Improved loot distribution is already implemented. I didn't get much feedback about targeted loot, but for now there are not many plans to change it. Below discussion is still valuable and got useful things and so it stays visible.
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Current loot distribution is in it initial form, just full rng but thanks to @Xymnos post i got an idea about how distributing loot could be better. I mean target loot farming.
Loot depending on location is nice thematically but if lets say you want best wand and magic related gear then you grind academy and after that you dont have need to grind any other spot coz it will not drop anything for magic - not best and if your fav item is in farum then its long time before you can even get chance of getting it. Rarity progression with only late game locations having legendaries suffer similar issue.
So here is the idea:
Simple case:
1 enemy got 1 drop table of 7 items. Item is picked at random, let say a scythe. All slots are then filled with scythes with atleast 1 of each rarity. So once you kill that enemy and you will notice that it dropped common scythe then you know there is more scythes to be expected to drop from that enemy and it will not drop anything else.
Complex case:
1 enemy got 5 loot tables of 7 items each. Each loot table got filled with its own random type of item, so lets say magic glove, scythe, axe, scythe, dagger. Now once you drop something from it you dont know what exactly it will drop but you can expect it to dont drop more than 5 diff types of items.
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While 1 enemy could drop only 1 type of item in its 5 loot pools idk if its good and it would be harder to code and there alot of gear types already, is it more than enemies? Im not sure, it might be so that would lead to not every type of gear being possible to drop at all.
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Overall this approach could allow player for some degree of target farming, kill stuff, if it drop interesting item then that means it will have more types of same item.
Also should an item lets say that scythe have prefferably all same scalings (like STR/DEX for all 7 slots for example) or that should remain random?
For armors i think i would go with same type of item with same type of armor like MAGICAL GLOVES and random effect on them.
Tell me what you think about this approach!
And if you get better idea write it here. Doing different loot distribution than it is now is a large effort so i wanna decide on a good approach before i start doing it.
Loot distibution on enemies - idea how to rework it - target farming - done
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2nd suggestion:
Why not make it so that 1 area each is opened with a free warp already? and have all the maps in that intro area drop. You just need to unlock the warp for one area in the east, one west, one north one south equidistant from each other and close enough to an area that people can farm their target initial equipment.
Sure it will mess up the story progression but after getting the right equipment or at least something they can use for their build, they can warp back and continue the story. For areas in between, then let those be for the mixed or utility minded people with mixed stats, like INT/STR or even those STR scaling staves/seals I keep finding.
3rd suggestion:
As for rarity, is there a way to get it buffed PER area boss? Like if they want to get better loot i.e. higher than rare in the area, they gotta beat the area boss, i.e. limgrave area beat tree sentinel. carion area, there's one there too. you can even make the side dungeons be the ones that unlock the tiers.
Alternatively you can even make an adjustment menu for modifiers like ERR but in your case, increasing enemy stats by 5-10% to increase their loot rarity by 1 tier, so that by Legendary/Omnipotent we would have to fight enemies at 20-40% stat boost, which we should be able to do with the equipment and buffs from the previous tiers. A way to revive bosses to get loot and runes from them like how shattered moon does it would be great too.
That's it from me. I don't know how these will be implemented but since I have seen them be done in other mods, open warps from Eldenlands, difficulty tiers from ERR, and boss revival from Shattered Moon. Combined with your mod, you will have recreated grim dawn/diablo in its elden ring form even more than how you have made it now.
2nd:
Im pretty sure warp to anywhere would break some quests and its too hard for me to think about making that so i will skip on that idea atleast for some time.
Are you sure you finding STR staves/seals? Atm there shouldnt be any of those. Only INT/FAI/OMNIPOTENT.
3rd:
Very bold but intersesting. Nothing achivable of it atm sadly.
Beating boss to get better loot or beating mobs to get better loot to be able to beat the boss, hmmm
Boss revival is interesting feature and this is what i would be probably interested the most in bringing after i make bosses drop more items than curenntly.
Thanks for input and naming mods that include some of interesting features, i may check them out when i get more time to see how things work there.
Overall you ideas are cool and are too big of challenge for me :D
These are just suggestions, not needs. It at least makes you think of something you can work towards, like making a respawn feature for bosses, if not for items maybe for runes to run the gacha cause 50k for 10 pulls is kinda a lot at the start.
If you can make a different gacha for specific equipment, like a gacha for mainly INT weapon/staves, another for a gacha of mainly DEX etc, that would lower the need of location based loot, and instead open up the farming for runes route while slowly cataloguing the loot in an area. There are ways of making NPCs sell specific loot in Shattered Moon, in their discord I think and that can be modified to turn into gacha choices instead. All I have are ideas, I have given up on coding a long time ago.
