Rare item tweak ideas
Posted: Thu Jul 04, 2013 7:27 pm
With the recent packs of Artifact/Prodigy/Ego/etc. tweaks, I feel like Rare items are kinda in an odd place right now.
Which is to say, they aren't very useful on average. Their flatrate, unique traits are good on tools, and sorta okay on Lites(though ego tweaks to Lites has, from my testing, eroded that niche; Lites with actually decent egos compete well with rare Lites on average), but short of the absolutely perfect rare item, this isn't a big deal.
Originally, the raw cash value of Rare items somewhat mitigated this(a Rare was often worth 20 even early), but this has somewhat dwindled; They're actually not useful for much, nine times out of ten, for any niche.
There are three ways to attack this, as I see it(though I may be missing something, as this is part of the code I know less)...
A: Try to redo the code for rares. Since this is basically the randart themeing code, this is rather hard to do without strengthening randarts...which they shouldn't really need, at least, not after the ego tweaks(the runs I've seen/done with those on seem to back this up).
B: Strengthen the bonuses on rares. However, this generally doesn't fix the problem. You get rares that would be even more incredibly good on narrow niches, but the 90% is still generally useless.
C: Grant them egos. However, if you grant them egos that are too good, there's no point in ego items. So that's a problem.
My thought on this; Grant Rare items a (Material Level*20)% chance to spawn with a lesser ego, and a (Material Level*20)-40% chance to spawn with two lesser egos if they draw any ego. Never a chance to generate a greater ego, under any circumstances; That'd compete too hard with ego items.
This means that rares will start spawning with lesser egos fairly reliably by T2/3-when greater egos start showing up commonly-and will start spawning with double lesser egos fairly commonly at T4-5-when you're competing with double ego purple items and a good, full-game-gathered series of randart/fixedart items.
This makes them very much still niche oriented, but in a different way; Lesser egos get less and less common as the game goes on, and many of them, at this stage in play, have interesting and unique niches; It's kinda hard to get an "of the mountain" equip lategame, for instance, when the ego modifiers are strongest. This is a shame, and this would help fix that, as well as make rares stronger.
Which is to say, they aren't very useful on average. Their flatrate, unique traits are good on tools, and sorta okay on Lites(though ego tweaks to Lites has, from my testing, eroded that niche; Lites with actually decent egos compete well with rare Lites on average), but short of the absolutely perfect rare item, this isn't a big deal.
Originally, the raw cash value of Rare items somewhat mitigated this(a Rare was often worth 20 even early), but this has somewhat dwindled; They're actually not useful for much, nine times out of ten, for any niche.
There are three ways to attack this, as I see it(though I may be missing something, as this is part of the code I know less)...
A: Try to redo the code for rares. Since this is basically the randart themeing code, this is rather hard to do without strengthening randarts...which they shouldn't really need, at least, not after the ego tweaks(the runs I've seen/done with those on seem to back this up).
B: Strengthen the bonuses on rares. However, this generally doesn't fix the problem. You get rares that would be even more incredibly good on narrow niches, but the 90% is still generally useless.
C: Grant them egos. However, if you grant them egos that are too good, there's no point in ego items. So that's a problem.
My thought on this; Grant Rare items a (Material Level*20)% chance to spawn with a lesser ego, and a (Material Level*20)-40% chance to spawn with two lesser egos if they draw any ego. Never a chance to generate a greater ego, under any circumstances; That'd compete too hard with ego items.
This means that rares will start spawning with lesser egos fairly reliably by T2/3-when greater egos start showing up commonly-and will start spawning with double lesser egos fairly commonly at T4-5-when you're competing with double ego purple items and a good, full-game-gathered series of randart/fixedart items.
This makes them very much still niche oriented, but in a different way; Lesser egos get less and less common as the game goes on, and many of them, at this stage in play, have interesting and unique niches; It's kinda hard to get an "of the mountain" equip lategame, for instance, when the ego modifiers are strongest. This is a shame, and this would help fix that, as well as make rares stronger.