[0.85] Loots tend to often be the same

May be it's pure bad luck for me, but I've noticed that loots that my hero got by "opening" all the treasures he's able to find on the map, tend to often be the same.

For exemple, once I've had a set of throwing knives, or a flute that gives you the initiative, I've got good chances to get it again in the next treasures.

May be it's a bug... or may be it's just bad luck... or a lack of enough various items to be found in treasures... I don't know.

5,717 views 15 replies
Reply #1 Top

The way loot is calculated is very poor.  No regard for creature toughness or logic.  I would love to see troll shaman's drop rings, potions, stuff like that, while rusty stuff would be in a mite lair.  

Tilda herbs, healing potions, rations, ordinary low level weapons would be fine for darklings, wildlings etc. with a 10% chance of finding something amazing in a low level lair.  

Forest drakes, hoarder spiders and wildland bosses should be multiple item hoards. 

 

Just scan in some treasure lists from AD&D :ninja:   j/k  O:)

 

Or can someone at Stardock just mail a check to Heavenfall for the reliquary?

Reply #2 Top

I noticed this as well, seems like a ton of duplicate items. Really makes me feel like there isn't very many items in the game at all. 

Reply #3 Top

Looks like they adjusted some of the loot drops for .87.

 

 

Reply #4 Top

Good!  Cause I just got rusty greaves from two forest drake fights  >:(

Reply #5 Top

I really hope this thread gets dev attention.

The sheer degree of randomness between risk and reward in this game drastically detracts from it's entertainment value.  Instead of acquiring a sense of accomplishment for efficiently exploring and expanding into a randomly generated sandbox, I feel like I'm riding a randomly generated roller coaster.  Simply saving, quitting, and loading can dramatically alter the way a game plays out.  For me, this is unacceptable in a strategy game.  I have resorted to only playing FE iron man in short spurts, because I found the specific issue of looting many duplicates of just a few items to be exacerbated after a reload.  Actually having to think about which risks are worth taking, and developing subsequent strategies, is fun.  Consistently prioritizing the nearest object/location, blind to the rewards with no reason for a rhyme, is not fun, and gets old fast.

I really wish the entire map maintained consistency with its original seed.  This would go a long way towards making the game world feel more like a place to discover and develop, and less like a string of randomly generated dialog boxes.

Reply #6 Top

Elaboration:

If randomness is to play a role in the risk/reward relationship, then the categories defining the possible rewards at a given event or location need to be much more balanced.  ie. Instead of a statue yielding either a golem or a hate stone, which contribute in differing ways, and have varying values at different points in a game - it should always produces something of relatively equivalent usefulness (or uselessness).  Apply the same logic to monsters and their lairs such that they yield appropriate and relatively consistent rewards, and much more strategy will be born into the decision of which direction(s) to explore, expand, exploit, and exterminate.

If this > "Treasure chests always give uncommon items now (instead of having a chance to give uncommon or common)" < from the .87 patch notes actually addresses the issue, then many thanks!  However I do think we need quite a few more methods of categorization than just rarity.

 

 

Something else that would do wonders to enhance the game's strategic depth would be to relate the placement of resources to a map's geography.  ie. Water shards being near water, fire shards being near desert, ore near mountains, etc...  Again, much more strategy will be born into the decision of which direction(s) to 4x.

^

Edit: thinking about ^this for a sec I realized how incredibly simple it is: stamps just need to be appended with the resources that they may spawn.

Reply #7 Top

I've seen the same issue, but I've never figured out how to report it.   I guess this is good enough.

It happens too often to be bad luck. 

Reply #8 Top

I've noticed this too. There is a lot of different loot in the game, but you will often find the same loot again and again.

Reply #9 Top

Quoting mqpiffle, reply 3

Looks like they adjusted some of the loot drops for .87.
 
End of mqpiffle's quote

I can't seem to locate anything in the change log to support this, which entry there is directly related to this issue?

