Chest of Heirlooms should get a loot bump, or maybe give it a small % chance to drop ingenious t-maps or a G-tot, The loot they normally have is so disappointing ><
Archived topic from AOV, old topic ID:6634, old post ID:38716
Chest of Heirlooms
Chest of Heirlooms
-=[Praetorian Emperor]=-
-=[Praetorian Legio]=-
-=[Praetorian Legio]=-
Chest of Heirlooms
I do agree that the loot is likely crumby. The problem with loot is the formula is way too generic. There's not really a good way to reliably bump up intensity. We can add more loot to the pile but it tends to result in more junk.LordWolfX wrote:Chest of Heirlooms should get a loot bump, or maybe give it a small % chance to drop ingenious t-maps or a G-tot, The loot they normally have is so disappointing ><
I'll see if there's a way to bump that quality up or add in some extra goodies. Chest of Heirlooms has always kind of been not worth opening :/. It should be a gamble where you might get a good haul or you might end up with a dud (not constant duds!).
Archived topic from AOV, old topic ID:6634, old post ID:38718
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Chest of Heirlooms
Yeah I think the chest itself is probably worth more than what's in it. Kinda like a barrel of oil right now.
The loot algorithm is something we need to look into at some point. It ties into tons of stuff, even crafting, so it's a big one. But something to look into that's for sure.
Archived topic from AOV, old topic ID:6634, old post ID:38721
The loot algorithm is something we need to look into at some point. It ties into tons of stuff, even crafting, so it's a big one. But something to look into that's for sure.
Archived topic from AOV, old topic ID:6634, old post ID:38721
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Chest of Heirlooms
Is there a way to seperate the tables? Having to manage the intensity of so many different all things tied into one sounds like a headache. I assumed you could make your own lists for them or w/e.
Maybe do something like this... you can use an item that opens the chest for you (and only works on the chest) and you also get a coupon/ticket with it, that ticket can be used to gamble at the casino for a ??% chance of getting a goodie which is only associated with that specific item. Does this make it easier or would that have to be tied in the same way?
Archived topic from AOV, old topic ID:6634, old post ID:38722
Maybe do something like this... you can use an item that opens the chest for you (and only works on the chest) and you also get a coupon/ticket with it, that ticket can be used to gamble at the casino for a ??% chance of getting a goodie which is only associated with that specific item. Does this make it easier or would that have to be tied in the same way?
Archived topic from AOV, old topic ID:6634, old post ID:38722
-=[Praetorian Emperor]=-
-=[Praetorian Legio]=-
-=[Praetorian Legio]=-
Chest of Heirlooms
At some point I am hoping to create a new loot distribution system that is based off property weight and budget, then slowly start porting this over to monsters and other loot.LordWolfX wrote:Is there a way to seperate the tables? Having to manage the intensity of so many different all things tied into one sounds like a headache. I assumed you could make your own lists for them or w/e.
Maybe do something like this... you can use an item that opens the chest for you (and only works on the chest) and you also get a coupon/ticket with it, that ticket can be used to gamble at the casino for a ??% chance of getting a goodie which is only associated with that specific item. Does this make it easier or would that have to be tied in the same way?
Essentially this:
http://uo.com/wiki/ultima-online-wiki/i ... generator/
http://www.uoguide.com/Random_Magic_Ite ... ion_System
It should not be too hard to create a loot system to use that logic, just need to finalize other things before I can start on it.
Archived topic from AOV, old topic ID:6634, old post ID:38724