[crossfire] treasure chests & wealth
Vernon T Rhyne
trhyne at MIT.EDU
Fri Jul 8 21:41:31 CDT 2005
Quoting Mark Wedel <
mwedel at sonic.net
>:
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The discussion of too much wealth in crossfire often comes up. Looking at
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the
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random map treasure chest code, I found some oddities.
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Now I'm not sure how much of the excessive wealth comes from random maps,
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so
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this may not be a really big deal....
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But looking at the code, the deeper down in the dungeon you are, the more
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treasures it creates on a level.
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This is readily apparant in some cases, when pretty much every space on the
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map is covered with a chest.
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This in itself wouldn't be bad. However, the deeper in the dungeon, the
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higher the difficulty rating, and this means better treasure. So not only do
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you get better treasure, you get more of it. And this completely ignores the
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treasure that the creatures you are killing have.
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So my proposed fix is to eliminate/reduce the increase of treasures that
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show
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up on maps. Deeper levels are still better, simply because better quality
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stuff
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will be created.
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(as an aside, there are basically 2 modes of treasure creation on the
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random
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maps - in one mode, a chest is created for each treasure. In the other mode,
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it
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places only a few treasure chests, but fills them with a whole bunch of
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treasures. This is why at deep levels, you sometimes see the maps covered
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with
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chests, and other times, just a few chests with tons of stuff in them)
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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.
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