to do it per-theme, because some of them are actually just right, while others (notably themed cloaks and high DSMs) are thousands of percent wrong.
5. Consumables are another success, now much closer to V, with the strange exception of stat potions, which seem to be more common than before despite being moved deeper. Anyone got a theory for that??
6&7. To-hit and to-dam are a mixed success: on the one hand, the number of +0,+0 items is now a mere 3x as many as V instead of 15x - this is within tolerance given the other properties these items can now have. But there are clearly far too many weapons dropping with plusses over 20, which is really going to make the game easier. These should be rarer than V. (I can only attach five files to one post so these will be separate.)
None of this is to ignore Derakon's very valid observations that missile weapons and ammo have too few affixes available, and therefore end up with way too many plusses. I'm going to try and separate these out to see whether there's still a problem with melee weapons.
And folks, could we start a new v4 observations thread again please? Anything over about 80 posts is pointlessly hard to navigate ....
Owzat? Anyone going to employ me as their PR firm?
So, the details. Seven graphs attached, taken in turn:
1. Artifacts are the one thing that didn't overshoot - which is a good thing, because we know 3.3.0 was too generous. I can't work out why the curve is so much less smooth than the previous v4 curve, nor why there is no tailing off in the 90s as in the other two curves, but it's actually quite a decent shape. 1.4 artifacts per level for the last few levels, while more generous than 3.3.0, seems fair enough if the rest of the game is only half as generous. We shall see how people find it in practice (once we've fixed the over-generosity of affixes ...).
2. The "ego items per level" graph isn't terribly meaningful, but it's included here for completeness of comparison because I did it last time. This divides the total occurrence of affixes by 3 to equate with V's egos. The relevant thing here is that the number of affixes relative to the previous v4 run is 20-50% higher for most of the game, going slightly OTT past dl90. This on its own might not be a problem, but ...
3&4. The two themes graphs show where the real problem lies. Themed items are much too common now, in most cases more common than in 3.3.0. I'm going to adjust this very soon but I'm going to do it per-theme, because some of them are actually just right, while others (notably themed cloaks and high DSMs) are thousands of percent wrong.
5. Consumables are another success, now much closer to V, with the strange exception of stat potions, which seem to be more common than before despite being moved deeper. Anyone got a theory for that??
6&7. To-hit and to-dam are a mixed success: on the one hand, the number of +0,+0 items is now a mere 3x as many as V instead of 15x - this is within tolerance given the other properties these items can now have. But there are clearly far too many weapons dropping with plusses over 20, which is really going to make the game easier. These should be rarer than V. (I can only attach five files to one post so these will be separate.)
None of this is to ignore Derakon's very valid observations that missile weapons and ammo have too few affixes available, and therefore end up with way too many plusses. I'm going to try and separate these out to see whether there's still a problem with melee weapons.
And folks, could we start a new v4 observations thread again please? Anything over about 80 posts is pointlessly hard to navigate ....
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