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IDProjectCategoryLast Update
0004095Valley 1Gameplay IdeaOct 8, 2011 4:48 pm
ReporterNenad Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Fixed in Version0.521 
Summary0004095: Drops of more than one potion
DescriptionFor variety sake (and for less grinding) add drops of more than one potion?
TagsNo tags attached.
Internal WeightDiscussion Only

Activities

tigersfan

Sep 27, 2011 3:11 pm

reporter   ~0013948

Hmmm, I'm not sure that this is needed. I'll leave it open for feedback and discussion and see how others feel.

GabrielKronos

Sep 27, 2011 3:43 pm

reporter   ~0013974

I find drops quite good for now, though other people may find it like a forced reason to explore, while they want to go to the most probable areas to find loot. (I myself, already figured out most patterns for drops distribution among areas.)

Some other places, for instance, are kinda boring to explore when u know this (again, I try to avoid Maze-like rooms as much as I can for this reason), because they end as large, void, monster-crawling areas with few rewards for the exploration it takes to them.

In the end, the actual drop distribution approach ends demotivating people to explore certain places, favoring others.

Kemeno

Sep 27, 2011 3:54 pm

reporter   ~0013986

Yeah, I'd like to see more seeding of potions and such in maze rooms (at least), and more interesting buildings in general. The furniture situation doesn't really bother me (I know that's going to be improving anyways), but there aren't enough interesting rooms around in the buildings yet (rooms like libraries are exciting, but they're only in a few kinds of buildings so far).

It would be really nice if there were some building room that spawned a good number of potions; maybe the restrooms (medicine cabinets, anyone?).

Compare that to exploring caves, which I find much more interesting/less tedious than fishing around in buildings for books and potions because a: there are bosses, which let me level up and b: there is treasure, which is... treasure. I'd love to see bosses guarding treasure in some of the bigger buildings (I've seen bosses, but they aren't guarding anything). :P

tigersfan

Sep 27, 2011 3:56 pm

reporter   ~0013990

There are random bosses in buildings sometimes. Try the 'ruins' buildings, which are usually bigger and more "cave like".

Kemeno

Sep 27, 2011 3:59 pm

reporter   ~0013994

Yep. I've seen those. I don't remember seeing one guarding any 'interesting' room behind it, though.

GabrielKronos

Sep 27, 2011 4:16 pm

reporter   ~0014006

Last edited: Sep 27, 2011 4:24 pm

I don't see a reason for exploring the ruins, because traversing them are too boring... mostly I go there for the XP.

EDIT: When there are bosses, of course.

Nenad

Sep 27, 2011 4:29 pm

reporter   ~0014011

"It would be really nice if there were some building room that spawned a good number of potions; maybe the restrooms (medicine cabinets, anyone?)."

This sounds like a really good idea. I haven't seen any hospitals... no-one got sick in this world?

zebramatt

Sep 28, 2011 8:32 pm

reporter   ~0014506

I was going to raise an issue along similar lines, although I suspect this is endemic of early beta more than anything.

Regardless, I think the current 0-1 spawn rate for potions and such in rooms could be improved for sure. Larger rooms should have a chance of having slightly more; and maze rooms should have some logic to try to spawn things at a point furthest from the door - stuff like that. Plus the type of room could definitely influence the spawn likelihood, as you guys already mentioned.

I imagine it's in the pipeline!

azarakus

Sep 29, 2011 9:50 am

reporter   ~0014625

I agree to an extent, I quickly fall into a pattern of heading into a room and heading for the single item that tends to spawn. Once I have this, exit, next room, rinse and repeat.
It would provide an incentive to explore the much bigger rooms and as mentionned above, the mazes. I currently just ignore these as they don't offer a very good reward vs time spent.
On the other hand though I appreciate it as an aspect for increasing immersion. Having to pick and comb through the corners of every house just to scrounge together what little you can find is quite the experience! I just think some small tweaking for the larger rooms would be good :b.

Chris_McElligottPark

Oct 7, 2011 10:14 pm

administrator   ~0016173

This is basically handled by the new "stashes" I've added in 0.521, which also add a number of other things beyond just this.

Nenad

Oct 8, 2011 4:48 pm

reporter   ~0016259

Awesome! Thanks! ^^

Issue History

Date Modified Username Field Change
Sep 27, 2011 2:42 pm Nenad New Issue
Sep 27, 2011 3:11 pm tigersfan Note Added: 0013948
Sep 27, 2011 3:12 pm tigersfan Internal Weight => Discussion Only
Sep 27, 2011 3:12 pm tigersfan Status new => feedback
Sep 27, 2011 3:43 pm GabrielKronos Note Added: 0013974
Sep 27, 2011 3:54 pm Kemeno Note Added: 0013986
Sep 27, 2011 3:56 pm tigersfan Note Added: 0013990
Sep 27, 2011 3:59 pm Kemeno Note Added: 0013994
Sep 27, 2011 4:16 pm GabrielKronos Note Added: 0014006
Sep 27, 2011 4:24 pm GabrielKronos Note Edited: 0014006
Sep 27, 2011 4:29 pm Nenad Note Added: 0014011
Sep 27, 2011 4:29 pm Nenad Status feedback => new
Sep 28, 2011 8:32 pm zebramatt Note Added: 0014506
Sep 29, 2011 9:50 am azarakus Note Added: 0014625
Oct 7, 2011 10:14 pm Chris_McElligottPark Note Added: 0016173
Oct 7, 2011 10:14 pm Chris_McElligottPark Status new => resolved
Oct 7, 2011 10:14 pm Chris_McElligottPark Fixed in Version => 0.521
Oct 7, 2011 10:14 pm Chris_McElligottPark Resolution open => fixed
Oct 7, 2011 10:14 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 8, 2011 4:48 pm Nenad Note Added: 0016259
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea