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rschmitty | 11 years ago

> It made it impossible for the player to seek certain items. Let’s say you’ve got a good kit of armor except you really could use some high quality boots. How do you fill in that gap?

In many games, believe it or not, is a actually intended. Once certain mobs start dropping certain items, people start camping only those mobs and ignoring everything else causing a large bottle neck for the population (in the case of multiplayer only obviously).

Additionally, say you give a mob 0.01% chance to drop The Sword of a Thousand Truths. And of course everyone wants the The Sword of a Thousand Truths. So every day you go out and farm these kobolds until your fingers are numb rather than exploring the world.

Finally, by providing a clear path to getting what you want, you will likely max out sooner and stop playing until the next content patch, which in turn means less revenue for your game

discuss

order

thaumasiotes|11 years ago

What does this have to do with a single-player roguelike? I can sort of see

> of course everyone wants the The Sword of a Thousand Truths. So every day you go out and farm these kobolds until your fingers are numb rather than exploring the world

but playing for such a duration is already a massive design failure.

logicchains|11 years ago

In most of the roguelikes I've played mobs don't continuously respawn like that anyway. If you stay in a dungeon too long, either they'll be no more mobs and you'll starve, or higher level mobs will randomly start popping in.

ars|11 years ago

> people start camping only those mobs and ignoring everything else

The mobs should not be concentrated so much in one area, spread them around, mix it up so one area has a ton of different mobs.

Very few games do this though.