Author Topic: Lack of loot in large rooms  (Read 2521 times)

Offline Hyfrydle

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Lack of loot in large rooms
« on: October 02, 2011, 05:43:48 am »
Does anyone else find it annoying that in buildings all the rooms only have on piece of loot? Even the maze rooms that are large and intricate only seem to spawn one potion etc. Maybe the drops should be based on the room size. This would give more incentive to explore each room.

Any thoughts.

Offline Professor Paul1290

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Re: Lack of loot in large rooms
« Reply #1 on: October 02, 2011, 06:06:58 am »
I agree with this as well.

I think this was already brought up a few times and I think there a suggestion on Mantis related to this.

Found it:
http://www.arcengames.com/mantisbt/view.php?id=3954

Offline Dizzard

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Re: Lack of loot in large rooms
« Reply #2 on: October 02, 2011, 06:14:57 am »
Yeah, I haven't actually explored a maze yet.....because I had prior knowledge that there was only going to be one item in it.

Just doesn't seem worth it when I could make better use of my time exploring smaller rooms.

Offline orzelek

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Re: Lack of loot in large rooms
« Reply #3 on: October 02, 2011, 06:37:17 am »
It's main reasons why I'm not exploring things like mazes and evil rooms for now. And staying away from otherwise nicely looking pyramids :D

Offline coconutpete

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Re: Lack of loot in large rooms
« Reply #4 on: October 02, 2011, 09:44:12 am »
I agree with this aswell. Scouting mazerooms is not rewarding and I tend to avoid them whenever I can. I hope they do something about this..

Offline snelg

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Re: Lack of loot in large rooms
« Reply #5 on: October 02, 2011, 10:00:44 am »
Kind of annoying, maybe a placeholder or something (still very early beta after all)? Will probably change sooner or later but I think I'll stay away from the mazes (heck even most larger rooms as well) till then.

Offline Dizzard

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Re: Lack of loot in large rooms
« Reply #6 on: October 02, 2011, 11:20:08 am »
Maybe since they're usually in ruins you could have ancient artifacts hidden in them? They could be like collectibles and would vary depending on what time region the maze is in.

Then you could have a building in your settlement screen called the "Museum" that you could put the artifacts/treasures you find on your journey. As for how it would effect your civilization.....well aside from happiness/morale boost there could always be some kind of "Culture Score" for a settlement....and things like a library or museum (with artifacts) bring that score up.

So my point is, rather than just putting standard heal potions and such....have really unusual and rare artifacts/treasures that you bring back to your settlement. Sort of like cultural trophies.

Also make it so no map shows at all when you're in a maze. So you really will be lost in them.

Offline coconutpete

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Re: Lack of loot in large rooms
« Reply #7 on: October 02, 2011, 12:10:30 pm »
Maybe since they're usually in ruins you could have ancient artifacts hidden in them? They could be like collectibles and would vary depending on what time region the maze is in.

Then you could have a building in your settlement screen called the "Museum" that you could put the artifacts/treasures you find on your journey. As for how it would effect your civilization.....well aside from happiness/morale boost there could always be some kind of "Culture Score" for a settlement....and things like a library or museum (with artifacts) bring that score up.


That's an amazing idea. It would really fit the world well. I'd support it.

Offline Terraziel

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Re: Lack of loot in large rooms
« Reply #8 on: October 02, 2011, 12:48:27 pm »
Whilst I do like the idea, the issue you have is infinity and RNGs, by which I mean they would probably have to be abstracted to just being "artifacts", which sort of loses the lustre of finding them, unless you want either a) to pick up the same artifact multiple times or b) the devs to spend an inordinate amount of time creating interesting ones.

That said I'd be surprised if such a system wasn't on the cards already, what else do you do in wastelands than scour them for shiny things

Offline c4sc4

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Re: Lack of loot in large rooms
« Reply #9 on: October 02, 2011, 01:41:32 pm »
Whilst I do like the idea, the issue you have is infinity and RNGs, by which I mean they would probably have to be abstracted to just being "artifacts", which sort of loses the lustre of finding them, unless you want either a) to pick up the same artifact multiple times or b) the devs to spend an inordinate amount of time creating interesting ones.

That said I'd be surprised if such a system wasn't on the cards already, what else do you do in wastelands than scour them for shiny things

You know what the devs are really good at? Randomly generated stuff. They could just do the same thing that they do with player names, boss names and region names and make it so that artifact names are random.

Offline Hyfrydle

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Re: Lack of loot in large rooms
« Reply #10 on: October 02, 2011, 02:07:49 pm »
Maybe these artifacts could have randomly generated benefits to either the settlement or character when activated.

Offline Dizzard

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Re: Lack of loot in large rooms
« Reply #11 on: October 02, 2011, 02:17:06 pm »
Along with the usual sort of ancient artifacts like vases, necklaces, tomes and the like there could also be artifacts that would be like remnants of the old world. Some things that the people of the time took for granted but are now nearly non existant or not needed in this new world. (Like electrical items or car keys) (not great examples but you get what I mean)

Offline Terraziel

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Re: Lack of loot in large rooms
« Reply #12 on: October 02, 2011, 02:46:20 pm »
You know what the devs are really good at? Randomly generated stuff. They could just do the same thing that they do with player names, boss names and region names and make it so that artifact names are random.

Personally I was aiming for things to be distinguished by more than just a name, you know little bits of back story, something to say why said piece of junk is more interesting than any other given piece of junk

Offline c4sc4

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Re: Lack of loot in large rooms
« Reply #13 on: October 02, 2011, 03:44:26 pm »
Personally I was aiming for things to be distinguished by more than just a name, you know little bits of back story, something to say why said piece of junk is more interesting than any other given piece of junk

How about mad libs then?

Offline Commiesalami

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Re: Lack of loot in large rooms
« Reply #14 on: October 02, 2011, 07:10:42 pm »
Personally I was aiming for things to be distinguished by more than just a name, you know little bits of back story, something to say why said piece of junk is more interesting than any other given piece of junk
How about mad libs then?


It could be like the artifact system in DF, where there are procedurally generated stories behind artifacts.  Instead of using the complex history system that DF uses, you could go for a quick "vase has Ice Age art of [name] [verb] [name]" Maybe throwing in the names of the local overloads to just give them a tiny bit of random backstory.  The disadvantage (or advantage) of this system is that you may come up with weird stuff such as "DFV-2319 Spelunked Morgath the Soulless and took his place as overlord" as a piece of art.