4sheetzngeegles
Hunter
@Laz Man
All other aspects are conversed regularly but an important part at least in my thought
process is POIs and balancing therein is often overlooked.
If this was answered before then please point me to it.
If under straight play the biomes have a lootcap progression, the hordes
have a progression according to gamestage, going to alternate biomes has
a logical progression. Then has the Poi xml property for random gen
placement been readjusted so that specific level pois render in specific biomes
to match this progression also?
What I mean is within the forest for example, will the pois be the lower
skull variants only, or a higher yield of the lower rated pois, increasing difficulty
rating as you progress to alternate biomes? I know the skull rating can be manually
placed on any poi, but the sleeper volume is subjective to skull rating not biome.
Or is it still completely random; internally there is/was a biome property
for regulation, has this been leveraged to match POIs to biome progression
in 2.0 and forward also?
Possibilities if yes or no.
Yes: Eventually a repetitive or pregen feel for poi layout, even in rwg and on multiple maps.
No: Overpowered, pois in the lower biome evening out as you progress to
alternate biomes. I mean this in regard to player progression, and gear.
It could be a selection, in the gen menu for on or off. One will allow new
playerbase, to acclimate and works for rpg and storyline. The other would work for more
familiar players because they have studied numerics and metas had have
learned to adapt.
I would like it under either format. I just wanted to know how pois layout is
set to match the rest of the progression formatting. Basically flow.
Hear is an extreme visual text. Forest all tier 5, then progression will be slowed;
Forest all tier 1, then progression would be accelerated. Balanced Forest pimarily
tier 1, and the rest of the tiers progressing in diminshing percentages. Continuing this way
until it is reversed when entering the wasteland and there mostly high tier pois and low tier
are nearly null.
All other aspects are conversed regularly but an important part at least in my thought
process is POIs and balancing therein is often overlooked.
If this was answered before then please point me to it.
If under straight play the biomes have a lootcap progression, the hordes
have a progression according to gamestage, going to alternate biomes has
a logical progression. Then has the Poi xml property for random gen
placement been readjusted so that specific level pois render in specific biomes
to match this progression also?
What I mean is within the forest for example, will the pois be the lower
skull variants only, or a higher yield of the lower rated pois, increasing difficulty
rating as you progress to alternate biomes? I know the skull rating can be manually
placed on any poi, but the sleeper volume is subjective to skull rating not biome.
Or is it still completely random; internally there is/was a biome property
for regulation, has this been leveraged to match POIs to biome progression
in 2.0 and forward also?
Possibilities if yes or no.
Yes: Eventually a repetitive or pregen feel for poi layout, even in rwg and on multiple maps.
No: Overpowered, pois in the lower biome evening out as you progress to
alternate biomes. I mean this in regard to player progression, and gear.
It could be a selection, in the gen menu for on or off. One will allow new
playerbase, to acclimate and works for rpg and storyline. The other would work for more
familiar players because they have studied numerics and metas had have
learned to adapt.
I would like it under either format. I just wanted to know how pois layout is
set to match the rest of the progression formatting. Basically flow.
Hear is an extreme visual text. Forest all tier 5, then progression will be slowed;
Forest all tier 1, then progression would be accelerated. Balanced Forest pimarily
tier 1, and the rest of the tiers progressing in diminshing percentages. Continuing this way
until it is reversed when entering the wasteland and there mostly high tier pois and low tier
are nearly null.