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Chance of drop independent of skill

Discussion in 'Suggestions' started by Warlock, Jun 20, 2012.

  1. Warlock

    Warlock Member

    Hello,

    I would suggest that enemies which drop things based off of selected skills, have a chance of dropping loot even without having to select a skill for the same to occur. To counter this, allow a higher chance of loot to drop for players who pick up said skills (scrap iron, alchemic ooze, etc.)

    It can also give some incentive for farming enemies for equipment in case you're running short.
     
  2. Ruigi

    Ruigi Will Mod for Digglebucks

    If you're running short on equipment... that's what craft skills are for....
     
  3. Warlock

    Warlock Member

    not I, I always select at least two crafting skills in each build. This might be useful for those who do not select such skills in their seven available slots.
     
  4. SilvasRuin

    SilvasRuin Member

    The only thing that bothers me on this subject is how appealing Perception is. Any time I take a crafting skill, I have a very hard time not taking Perception as well because there's just no other way to make so many useful things reliably renewable. I would prefer if its loot drops were perhaps distributed just a little bit between other skills. It can remain the primary looting skill without being the only one. Basically I'd like to see more specialized looting skills like Piracy and Fungal Arts, and Perception could stand to have its drop rates lowered a bit. In my personal opinion, of course.
     
  5. Warlock

    Warlock Member

    As in give most classes a passive ability to recover items? I'm down with that, it just depends on what sort of item each class can recover. Necroeconomics giving a passive chance to recover things from undead, for instance, any item that has a necromantic theme, but not the very very good ones. I'd be down with seeing an eldritch bolt or poison flask dropping from a mummy, for instance.
     
  6. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Monsters can be coded to drop specific things. Maybe that would be better than hooking it into every skill.
     
  7. Warlock

    Warlock Member

    A good idea, would the coding to make monsters drop items be more or less similar to the existing code in the Perception tree, or would it have to be modified in any way to make it compatible?
     
  8. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    You'd have them cast an on-death spell that would spawn from a list.
     
  9. Kaidelong

    Kaidelong Member

    ..but modifying it so that they're regular monster item drops would be a way better idea.
     
  10. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Probably.
     
  11. Warlock

    Warlock Member

    Would this mean modifying the code for zorkmid drop, if a cast-on-death spell isn't the best way of going about it?
     
  12. Bohandas

    Bohandas Member

    I agree with the OP. We really should have monsters occasionally drop items regardless of your skills.
     
  13. Kaidelong

    Kaidelong Member

    I would be really surprised if this was not going to be the case with the upcoming new version, given that the item drop feature has been implemented and wasn't really used heavily in YHTNTEP
     
  14. Kaidelong

    Kaidelong Member

    How about some suggestions?...

    Creep-Creeps should drop gunpowder.
     
  15. OmniaNigrum

    OmniaNigrum Member

    I want Diggle Junkies. Nicholas said he would "do drugs"... And we never let him forget his choice of words. :)

    Metallic Golems should all drop Ingots. Even if they are a type that we do not have ingots for. They can just drop a random one.

    Most animals should drop meat even if you lack a skill like Big Game Hunter.

    Mages of all sorts should have at least a chance of dropping wands and mana potions.

    Hungry and Thirsty Diggles should drop *DEAD*.

    No drops besides that last one should be certain. But a chance should always exist if it fits the theme of the monster.
     
  16. Warlock

    Warlock Member

    A diggle should also be occasionally dropping eggs, by the same line.
    Undead should drop all sorts of assorted random low-mid level crap to reflect what they were buried with or had on them when they died.
    Just to build on whatever we had, as a beginning.
    High level diggles should drop the occasional piece of high-level loot, same goes for any high-level enemy on the deeper floors.
    And if we ever get a chance of continuing after killing Lord Dredmor, he has to drop any of a number of good artifacts.
     
  17. OmniaNigrum

    OmniaNigrum Member

    Dredmor needs to drop the THX staff like Lorrelian's stories mention. :) And yes, we need to be able to continue after winning. I hate fighting Dredmor because the game is destroyed once you kill him. He is not easy, but he is far from tough if you plan and scum your way through. By the time I reach him with the few characters I did not give up on to get to him, I was loaded for fire-breathing bears with laser eyes and AK-47s.

    Needless to say, I avoid killing the lich purely because it seems a waste.

    When Wizardlands are available, I expect I will find other "Boss" monsters to slay and enjoy the challenge of. Dredmor too if I can continue playing.
     
  18. Warlock

    Warlock Member

    Any type of raven could even drop random gems/jewelry, albeit really rarely. Since we're looking for random ideas, anyway.
    Any Dragon can drop pretty much anything.
    Fish Paladins should drop armor/holy-based items.
    Witchys should give away random magic doodads (potions, mushrooms, the occasional wand, and rarely, any mage-type item of varying quality (really rare.))
     
  19. Lorrelian

    Lorrelian Member

    @Omni - If Dredmor were to drop the Staff of THX it would clatter on the floor. Which sound would get amplified enough to make the world go deaf. Thus ending the game. Maybe if he placed it gently on the ground before dying...
     
    TheJadedMieu and OmniNegro like this.