Quote:
Originally Posted by buzzkill
How about this. Add an addition step to item generation. Every non-consumable/non-artifact must pass an additional check (post generation) in order to be 'dropped' by a non-unique. % chance = inverse of dungeon level.
So, at level 1 everything drops, at level 100, nothing (non-consumable) drops except from uniques.
Expected results: Consuumables will come largely from trhe masses. *Superb* late game equipment will come largely from uniques and vaults.
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I like that- uniques would be more exciting to try and kill, and vaults would raise the excitement level quite a bit, and would probably speed the game up over all at end levels, hunting mainly for uniques and vaults.