DRL > Discussion
Less random unique generation?
Kornel Kisielewicz:
Okay, here's the idea -- currently the uniques are placed completely randomly. The idea is to make the system control the spawned uniques depending on player actions. In particular, for most unique weapons a given unique weapon can spawn only if the player has X kills in the given weapon class (examples below . So for example:
--- Code: ---Butcher's Cleaver -- only if player has 10 melee kills
Dragonslayer -- only if player has 100 melee kills
Blaster -- only if player has 50 pistol kills
GCB -- only if player has 100 pistol kills
AFJ, Trigun -- only if player has 200 pistol kills
Assault Shotgun -- only if player has 100 shotgun kills
Jackhammer -- only if player has 200 shotgun kills
Minigun -- only if player has 100 chaingun kills
--- End code ---
... etc.
This would need balancing of the rarieties, but I could do that.
Pros : the player would more often get uniques that fit his game, and not get weapons that he can't use (challenge) so often
Cons : the game would be easier, and less fun with finding things you cannot use. Also, there would be taken away the fun of changing the build mid-game because of a nice unique find.
Any other pro's and con's? If you vote, please also state your opinion!
Captain Trek:
Well on one hand, no one likes finding the butcher's cleaver (except on AoB and sometimes not even then), but on the other, take away the randomness of uniques and you take away the air of mystery and excitement one gets upon reading the "you feel there is something really valuable here" message...
I impulsively voted "yes", but I'm already regretting that decision... Now that I think about it, I think it should only apply to the bottom one or two uniques that everyone can't stand and hates finding... Most of the uniques that can spawn have at least some use for most players and even though I'm sick of getting those bloody phaseshift boots for the umpteenth time, at least they have a useful function...
I think perhaps this idea is a case of taking a bludegon to a problem where a scapal is needed... Rather than force all uniques to only spawn under a specific set of circumstances, one could simply relegate the butcher's cleaver to AoB games only and tweak the RNG slightly so that the other low tier uniques (such as phaseshift boots) spawn slightly less often and the more valuable uniques slightly more often... That way, those phaseshifts would become less annoyingly ubiquitous while making finding something like a BFG 10K or a railgun when you also happen to be able to use it (the only time I found a railgun was on an AoMr game if memory serves) a event that happens "once in a blue moon" rather than "when pigs fly and Hell freezes over"..
Gargulec:
No, no. no. Please, almighty Kornel, I beg you- do not take the rage of finding Nuclear Plasma Rifle on AoMr from us. Or Railgun. It's the part of the fun, after all.
And it would kill shuc a lovely situation like changing your build in the middle of the game, only because you have foun Jackhammer.
However, my idea is to make uniques spawn on normal levels far less often, but giving them huge chance of appearing on special levels. It could be adjusted, that high-end uniques spawn on Spider Lair, and low-grade on Hell Arena champion or Chained Court. It would make more interesting (wanma uniqes? TAKE RISK!)
Captain Trek:
By the way, why does the blaster always spawn on level 2 when it spawns?
Dervis:
I agree with this idea but i'd tackle it differently. Every unique would have a base chance incremented by number of kills. For example:
Butcher's Cleaver - 1% + 0,05% chance per melee kill
Although this would make uniques rather rare in the beginning, by late game the chance of finding a unique weapon you could use would increase a lot. You still might get a unusable unique but that's only because you slacked on the sacrifices to the RNG.
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