Randomize quest rewards
Posted: Fri Nov 29, 2013 10:29 pm
One of the thing I like in roguelikes is that one has to adapt to events and change character build... Escorts is the only truly random way to get random, not item related nice stuff. Other than that the player knows for sure
a) He'll get 2 generics from the arena
b) He'll get locked harmony and stats\skill points after eating the Heart
c) He'll get fungus for killing Urkis while being antimagic
d) He'll get confusion res and mind save from halfling ruins... And so on
I find it rather boring. Roguelikes are about surprises!
What if rewards were randomized? Still thematically fitting but several different variants? Weighted as many other random things in TOME and possibly influenced by race\class of the character when applicable.
Problems:
1) Startscumming, for later quests it's not a large issue but for the arena it rather troubling. On other hand I am sure that many people restart if no luck with required escorts in first zones....
2) Balancing. It's hard to make rewards equally good, but is this needed? After all those are optional and game can be beaten without those
a) He'll get 2 generics from the arena
b) He'll get locked harmony and stats\skill points after eating the Heart
c) He'll get fungus for killing Urkis while being antimagic
d) He'll get confusion res and mind save from halfling ruins... And so on
I find it rather boring. Roguelikes are about surprises!
What if rewards were randomized? Still thematically fitting but several different variants? Weighted as many other random things in TOME and possibly influenced by race\class of the character when applicable.
Problems:
1) Startscumming, for later quests it's not a large issue but for the arena it rather troubling. On other hand I am sure that many people restart if no luck with required escorts in first zones....
2) Balancing. It's hard to make rewards equally good, but is this needed? After all those are optional and game can be beaten without those