Reply #10 Top

May be it's pure bad luck for me, but I've noticed that loots that my hero got by "opening" all the treasures he's able to find on the map, tend to often be the same.

For exemple, once I've had a set of throwing knives, or a flute that gives you the initiative, I've got good chances to get it again in the next treasures.

May be it's a bug... or may be it's just bad luck... or a lack of enough various items to be found in treasures... I don't know.
End of quote

I mentioned this in my own thread a few weeks ago, and I completely agree with you. The reward should equal the risk taken. 

https://forums.stardock.com/442955/page/1/

 

Reply #11 Top

Quoting Matopicus, reply 9


Quoting mqpiffle, reply 3
Looks like they adjusted some of the loot drops for .87.
 

I can't seem to locate anything in the change log to support this, which entry there is directly related to this issue?
End of Matopicus's quote


Balance

Spectral Chain Shirt made uncommon instead of rare

Ophidian Scale Shirt made rare instead of ultrarare

Mirror Shield made uncommon instead of rare

Obsidian Shield made rare instead of unltrarare

Shrill Shield made rare instead of ultrarare

Champions Cuirass doesnt randomly drop anymore

Impenetrable Plate Cuirass made rare instead of ultrarare

Obsidian Helm made rare instead of ultrarare

Impenetrable Tower Shield made rare instead of ultrarare

Obsidian Tower Shield made rare instead of ultrarare

Shield of the Sentinel made uncommon instead of rare

Defeating Sarog rewards Sarog’s Axe

Defeating a War Boar grants a war boar mount

[...]

Treasure chests always give uncommon items now (instead of having a chance to give uncommon or common)

End of quote

Reply #12 Top

Quoting phazonfreak, reply 11


Quoting Matopicus, reply 9

Quoting mqpiffle, reply 3
Looks like they adjusted some of the loot drops for .87.
 

I can't seem to locate anything in the change log to support this, which entry there is directly related to this issue?


quoting post
Balance

Spectral Chain Shirt made uncommon instead of rare

Ophidian Scale Shirt made rare instead of ultrarare

Mirror Shield made uncommon instead of rare

Obsidian Shield made rare instead of unltrarare

Shrill Shield made rare instead of ultrarare

Champions Cuirass doesnt randomly drop anymore

Impenetrable Plate Cuirass made rare instead of ultrarare

Obsidian Helm made rare instead of ultrarare

Impenetrable Tower Shield made rare instead of ultrarare

Obsidian Tower Shield made rare instead of ultrarare

Shield of the Sentinel made uncommon instead of rare

Defeating Sarog rewards Sarog’s Axe

Defeating a War Boar grants a war boar mount

[...]

Treasure chests always give uncommon items now (instead of having a chance to give uncommon or common)
End of phazonfreak's quote

 

The item changes aren't helping, changing something from rare to ultrarare actually reduces the number of items you'll get to randomize from. Hence making the problem worse not better. Just due to the smaller number of items in a random pool.

However the chest change might not be depending on what defines a "Treasure Chest" is this the random "goodie huts" you find or is this what you get when you raid a monsters lair or both?

Reply #13 Top

Have another look you have it the wrong way, almost all of these changes are from ultrarare to rare so they are slightly more common.

Yes, it is not enough and it is just a start. mqpiffle wrote that they changed some of the loot drops, which they did.

Reply #14 Top

I see what you mean, but i'm not convinced that those changes will make that much of a difference. i could be wrong but the chances of getting a rare from a chest isn't that great to begin with also removing "common" items from chest and having them always give an uncommon item instead of a random between common and uncommon seems like it will only make matters worse. 

But there is no telling exactly whats been done that isn't being listed. As a developer myself i've seen many changes to software go unreported. All we can tell is that some attention was given to the item tables. From what is listed there it sounds as though they are just balancing out items and not really addressing the the constant duplicate items. 

Has anything been said directly about the issue or are we just going off the release notes? 

Reply #15 Top

LOL didn't notice it was released yesterday, i had no internet connection yesterday at home so wasn't able to get the patch. Is there a large difference?