Go Back   Angband Forums > Angband > Vanilla

Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old August 31, 2011, 16:45   #1
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
fizzix is on a distinguished road

I was going to add this into another thread, but it started expanding and I decided to make it its own thread.

I think that ditching the current definitions of GOOD and GREAT altogether is the way to go. I think I tried to explain this on IRC, but probably sucked at it, so I'll try again. First I guess I should go through what we currently have. (FORCED_GOOD and FORCED_GREAT are my terms)

Right now GOOD means:
Has positive AC bonuses or combat pluses if a weapon or armor
Is one of a small set of jewelry, amulets.
Is a dungeon book.

FORCED_GOOD (distinguished from good in that it is dropped by a DROP_GOOD monster, a vault spot)
Has a 10 level boost to base level
Same as GOOD

GREAT means
Is an ego (if a weapon or armor)
Is one of the same set of jewelry, amulets as GOOD items
Is a dungeon book.
Gets 1 roll for an artifact

FORCED_GREAT (distinct from GREAT, these have to become GREAT either by being dropped by a DROP_GREAT monster, or a vault spot, or by failing a special artifact roll)
Is the same as GREAT
Gets 4 rolls for artifact

My proposal would be to:

0) Remove the weird mechanic that a failed special artifact becomes FORCED_GOOD, FORCED_GREAT

1) move the random roll determination of good and great into make_object. This eliminates the difference between GOOD and FORCED_GOOD. (and btw GREAT and FORCED_GREAT)

2) All good objects get a +10 boost to level. If they are a weapon/armor/light, they get a chance to become an ego. (prob something like level/2/100). They do not get an artifact roll.

3) All great objects get a +20 boost to level. They are automatically egos. They get 4 artifact rolls.

4) The formulas for calculating good and great objects will be different. The chance that a normal object will become good should be something like:
(level*2 / 100)

The chance that a normal object will become great should be something like:
MIN(level/4 , 15)

5) No exclusion of consumables from DROP_GOOD or DROP_GREAT. As long as the level of the object is in the appropriate range, that object can be dropped.

My guesses as to what will happen. Artifact frequency will drop considerably, possibly too much. High end staves/scrolls/rods will increase in frequency, enough that we may need to increase their rarity. Egos will be rarer, although there will be less junk items littering the dungeon, since more monsters will drop squelchable items.
fizzix is offline   Reply With Quote

Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
"Great" drops replaced by "good" drops in vaults: bug or feature? PowerWyrm Vanilla 14 February 27, 2010 15:54
great drop nobody Vanilla 4 August 5, 2009 15:55
Just saw a great concert. Pete Mack Idle chatter 0 May 2, 2009 06:41
Question regarding good/great probability ChodTheWacko Vanilla 4 October 3, 2008 19:28
Is good/great item creation wrong? ChodTheWacko Vanilla 1 March 31, 2008 11:12

All times are GMT +1. The time now is 23:43.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.