RestInPieces
New member
What I am saying is that as the player's GS rises they will end up getting max quality spears in normal zones, as well as more dangerous zones. And the sensible thing would be to cap those normal zones so that more dangerous zones are always more lucrative. So, assuming they put various different caps for "T1-T5" POIs/zones, I don't see any merit in this change for this specific purpose.1) I never said the 19 changes indicate a willingness for leveled zones. They are orthogonal.
Don't understand where you see the problem. Lets say a slightly more dangerous area or biome just adds a constant value (for example 10) to loot gamestage. A toon on his first day would find maybe quality 4 stone spears instead of quality 1 stone spears. On day 5 his normal gamestage might be 15 and in a dangerous area he would be in a higher loot tier (which begins at 20), so he would already find pistols and iron spears.
In this scenario where do you see toons getting the same loot in normal and in dangerous areas? To be clear, I consider a q4 spear to be better loot than a q1 spear.
True. Hell, it largely depends on how they have set up things and their internal tools, but theoretically they could randomize any prefab at instantiation/runtime, at least when it comes to traps or containers, which is why I don't understand why they went with the whole dungeon POI thing, that pushes players to nerdpole etc.All this needs to work is new data in the RWG that designates zones of difficulties and a few values to expose this to XML.
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