Sane number of loot items? #905
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How many item levels do you have / are planning to have? If it is around ~50 or less this can work. If you have like 300 or 500 or more than just change the level numbers to fit the ratios. At least one item of similar type and or class archetype role (melee one hand for example can be axe, dagger, sword etc. or a caster chest like cloth or leather mail plate etc.) per questing quality range (as in like regular stuff a player could see questing, not ~'legendary' items etc.). Try to not have big 'gaps' where a player must 'jump' from gear bracket to gear bracket too much / give a few / a handful of progression options per level bracket. As like as a 20-30 level bracket could have like ~30 to ~50 / ~40 different 1H weapons with all different roles supported at least 2 or 3 times within the 20-30 level bracket. Say there are ~40 1H weapons, half could be 'melee' and the other half could be 'caster' and then look at each class / build type and type to not have more than a ~7 level gap for upgrade options for each role. Like a level level 18 caster dagger could have a level 20 caster mace or a level 23 caster sword for an upgrade. Or later on as a level 26 caster dagger or a level 29 caster mace or a level 30 caster sword etc. That is how vanilla wow tends to operate for 'rare' / dungeon loot / big upgrades. Then almost every level has lesser stuff like uncommon / 'green' items of almost every type and kind at almost every item level (maybe in ~6-7 covered in 10 levels of say a green dagger). With often some green / 'easy' upgrades have many options / versions for the same item with random stats to cover many play style / class roles like: https://classic.wowhead.com/item=15278/solstice-staff (has melee and caster variants on the same green / uncommon / 'easy' questing / leveling / progression item). Or basically look at this (it works well enough to cover a wide range of progression for many class / play-style roles: https://classic.wowhead.com/items/weapons/type:6:10:1:5:8 for how the items are distributed. Notice that roughly all questing levels have a wider range of possible options for different class archetype / role / play style build stats as well. Like some are for damage strength attack power agility crit hit chance on hit etc. some are for ~casters or druids with them being a ~stat stick with intellect, spell / healing power, spell crit, spell hit, spirit, mana reg etc. Or you could also look at Diablo II and kind in mind the above comments as some points to look out for and try something like this https://diablo2.io/database/ |
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The thing is each level should have XX number of each item, in all it´s qualities. So, say, my first act ends at lv12; that means all 12 levels will need to have items of all qualities (common, magical...) and all types (weapons, armors). So for sanity´s shake it should not be an endless list, but make it shorth and items really start repeating, perhaps I should just make a huge list and sent it all to hell. |
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Hello again, I want advice from you guys, now I can make randomized items by the hundreds, but what would be a good number per quality level (which is the item lv)?. The total list of possible items is this:
And they will disput their place with others by having some special default advantage, like daggers being faster and having some +crit, clubs having stun chance (is it possible?), axes +damage... So the progression it´s not as marked as going dagger>shortword>Sword>Greatsword, now you have several weapons options per "weapon tier" (same for armors).
Qualities are marked by number of bonus an item possess, from normal (no bonus), magic (1-2), rare (3-4), unique (5 or more), so I would need to create items that have bonus going from 1 to 5 for each item level.
Meaning i need items for each lv * quality * type, in Diablo the generator just spits an item the same lv as the enemy, but here it´s not possible; meaning the loot list can get huge, I will use the same cheat as before where enemies drops items from a list that will be used throught a whole act (maybe use 2 or 3 higher level loots lists per act if needed) the needed stats to use some item are what will stop the player to use an item too powerful for their level.
See how it goes out of hand?, what do you think would be a good number for each item? item drop chance is also a bit wonky, just a 5% increase makes the item drop way more than the others, so if normal items had a bigger drop chance than the others you would barely see anything else but "normies". Help, please?
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