Taki
Villager
Posts: 64
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Post by Taki on Dec 30, 2022 13:52:01 GMT
Cracking open a thread.
I dug 1200 dirt, no map and can not give feedback at this time. (I'm bad at grinding and was fed up at 1.2k)
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Post by elen on Dec 30, 2022 13:54:18 GMT
Initial Feedback: All in all I like it so far. Map drop rate felt fair. Gave incentive to run around to find the spots. Loot felt good. Suggestions for Improvement:- Would suggest increasing the QL of the moonmetals unless the goal is to make high QL mm much rarer as compared to the old treasure chests. If that IS the goal, should be fine.
- Would suggest maps from creatures killed be put directly into inventory. Avoids deed permissions issues, loot ninjaing, etc.
- Would suggest ensuring deed permissions cannot stop digging/fighting/looting needed to claim a treasure chest. Unsure if this is already handled as I was working on caza.
- Both found HOTA statues I got have a fairly lackluster dim white light when lit. Unsure if normal/intended.
- Randomize the metal options for the items in the returner chests. Someone looking through the code suggested they could only be tin, and the two I found were both tin. More metal possibilities would be cool.
Specifics for those interested: Decided to farm 4 maps, took 250ish greenish death crawlers and some misc critters to do (this felt fair for drop rate). Maps QLs were 32.xx, 52.xx, 65.xx, and 70.03. Time spent, like 4-5 hours, some slacking off was occurring so could have been faster I suppose. Loots were as follows, I took ss of the first two but then kinda slacked on the the other two so I will just list their interesting items. All chests but one contained a barrel with some source in it All chest contained a sleep powder All chests contained a modest amount of coins, like under 1s total per chest 32QL Chest: 52QL Chest: 65QL Chest: I literally don't remember what was in the chest other than a rare small iron maul 70.03 QL Map, made 69ql chest - good stuff is drake hide, hota statue, rare shield, seryll fist bracelet, returner chest
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Post by jaydee on Dec 30, 2022 13:54:29 GMT
20 iron ore in ... no map ... will update when i doubled
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Post by jaydee on Dec 30, 2022 16:14:03 GMT
have 40 iron ore now ... still no map :< i think the mod is broken /s
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Post by jaydee on Dec 30, 2022 16:40:42 GMT
took me 3.15k mining actions to get my first treasure map
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Post by meredit on Dec 30, 2022 16:52:00 GMT
Maps do take damage when read which is good. So does the compass but not nearly as much as the map. It took me through half of the server (which i count as exploration, i seldom left home before that) so the treasure locations are probably not related to where they are found? not sure what the quality of the map depends on, at 100 mining from 60-ish quality rock floor (leveling action, not mining) i got a 75ql map. from 75ql map: the Returner Tool Chest had a 93ql tin shovel inside. I find this very nice, despite a deathcrawler almost murdering one of my HellHorses. Lesson learned there. 2nd chest, from 52ql map: Returner tool chest gave another tin shovel.
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Taki
Villager
Posts: 64
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Post by Taki on Dec 30, 2022 17:53:28 GMT
holy friggin loot pool.
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Taki
Villager
Posts: 64
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Post by Taki on Dec 30, 2022 20:56:11 GMT
from a 47ql box: 50c, sleep powder, junk moonmetal at 77% of a lump, junk gem and .63kg source. A bit concerned that high ql maps are where it's all gonna be at, and those will only be obtained from mining at the default mod rates. Turn novus into liberty! tunnel everywhere mindlessly!
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Post by Dominikk on Dec 30, 2022 22:01:21 GMT
Feedback is heard, keep it coming. We will see how things turn out once we have a few weeks of data to analyze.
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Post by elfin on Dec 31, 2022 19:49:28 GMT
mining in tunnel when map dropped. Spent approx 6 hours following map to find it, for a blond who gets lost on my own deed that was not too bad. Finally tracked to the PVP Zone. Back to deed to strip down and borrow alts starter pick etc, cloth armour, horse. Another 2 hours and I found it. It was fun. I went places I would not normally go. The treasure in this one was not grand as you can see. The corpses are the mobs which spawned which I needed to kill to open the chest. The map was ql58 Overall ty for fun.
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Taki
Villager
Posts: 64
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Post by Taki on Jan 1, 2023 2:12:43 GMT
Spent a handful of hours slaughtering the map, about 5s worth of bounty and bury with no map luck. Game hates me. lol.
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Post by amberly on Jan 1, 2023 2:34:20 GMT
Spent a couple hours surface mining this morning with no luck of a map. After a late lunch i decided to try again. Mined on a 98QL Lead vein enough to completely fill 3 BSB (if I mathed right it was 1700 per bin. } before getting a 45QL map. I was disappointed to see the QL of map isn't effected by the vien QL, skill level, or tool level. My map took me to andistyr.github.io/wu-map/14816/#2971_2676 which was not easy to navigate on a wagon or on foot, but thats okay. Treasure chest should be hard to reach. However, the ambushing mobs ignored me as I'm a fo priest which I was not expecting. by the time I realized they were already running away. and one of the three go far enough away I had to enlist help in locating it to be able to open chest. I do like this treasure chest system better than the random spawned ones. But would like to see the maps QL be more based on Skill level than random. Also, I think the ambushers should be aggressive to all players.
