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IDProjectCategoryLast Update
0004665Valley 1Gameplay IdeaJan 27, 2012 10:19 am
ReporterArchonsod Assigned To 
Severityminor 
Status closedResolutionopen 
Product Version0.520 
Summary0004665: Less random building loot
Description Been thinking about the whole building exploration thing and it seems to me part of the problem in my experience is that the loot you're likely to find (outside of library rooms) inside a building is far too random, which discourages exploration because it's simply too blind a gamble; unless I'm feeling flush with resources I tend not to bother entering buildings because it's hard to justify expending the limited resources when there's no guarantee I'll find anything useful to me at that moment.
 I'm suggesting weighting the random loot by building type, and making it obvious to the player. So you have one building type (say for sake of argument the dome shape in the ice age territories) in which the rooms have a higher chance of having health potions than magic potions, shards or gem dust. The building could be referred to as a "hospital" or similar rather than the generic building (which would be fairly intuitive to players. If you want health potions, makes sense to look in a hospital).
 The idea is to encourage exploration by hinting at what the player might expect to find if they explore the building. If I'm running low on mana potions and I see there's a building which is likely to contain a couple then I'm much more likely to take a gamble and enter rather than heading back to the crafting bench.
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Internal WeightFeature Suggestion

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Issue History

Date Modified Username Field Change
Oct 7, 2011 2:06 pm Archonsod New Issue
Oct 7, 2011 2:10 pm tigersfan Internal Weight => Feature Suggestion
Oct 7, 2011 2:10 pm tigersfan Status new => considering
Jan 27, 2012 10:19 am tigersfan Status considering => closed
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea