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Old August 26, 2010, 21:04   #1
PowerDiver
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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.
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Old August 26, 2010, 21:08   #2
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That makes sense to me. How are chest drop levels currently calculated -- just by the type of chest?
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Old August 26, 2010, 21:09   #3
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Agree. Chests should be rare and exciting. Cue the variant maintainers.
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Old August 26, 2010, 21:15   #4
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Quote:
Originally Posted by Derakon View Post
That makes sense to me. How are chest drop levels currently calculated -- just by the type of chest?
Yes. plus9chars
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Old August 26, 2010, 21:47   #5
Derakon
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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.
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Old August 26, 2010, 22:04   #6
nppangband
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Quote:
Originally Posted by nullfame View Post
Agree. Chests should be rare and exciting. Cue the variant maintainers.
I know of a great variant that has this feature......
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Old August 26, 2010, 22:18   #7
PowerDiver
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Originally Posted by nppangband View Post
I know of a great variant that has this feature......
There is no question NPP is much better, but before incorporating your changes into V they probably deserves at least a little discussion.

What are your specifics?
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Old August 27, 2010, 00:02   #8
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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?
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Old August 27, 2010, 11:33   #9
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Quote:
Originally Posted by PowerDiver View Post
There is no question NPP is much better, but before incorporating your changes into V they probably deserves at least a little discussion.

What are your specifics?
Definitely some discussion, because it does change the object and artifact probabilities of being generated a great deal. There are lots of little factors and variables that can tailored to the maintainers preference for rarity and power of the chests, but here is a quick summary:

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.
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Old August 27, 2010, 16:53   #10
Tiburon Silverflame
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The last point npp made, is to me potentially the most exciting. TEMPT me...give me a reason to go after dangerous critters.
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