Quoting Mark Wedel < mwedel at sonic.net >: > > The discussion of too much wealth in crossfire often comes up. Looking at > the > random map treasure chest code, I found some oddities. > > Now I'm not sure how much of the excessive wealth comes from random maps, > so > this may not be a really big deal.... > > But looking at the code, the deeper down in the dungeon you are, the more > treasures it creates on a level. > > This is readily apparant in some cases, when pretty much every space on the > > map is covered with a chest. > > This in itself wouldn't be bad. However, the deeper in the dungeon, the > higher the difficulty rating, and this means better treasure. So not only do > > you get better treasure, you get more of it. And this completely ignores the > > treasure that the creatures you are killing have. > > So my proposed fix is to eliminate/reduce the increase of treasures that > show > up on maps. Deeper levels are still better, simply because better quality > stuff > will be created. > > (as an aside, there are basically 2 modes of treasure creation on the > random > maps - in one mode, a chest is created for each treasure. In the other mode, > it > places only a few treasure chests, but fills them with a whole bunch of > treasures. This is why at deep levels, you sometimes see the maps covered > with > chests, and other times, just a few chests with tons of stuff in them) > This changes (for the negative in my opinion) the other dynamic at work, the acquisition of truly rare items. Since this is basically a lottery at really really long odds, these random levels are a significant potential source of rare items. If you kill the volume, you dramatically lower the chance at a rare item. If we're reducing clutter, I'd argue we should increase the value of individual-item yield for super-high level treasures.