If free warp is currently out, then Simple Case is our best bet plus Gacha being slightly lower priced. or at least slowly lowered as we beat the area bosses. like beating Tree Sentinel unlocks it, Beating one of the dungeons gives a discount of 100runes etc etc, if that is not possible, a lower discounted version of gacha will have to do so that we have wish 1x for 5k runes which has loot pool of rare to legendary/omnipotent, but also a wish 1x of maybe 3k or 2k for common and rares only. both with 10x ofcourse and no high end weapons just basic shop items but with low scaling or low stat requirements. With the faster Torrent, we can get to other warps easily anyway so it's not really an issue so no worries on that, it's just a matter of convenience.
Your idea of getting ideas from us is very much appreciated as it lets us help in some form. Who knows maybe one of those here can help code, these maybe too high of a goal right now but we all hope it points you to the direction you want your mod to go to, as it is up to you which ones you take and make.
But this is for gacha which i would like to stay as it is for a little longer as drops rework should go 1st i think.
And if it goes for drops i still dont really see a good workable solutions. Maybe i will try to do quick simplified my version to see how much loot is distributed and how it feels. Sometimes it hard to decide withot trying some options.
But if it's the latter, then wouldn't it be hugely problematic because Elden Ring has around 377 pieces of weapons, 560 pieces of armor, and 80 pieces of talisman. That would mean we wouldn't get most of the items to drop from the game if one enemy type has a fixed drop of one item, and I would also have zero incentive to do mini-dungeons like catacombs if I've already seen the drop table of skeleton and gargoyle and I don't care for any of them.
I personally also hate the idea of types and rarity of loots locked behind story progression/regions. The whole appeal of RNG loot is that you don't know what to expect, so you have every incentive to play the game as much as possible and fight all enemies because you never know if they will drop a legendary. The game becomes rewarding with a mechanism of pure randomness. I am 100% ok with early regions and enemy having less chance to drop legendary, but I wouldn't even bother using a RNG mod if there's a progression and location-locked system because then what's the point for me (already played through the game 7 times) to even bother playing the early and mid game when I know for sure that no high rarity stuffs will drop?
For stat distribution, I would also prefer pure randomness, because vanilla I would never use some weapons because their scaling just don't fit my stats. But with random stat distribution I can use anything as long as I got a good drop, which reinforces the point of the RNG mod.
Just my 2 cents, I know not everyone will agree with my view but I hope it helps you with some perspectives :)
Also there is like 10 standard godrick soldiers probably of diff game areas and you can expect each having atleast 5 loot table so 5x7 items or 5x item type per 1 type of godrick soldier.
So in simple case of enemy having 1 loot table it means that it would have lets say 7 scythes that it can drop. And for sure it would have atleast 1 of each common, rare, epic, legendary in its table.
If its 1 item type (7 items) per loot table and if i add some more items to change as i dont change some enemy drops like smithing stones or some flowers then its pretty huge amount of loot to be get from drops but indeed its not infinite. Gatcha can fix that. And i could add some log/peek file with info about what enemy drops what but with limited accuracy like those skeletons, idk which is which >.<
With some effects stacking only once per rarity getting all rarities have its uses too for some min/maxing purposes, so not every common drop will be useless even for endgame build.
Having RNG all the time is fun for sure, even if u get some powerful legendary weapon early you usually cant use it for some time but you can decide if you want to spend stats that are need to wield it or try to get different drop. Only some issue is with armor coz you can wear best one right at the start if you get lucky but 1 legendary armor piece on its own dont make you that much stronger.
Yes, this feedback helps :)
It would make grinding for the perfect equipment for your build a possibilty as right now it's a case of "Use what you happen to get lucky enough to get" which has it's own charm, but I've wanted to do a hookclaw run (with either poison or bleed and build around that) and barely found a common one, let alone a decent epic or legendary.
It would be good to go down the target farming route with armour as well. I'd love to rock a full set of armour instead of having a mishmash of random pieces. I should've taken a picture, but at the end of my last run my character looked ridiculous but the stats were great!
As for the scalings, I think they should stay random as that's part of the fun of the grind. That'll keep the thrill you get when you find that perfect weapon drop!
Now this does sound like a lot of work to implement and I hope everyone who also loves this mod agrees that we are grateful for the work you are doing and more than happy for you to take all the time you need to complete it.
Time to dive into another run! (though I have a question first that I'll leave in the posts section)
This would also allow me to give seeds favored weapon types for lets say all bow run, you would have most(maybe 50%?) of drop pool of weapons filled with bows.
Hmm having matching set is nice but you always would go for stats anyway, unless there would be some sets fitting stats but then you would need to know where to get it and if its good to grind for.
And thanks! Support is very welcome as this mod was just some compatibility patch/merge idea (and my first mod to souls like game so im pretty new to this) but turned out be be quite the work to actually make decent loot generator. Sometimes it feels like too big of a mod for me.
"Rarity progression with only late game locations having legendaries suffer similar issue" What if rarity chances scaled with player level? So you don't get an insane weapon straight away and just grind for it, i found that happening too much. Would also give a sense of character progression.
Rarity chance scaling with player lvl is too hard for me. Getting too easly legendary gear is somewhat problematic but also weapons have (or should have) higher stats requiments that you can just own enemies right after getting them and armor is not that powerful if u just get 1 legendary piece.