Post by FunkySwerve on Dec 26, 2005 8:57:09 GMT
Since the system is pretty complicated, I figured it'd be easier for people to ask questions here, instead of having me try to explain it all. Here are the basics:
-Most useable placeables in the game now have a chance to spawn random loot, in addition to whatever items they already had.
-No items were removed.
-Most areas just had random loot tags added to most objects, though some new objects were added where needed to get the desired number of random loot spawn chances per area.
-Powerleveling areas have a much lower average number of loot spawns, and off-the-beaten-track areas have a much higher average number of loot spawns. This is by design, to encourage exploration and utilization of a greater number of areas by players.
-The system is currently intended to drop an average of 2 extra pieces of loot per respawn per area. Powerleveling areas average around 1, off-the-beaten-track areas around 3 or more. Areas where that average is spread among many placeables (ie high number of placeables & low % chance of any given one spawning random loot), tend to have a slightly higher average to reflect the increased time it takes to check them all. Small areas have lower averages to refelect descreased search times.
-The percentage chance that a placeable will drop an item is different for every area (it varies only by area, not by individul containers), as is the number of placeables with a chance to spawn loot in each area.
-The percentage chance that a container will spawn any loot varies between 10% and 100%. If it spawns loot, the rarity of the object spawned is determined next, depending on the difficulty level of the area:
Level 35 areas and below:
54% common
30% uncommon
16% rare
Level 40 areas:
54% common
30% uncommon
14% rare
2% ultrarare
Legendary areas:
54% common
27% uncommon
15% rare
4% ultrarare in legendary areas.
-In addition, there is an increased 2% chance of an item dropping in any given container, per additional party member, and a 1% rarity bonus for every 2 members past the first.
-Ulrarares may only be found in the level 36-40 areas and legendary areas.
-There are a total of over 1300 items that can be found randomly at the moment. They were all handmade, rather than created on-the-fly by scripts, so as to avoid problems with game balance, and to allow storage in the bank vault.
-There are roughly 90 ultrarares, 410 commons, 410 uncommons, and 450 rares (those numbers aren;t exact).
-Each piece of random loot falls into one of 8 level ranges: 1-5, 6-10, 11-15, 16-20, 21-25, 26-30, 31-35, 36-40. Each area spawns loot in one of those eight ranges.
-Weapons are all rare, and are only able to be found in 5 of the 8 level ranges: 1-5, 16-20, 26-30, 30-35, and legendary areas. They make up a disproportionate percetage of the rares in those ranges, roughly 2/5ths. None of them has any enhancement bonuses. If you think that makes them suck, think again.
-Some bosses have automatic rare spawns. Several also have a set ultrarare spawn. The numbers of bosses with set spawns will increase as more areas are added.
-DMs are able to spawn chests as quest rewards. Those chests, unlike other random spawns, spawn according to the level of the character opening them, rather than by area, again in one of the 8 ranges.
-An improved waterbreathing ring is among the level 40 rares.
Let the followup questions, if any, commence. I anticipate that this addition to HG will have almost as much if not more impact than legendary levels, though it will take awhile to be felt.
Funky
-Most useable placeables in the game now have a chance to spawn random loot, in addition to whatever items they already had.
-No items were removed.
-Most areas just had random loot tags added to most objects, though some new objects were added where needed to get the desired number of random loot spawn chances per area.
-Powerleveling areas have a much lower average number of loot spawns, and off-the-beaten-track areas have a much higher average number of loot spawns. This is by design, to encourage exploration and utilization of a greater number of areas by players.
-The system is currently intended to drop an average of 2 extra pieces of loot per respawn per area. Powerleveling areas average around 1, off-the-beaten-track areas around 3 or more. Areas where that average is spread among many placeables (ie high number of placeables & low % chance of any given one spawning random loot), tend to have a slightly higher average to reflect the increased time it takes to check them all. Small areas have lower averages to refelect descreased search times.
-The percentage chance that a placeable will drop an item is different for every area (it varies only by area, not by individul containers), as is the number of placeables with a chance to spawn loot in each area.
-The percentage chance that a container will spawn any loot varies between 10% and 100%. If it spawns loot, the rarity of the object spawned is determined next, depending on the difficulty level of the area:
Level 35 areas and below:
54% common
30% uncommon
16% rare
Level 40 areas:
54% common
30% uncommon
14% rare
2% ultrarare
Legendary areas:
54% common
27% uncommon
15% rare
4% ultrarare in legendary areas.
-In addition, there is an increased 2% chance of an item dropping in any given container, per additional party member, and a 1% rarity bonus for every 2 members past the first.
-Ulrarares may only be found in the level 36-40 areas and legendary areas.
-There are a total of over 1300 items that can be found randomly at the moment. They were all handmade, rather than created on-the-fly by scripts, so as to avoid problems with game balance, and to allow storage in the bank vault.
-There are roughly 90 ultrarares, 410 commons, 410 uncommons, and 450 rares (those numbers aren;t exact).
-Each piece of random loot falls into one of 8 level ranges: 1-5, 6-10, 11-15, 16-20, 21-25, 26-30, 31-35, 36-40. Each area spawns loot in one of those eight ranges.
-Weapons are all rare, and are only able to be found in 5 of the 8 level ranges: 1-5, 16-20, 26-30, 30-35, and legendary areas. They make up a disproportionate percetage of the rares in those ranges, roughly 2/5ths. None of them has any enhancement bonuses. If you think that makes them suck, think again.
-Some bosses have automatic rare spawns. Several also have a set ultrarare spawn. The numbers of bosses with set spawns will increase as more areas are added.
-DMs are able to spawn chests as quest rewards. Those chests, unlike other random spawns, spawn according to the level of the character opening them, rather than by area, again in one of the 8 ranges.
-An improved waterbreathing ring is among the level 40 rares.
Let the followup questions, if any, commence. I anticipate that this addition to HG will have almost as much if not more impact than legendary levels, though it will take awhile to be felt.
Funky