Re: OSI loot
parv_;781280 said:
We seem to be comming back to the loot subject quite often in the General Section, so i thought I'll wipe some dust off this thread. I'm up for collecting some more data if that's required, but is there anyone that could confirm that that's the way to go... I've read opinions that there's no point in collecting OSI data as the current OSI loot is influenced by ML, KR, SA and other expansions that RunUO will not have in near future, therefore the loot findings will not be adequate to where RunUO currently is.
Thoughts?
As I think it's over, and people have left, I can tell how things are going about.
I discovered the SE+ loot (that is, what we want), is ALREADY CODED, but not linked to the loot system. My patch links it making it good.
I tested it with Bama, comparing OSI loot with my patch, and IT CORRESPONDS TO OSI.
The only difference is in
peculiar loot (i.e. lizardsmen should have other items), but about item intensities and gold, my patch makes all OSI-like.
Now, the SE+ loot is not so phenomenal about loot intensities, despite what is thought, but almost doubles the gold quantity. This, with the current AI, is just a way to let mobs drop much gold, increasing inflation.
So, I see this is in Coder Needed and even stickied like this requires other info, but this should be in [READY] or in [DEFERRED FOR AI 2.0].
All depends by what will come first between RunUO AI 2.0 and Duke Nukem Forever.