![]() |
#1 |
Prophet
Join Date: Mar 2008
Posts: 2,799
![]() |
chests are junk
I tossed in some debugging code to see the value of chests encountered by my char as he went through the last ten DLs. They averaged a value of about 25, IIUC meaning that items produced had an aveyrage drop level in the DL30s.
I think that chests should be changed to drop items at their own drop level, or perhaps even better drop level + 10. If the latter, a chest in a chest would be an exciting +20 to drop level. E.g. if a snaga drops a chest at DL 60, with drop depth of 33, IMO the items that come out should be produced with drop depth of 43. A chest generated on the floor at DL90 would produce DL100 items under this scheme. |
![]() |
![]() |
![]() |
#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
That makes sense to me. How are chest drop levels currently calculated -- just by the type of chest?
|
![]() |
![]() |
![]() |
#3 |
Adept
Join Date: Dec 2007
Posts: 167
![]() |
Agree. Chests should be rare and exciting. Cue the variant maintainers.
|
![]() |
![]() |
![]() |
#4 |
Prophet
Join Date: Mar 2008
Posts: 2,799
![]() |
|
![]() |
![]() |
![]() |
#5 |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
Okay. I'd suggest then changing it to be something like wooden chests being object level, iron chests being object level + 5, and steel chests being object level + 10.
|
![]() |
![]() |
![]() |
#6 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
![]() |
|
![]() |
![]() |
![]() |
#7 |
Prophet
Join Date: Mar 2008
Posts: 2,799
![]() |
|
![]() |
![]() |
![]() |
#8 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
![]() |
Hmm, my approach was to just request a squelch option for chests or just eliminate them altogether.
How about including the higher drop rate but prohibiting weapons or armor from appearing in chests? |
![]() |
![]() |
![]() |
#9 | |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
![]() |
Quote:
The chests have themes that are randomly assigned, depending on the level the chest is generated at. There are about 15 different themes, such as potions, wands/staves/rods, boots, helmets, gloves, jewlery (rings, amulets), or even dragon armor. And only the best and most useful items are found inside. For equipment, the chance of good and great items are increased greatly depending on which level the level the chest is generated. You have to make the rarity of some artifacts even greater to balance this out, because if the object generator is suddenly called upon to create 4-5 great footwear items, then the likelihood of generating Feanor is way too high. For consumables (wands, staves, potions, etc), only the best are generated, depending on the players situation. For example, a potion themed chest that appears at '500 will likely have several stat gain potions. But much deeper in the dungeon, they won't have those any more, and will have potions like life or *healing*. Also, in NPP the treasure drop the most frustrating and dangerous monsters that most people just avoid (black reavers, for example) are 2-3 themed chests, to make them worth fighting. |
|
![]() |
![]() |
![]() |
#10 |
Swordsman
Join Date: Feb 2010
Posts: 405
![]() |
The last point npp made, is to me potentially the most exciting. TEMPT me...give me a reason to go after dangerous critters.
![]() |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
why keep opened chests? | PowerDiver | Vanilla | 7 | February 9, 2010 02:51 |
Too much junk or too many monsters? | Donald Jonker | Vanilla | 4 | April 24, 2009 10:33 |
3.1.0: Chests, am I seeing things? | NeoWizard | Vanilla | 12 | January 20, 2009 06:39 |