Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Item Scaling #1816

Closed
6 tasks done
dorkster opened this issue Jun 4, 2022 · 1 comment
Closed
6 tasks done

Item Scaling #1816

dorkster opened this issue Jun 4, 2022 · 1 comment

Comments

@dorkster
Copy link
Collaborator

dorkster commented Jun 4, 2022

I kind of got a bit ahead of myself in #1815 when thinking about bonuses per item level for randomly generated items. In actuality, our first order of business should be to handle these scaled properties for the base items. The following properties should be able to have a per-level scaling:

  • requires_level
  • requires_stat
  • bonus
  • bonus_power_level
  • price
  • price_sell

One thing worth noting is that we can scale price with price_per_level, but it scales with the player level. We also want to support other scaling methods such as by item level and by primary stats. So I propose extending the syntax of each of these attributes to include the scaled values alongside the base value:

bonus=<STAT>,base:<int>,item_level:<int>,player_level:<int>,<PRIMARY_STAT>:<int>

The "base:" prefix would be optional to maintain compatibility. Basically, no prefix = base value.

This syntax should even work in #1815, since defining min/max ranges can be done by simply adding another colon, like so:

bonus=<STAT>,base:<min>:<max>
@WithinAmnesia
Copy link

WithinAmnesia commented Jun 4, 2022

Could this be incredibly useful for scaling enemy stats behind the scenes; like scaling monster stats like 'summoned skeleton'? Or is there already something like this?

Either way this could potentially help a lot of people for random encounters like in Oblivion https://levelskip.com/rpgs/wellappointedbandit (or in other cases like modern WoW's item scaling: https://www.wowhead.com/item=60937/restored-archeus ).

I don't like item scaling myself. WoW heirlooms / world scaling to the player not the player scaling to the world I thought was cool at first and then it well kind of felt more like a theme park and less like an adventure. Items that scale to the user's 'power level' don't seem to happen in the real world enough. Yet I think there could be cases where item scaling could help. Like even scaling monsters with undroppable loot to help the devs work go farther perhaps. I think having the option is a good idea though for it could help in the future and maybe even a critic like myself could find a reasonable way to use this feature and still have an immersive item experience (hopefully XD).

@dorkster dorkster modified the milestone: 1.14 Jul 14, 2022
@dorkster dorkster self-assigned this Jul 18, 2022
@dorkster dorkster modified the milestones: 1.14, 1.15 Nov 17, 2022
@dorkster dorkster added this to v1.15 Oct 11, 2023
@dorkster dorkster moved this to Done in v1.15 Oct 11, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
Status: Done
Development

No branches or pull requests

2 participants