NerdanelVampire: Dungeon litter has come to be an annoying problem in ToME in the deeper dungeon levels. This has necessitated the automatizer which while handy is in my opinion a band-aid over the real problem of Too Much Useless Loot. I think the generation of low-level items should be aggressively reduced in deep dungeon.

Justification: A high-level player is not interested in low-level items that have plenty of better equivalents. Why should high-level monsters be otherwise?

The method is as follows:

(Exact numbers can be tweaked.)

Benefits:

Drawbacks:

NeilStevens: How is the game supposed to guess what items the player wants or doesn't want, though?

Oh, and you seem to forget entirely the issue of consumables like potions, scrolls, and arrows here.

ReenenLaurie: Keep anything like potions and scrolls. Arrows should follow the same idea I guess (destroy "average" arrows). But generally this sounds like great idea... So what happens to those dragons killed in the wilderness?

NeilStevens: Dsetroying average arrows seriously threatens the ability of an archery-based character to stay in the dungeon as long as he'd like. Especially if we're also destroying junk, because that cuts off the avenue to ammo creation.

There's a reason the automatizer has to be as flexible as it is: different characters have different needs. Unless we tailor item *creation* according to the skills of the character (which to work would still require the game to foresee what skills the player WILL want later), no game-controlled squelching system will work as well.

JohnGilmore: That's the point - no game-controlled squelching system will work as well. But it will work, and it will work better than what we have now - hopefully well enough for most high-level characters to do without absolutely requiring the automatizer, which the game now more-or-less does.

I disagree about the average arrows though. Ego arrows are common enough. And a high-level archer who has done a lot of arrow creation will almost certainly have a bundle or two of artifact arrows, which never break. Auto-destroying junk would never happen anyway, precisely because it is useful for some high-level characters. We'd only destroy stuff which is useless to all high level characters. So scrolls of satisfy hunger would never be destroyed, nor would scrolls of curse armor etc.. There would undoubtably be low-level useless potions, scrolls, and such that we could destory, but the only one I can think of offhand is "treasure detection."

As for rebalancing the item distributions, I'm not sure that's an intrinsically better method. Killing useless average items (weapons and armor most noteably) would result in a basically different effect than attempting to rebalance the items list as a whole. And I think I would probably like it better. For instance, afeter rebalancing the items list, ego item creation would have to be almost completely rethought to achieve an even approximately similar effect. And even if the horde of chain-summoned GWoP's dropped only items that might concievably be usefull to somebody they'd still drop an awefull lot of stuff. The sheer quantity of it is intimidating, and I think that is what needs to be reduced. At the same time, we can't just say "after level 50 we'll give each 'drop' a reduced chance of generating an item" because the current distributions take into account how very many items high-level monsters drop. Therefore a reduction in the number of drops without increasing the quality would make it too difficult to fill out your kit.

ReenenLaurie: Lost souls would be slightly advantaged... seeing an item lying around has a bigger chance of being good. But Lost souls have the odds so stacked against them already.

NerdanelVampire: If lost souls are suddenly too easy, their number of starting ID scrolls can be diminished.

HarryErwin: I find my successful lost souls (1 Geomancer, 1 Mage, 2 Rangers) end up with scrolls remaining when they escape.

NeilStevens: You know, there's a HUGE difference between 'slightly advantaged' and 'too easy', heh.

BitsySpider: Going back to the original thought, I remember really liking the "pick up item: (y/n/k)" option in Zangband.

IdeaArchive/Items/Pre-squelching dungeon litter (last edited 2006-12-16 20:08:48 by c-24-20-55-0)