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Post by karth on Jan 1, 2023 5:15:57 GMT
So I've pried 4 maps out of the clutches of various creatures so far. (in no particular order)
I like the system, but there's a few kinks that need to be worked out:
Elfin and I helped Bern fight off an avatar of Magranon for a chest of his. After fighting that off (and killing the lava fiend that spawned with it) the chest would not unlock. Danky poked around the code and found that the code to unlock the chest relies on a corpse existing to unlock the chest. Since avatars don't leave corpses, the chest will never unlock. After some prodding and a GM ticket, Wreck helpfully showed up and straightened things out. I would assume this will also be a problem for other creatures that don't leave corpses, such as wraiths, drakespirits and eaglespirits.
As you can see in one of the screenshots I posted I got an artisan ring. I was happy at first, rift items have been out of our reach. Only to realize that the ring's Data1 field is 0, which renders the ring effectively useless. (If it had a value, upon examining the log would show "It will improve skillgain for *skill*." mine does not.) On the live wurm servers, when the ring is generated within a rift it's randomly assigned a skill value. This seems to be an oversight, and I would like to see a case added in the code that will roll a random skill for the ring.
As I was typing this: Danky seems to think they will not work at all, as it seems they were added in to work with another mod that enables their functionality.
Sort of the same thing for the drake hide, it seems to generate just generic drake hide. This is fine if you already have drake hide from a slaying, as you can just combine it into that to get the color you want. But it would be nice to see the hide generate with a color.
One last thing I've noticed, while I haven't done much digging or mining personally- Getting maps from combat seems to be much faster than mining or digging them up. I would say maybe a slight boost in drop rates from those activities would probably be appreciated.
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Taki
Villager
Posts: 64
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Post by Taki on Jan 1, 2023 9:09:21 GMT
private int mapDiggingChance = 10000; private int mapMiningChance = 3500; private int mapSurfaceMiningChance = 10000; private int mapHuntingChance = 100; private int mapUniqueChance = 10000; private int mapFishingChance = 10000;
These is the vanilla mods map rate table.
Makes me strongly feel that brainless afk mining on several alts is how to be a dedicated treasure hunter now. I have noted that the sklo dwarves have regularly been hunting down treasure which reinforces this belief.
In regards to hunting, I killed a ton of random crap, prolly ~100 for my first map which checks out with vanilla mod. I killed about 80 hellhounds/trolls and champs only with no rng luck to net a map over three+ hours which is disappointing but could be reasonably expected for high end loot, game balance wise. The vanilla code mentions that by default, champions have a 33% chance to drop which has most likely been nerfed into the ground since caza mob spawners are nutty. I was a bit looking forward to still having a purpose to roam the map, hunting champion mobs but looks like it has been gutted somewhere lower than 10% chance or even completely removed. Making champions worth hunting would prolly retain my will to play this game.
Comparing to old chests, one every 40 chests would have high end loot (just rare bone), as a dedicated NON-CAZA treasure hunter, 80% of my wurm time spent roaming the map netted me 3 bones a month. Prolly about 40% of chests would just be cotton, iron, leather, wemp trash. The new chest loot, it seems anything above 50ql is SIGNIFICANTLY valuable, anything less you will probably get at least 2s.50c value from thanks to coinage and sleep powder.
Friggin new boxes have epic loot and will trash what little economy exists, but none of this is relevant to me because I don't grind well making them out of my reach. I would strongly recommend heavily nerfing the loot into the ground to maintain economic balance. The economy here is already relatively dead so the current loot pool tanking the value of rares will just make them more accessible to all.
I used to be a dedicated treasure hunter but with the new mod, that occupation has been removed from me and I expect to be quitting wurm due to it. Do NOT misconstrue this as disapproval of the new system, I think it's good game design, but having the one thing you enjoy and are good at removed really kills it for you. There is no current worthwhile purpose in constantly travelling the map other than finding white dotted flowers or valrei missions.. Both of which I find painful knowing I won't stumble upon anything worthwhile.
In the end for balancing it makes me ask the questions: How long should it take to acquire a map when purposefully searching for them, as well as passively searching for them? How much wealth should be gained a month from dedicated hunters, and passive hunters? How much investment should be involved in low, medium, high grade chests? (Currently I think it's pretty good but still something to fine tune)
Also, has anyone playtested the lockpicking process?
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Post by Dominikk on Jan 1, 2023 14:20:55 GMT
Ok I fixed the most urgent stuff.
1. Removed rift items from loot table 2. Decreased the loot to avoid negative consequences to the economy 3. Increased the chance to find treasure maps a lot 4. Removed Julboard from the loot table Edit: 5. Made sure there are no guards spawned without corpse so the chests unlock properly
Please bear in mind that neither the old nor the new treasure chest system was/is meant to find an unlimited amount of chests all the time, it should be a fun side game once you found a treasure map randomly. That some players found 400+ chests within a few months was not intended.
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