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Documentation/LOOT.txt
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Documentation/LOOT.txt
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What are the Loot Levels Like in your POIs?
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I think they're consistent with Vanilla, but here's more on the topic:
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Classic POI design includes a loot room as the final payoff at the end of the
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POI's dungeon path. I don't usually subscribe to this view. Players memorize
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loot room locations and engineer ways to reloot those POIs when the loot
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respawns. I don't usually make dungeon paths and I tend to scatter the loot
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about the place. I think this contibutes to the perception that I don't give
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out as much loot because players have to work a little harder to find it all.
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For the record, I use the CompoPack (CP) loot guidance. Indeed, this is the
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ONLY guidance available to POI designers. There is no publicly available
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TFP guidance for loot by tier. The CP's guidance comes from a study of Vanilla
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loot levels. The CP's guidance gets revised each Alpha release so it stays
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timely. For lower tiers, I will exercise some discretion with smaller POIs and
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offer less loot than I am allowed by the guidance.
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BUT THE CP GIVES OUT TOO MUCH LOOT!
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I cannot explain this opinion, other than to suggest it is a historical
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observation that people keep repeating as if it were still fact. I think this
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deserves some exploration, so here are my thoughts:
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* HISTORY
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I don't have a great perspective on A18 and earlier. For A19 I know CP guidance
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was in place, but that it went through several rounds of tweaking. There was
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a significant effort to bring POIs into line with that specification. For A20,
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the guidance got more specific and I think TFP also tightened things up in
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their POIs, making it clearer to everyone what was cool, and what was not.
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These days, I think CP loot is consistent with Vanilla and that whatever TFP's
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standard is that it allows for a wider variance. Some TFP POIs seem heavy in
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store crates.
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* WHAT IS LOOT?
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As somebody who has spent some time looking at loot levels, I can only guess
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that it might related to the presence of loot given out by objects not normally
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thought of as loot containers by designers. For instance, is a radiator loot?
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Brass collectors love them; others would rather "burn Dukes." Does a large
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kitchen with many cabinets count as too much loot? Aldo's Cabinets (a Vanilla
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POI) gives out more food because it is full of cabinets.
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Loot is generally considered to be final loot chests, munitions boxes, safes,
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store crates, and piles of ammo, food, meds, and books. Beyond that, things
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like medicine cabinets, kitchen cabinets, backpacks, store shelves, and so
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forth are a judgement call.
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* HEAVY USE OF MUNDANE LOOT
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Classically, the issue has been bookshelves. Books are very popular loot items.
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How do you represent a large library without giving away too many books? Some
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POI designers place empty shelves, but that seemingly doesn't make any sense.
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Who has a library with no books? So, some POI designers place a wooden block
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and then paint it to look like a bookshelf. This upsets a lot of players
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because they feel ripped off.
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I've gone through all of these phases including a phase where I was willing
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to make custom blocks with custom loot lists. In that way I could have full
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looking bookshelves that don't give out books. That seemed to satisfy players as
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they felt like they're getting a chance at a book and they usually get some
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other minor reward. However, making custom objects and loot lists is not a
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common POI designer practice and it led to complications with overhaul mods.
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So, while I've gone back to mimicing vanilla, I urge you to go easy on POI
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designers who paint wood blocks to look like shelves. They're making do with
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what is available to them at the time and they spent hours making content
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for you.
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* BEYOND TIER 5
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The CP includes POIs that push the boundaries of Vanilla POI design. Those
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POIs can be massive in scale and include hundreds of Zeds. CP loot guidance
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allows those POIs to have multiple loot rooms or an even bigger loot room.
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This might contribute to the perception that CP POIs give out too much loot.
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Honestly, some of those CP extreme challenge POIs I think should come with a
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real-life beer for a reward.
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* OVERHAULS CHANGING THE GAME
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Some overhaul mods turn mundane objects into loot. For instance, I use a lot
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of boxes to fill space. Some overhauls turn those boxes into containers with
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loot. You cannot blame POI designers for that.
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