Proposal: 'biased' randarts
Posted: Sat Nov 20, 2010 7:37 pm
I think that making the randart 'theme' and item type not totally random could improve gameplay, make the arts fit more with the setting, and reduce the changes of RNG screwage for the player.
How?
Two ideas.
1)Randart theme - and base item type - could be affected by the boss dropping it.
Bill would be more likely to drop a weapon or nature randart,
Shade would drop something death/arcane based, and maybe more likely to be jewelry.
Minotaur a 'warriorish' weapon or armour piece, and so on.
2)Less 'realistic' but more player-friendly: the game could be more likely to generate arts that are fit with the player class. No guarantee, but an overall tendency.
The game needs to know what each class would benefit most from - fighters want one handed weapons and shields, berserkers two-handers, both could enjoy armour...
And so on.
There are some slightly unusual cases such as Alchemists who want some mage stuff but also two-handers/body armour for the golem, but these shouldn't be too hard to handle.
Note that these two ideas, while different, are NOT are not opposed and could be implemented together, although it might take some extra work.
Also, although the post is mainly about randarts, it might be interesting to apply these rules to world arts too. So a fighter-type boss would be more likely to drop fighterish randarts AND world artifacts.
There should still be the significant chance of a 'surprise' however.
An example: I got the feathersteel amulet from Bill, and while it has nothing to do thematically with the dungeon or the boss, it was nice.
I don't wand this kind of possibility removed from the game - perhaps some world arts should be flagged as 'generally' useful and all classes would have roughly equal chances of getting them.
How?
Two ideas.
1)Randart theme - and base item type - could be affected by the boss dropping it.
Bill would be more likely to drop a weapon or nature randart,
Shade would drop something death/arcane based, and maybe more likely to be jewelry.
Minotaur a 'warriorish' weapon or armour piece, and so on.
2)Less 'realistic' but more player-friendly: the game could be more likely to generate arts that are fit with the player class. No guarantee, but an overall tendency.
The game needs to know what each class would benefit most from - fighters want one handed weapons and shields, berserkers two-handers, both could enjoy armour...
And so on.
There are some slightly unusual cases such as Alchemists who want some mage stuff but also two-handers/body armour for the golem, but these shouldn't be too hard to handle.
Note that these two ideas, while different, are NOT are not opposed and could be implemented together, although it might take some extra work.
Also, although the post is mainly about randarts, it might be interesting to apply these rules to world arts too. So a fighter-type boss would be more likely to drop fighterish randarts AND world artifacts.
There should still be the significant chance of a 'surprise' however.
An example: I got the feathersteel amulet from Bill, and while it has nothing to do thematically with the dungeon or the boss, it was nice.
I don't wand this kind of possibility removed from the game - perhaps some world arts should be flagged as 'generally' useful and all classes would have roughly equal chances of getting them.