View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0004640 | Valley 1 | Balance Issue | Oct 6, 2011 7:18 pm | Oct 13, 2011 2:32 am | |
Reporter | Jerebaldo1 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.519 | ||||
Fixed in Version | 0.523 | ||||
Summary | 0004640: Item spawning behavior given level differences within tiers | ||||
Description | I found it difficult to come up with a good title for this tweak, but it's sort of an algorithmic change to how items are spawned within a given tier. The goal is that there is an equal incentive to explore 1 level above you if said level is within the same tier as you are. If I'm at level 7, I'd have a reason to explore a level 8 chunk for potions, gemstones, gemdust, and resources. Here is the proposed algorithmic change: Items will always spawn in rooms equal to your level, like they do currently. 1. Chances of within-tier item spawning in rooms of lower level than you = 100 - (level difference * [factor by which damage and hitpoints decreases for spells and monsters given level difference]) 2. Chances of within-tier item spawning in rooms of higher level than you = 100 + (level difference * [factor by which damage and hitpoints increases for spells and monsters given level difference]) 3. Items in a higher tier level have the current spawning behavior. 4. Items in a lower tier (no matter what the level) act as if the player level difference is 5 levels below that region (because lower tiered items become mostly trash by that point) 5. Items without tiers such as consciousness shards ignore the tier-change logic in numbers 3 and 4. - number 2 essentially means more than 1 item being spawned in the given room. This change would allow a more organic feel to exploring regions of a different level than you. It would discourage farming lower level regions for items to use to comfortably face bosses at equal or slightly higher level. Instead, there would be a reason to explore regions at a variety of levels at all times within the same tier. This may require an alteration in how many resources are required for crafting and building, but it I doubt it because difficulty would have an evenhanded effect on the spawns whether you go easier or harder. | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
related to | 0004658 | closed | Always most efficient to go for caves which are the lowest level for a given gem tier |
|
You're referring here to things like consciousness shards and health potions and such, correct? As opposed to gem veins and other "key item" type thing? |
|
Actually, I refer to every drop including potions, resources (granite, copper), gem veins, and gem dust :-). Yes, this change would alter the 1 item per node, but in a way that shouldn't give the player too many rewards. Assuming the difficulty of going up one level increases by a factor of x1.25 (I think it goes up more like x2.0 currently!), then there will be a 25% chance that 2 like-tiered (or non tiered) items will show up in any given room, whether it be shards, gem veins, or resources. Elegant, fun, and adds variety to rooms. Logic is the same for below level, where some rooms wont have anything in them. |
|
Hmm, I really don't like the idea of ever making there a random chance of gem veins and similar not appear at lower levels. It punishes weaker players who NEED to be in these lower tier dungeons, plus it robs players of a reward that they earned by beating the bosses to get there. That's just plain punitive to the player. Generally speaking I don't want to take anything away from the players with a scheme like this, as that just doesn't contribute in any way to fun. But having an increasing chance of better rewards for playing above your civ level strikes me as a good thing. Encouraging players to stretch for higher goals to get a better reward is awesome; punishing them for not being good enough to stretch for those goals is something I'd get roasted for by all except the hardest-core of the hardcore. ;) |
|
Awesome, really; I am much more interested in having the greater reward for exploring in higher difficulty levels, rather than the scaledown at lower levels. |
|
Great! |
|
Again not exactly the model you were proposing, but I think this gets at the core desire: * Made it so that the tier of gems and objects you gain is now somewhat randomized rather than always being fixed. ** The tier of the object is based on the chunk level. So what we're doing is randomizing how it looks at the chunk level. ** There is now a 40% chance that the tier of the object will be equivalent to chunk level + 1. ** There is now a 20% chance that the tier of the object will be equivalent to chunk level + 2. ** There is now a 0.1% chance that the tier of the object will be equivalent to chunk level + 10 (these will be exciting finds, to be sure). |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 6, 2011 7:18 pm | Jerebaldo1 | New Issue | |
Oct 6, 2011 7:21 pm | Chris_McElligottPark | Note Added: 0015975 | |
Oct 6, 2011 7:32 pm | Jerebaldo1 | Description Updated | |
Oct 6, 2011 7:38 pm | Jerebaldo1 | Note Added: 0015987 | |
Oct 6, 2011 7:45 pm | Chris_McElligottPark | Note Added: 0015992 | |
Oct 6, 2011 7:53 pm | Jerebaldo1 | Note Added: 0015995 | |
Oct 6, 2011 8:13 pm | Chris_McElligottPark | Note Added: 0016006 | |
Oct 6, 2011 8:13 pm | Chris_McElligottPark | Internal Weight | => Major Problem |
Oct 6, 2011 8:13 pm | Chris_McElligottPark | Status | new => acknowledged |
Oct 12, 2011 11:01 am | Chris_McElligottPark | Note Added: 0016463 | |
Oct 12, 2011 11:01 am | Chris_McElligottPark | Status | acknowledged => resolved |
Oct 12, 2011 11:01 am | Chris_McElligottPark | Fixed in Version | => 0.523 |
Oct 12, 2011 11:01 am | Chris_McElligottPark | Resolution | open => fixed |
Oct 12, 2011 11:01 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 13, 2011 2:32 am | zebramatt | Relationship added | related to 0004658 |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |