[Request] Randomized Treasure Tables!
smeagolheart
Member Posts: 7,963
For me, this is a must have and greatly greatly increases replayability: the item randomizer mod
G3 Item Randomizer Mod
Why you ask? This mod will randomly move around loot so that you might have to look in another place to get that tome of strength or special longsword instead of rushing right to the spot where you know it was at. With this mod when you get to that spot it might be an magic axe moved there instead: there are levels of treasure depending on the situation.
I use the option that so that every game I start, the treasure is randomly moved around through a script. This adds a small element of freshness to every game.
If some sort of random loot placement was fully integrated into the game as an option it would be greeeat. Who's with me?
edit: fixed link
G3 Item Randomizer Mod
Item Randomiser is a large-scale random treasure mod for Baldur's Gate and BG IIhttp://www.gibberlings3.net/item_rand
Why you ask? This mod will randomly move around loot so that you might have to look in another place to get that tome of strength or special longsword instead of rushing right to the spot where you know it was at. With this mod when you get to that spot it might be an magic axe moved there instead: there are levels of treasure depending on the situation.
I use the option that so that every game I start, the treasure is randomly moved around through a script. This adds a small element of freshness to every game.
If some sort of random loot placement was fully integrated into the game as an option it would be greeeat. Who's with me?
edit: fixed link
Post edited by smeagolheart on
1
Comments
Also, to clarify - are you suggesting only to move the treasure around, or actually introduce "randomized" loot (a la Diablo - randomized stats/names)?
http://forum.baldursgate.com/discussion/182/advanced-option-slider-bar-for-relocation-of-major-game-items/p1
What I envision is a scenario like the following: I enter the copper coronet, and I know that this place is full of weak enemies and there's this sweet bow at the end of it... or rather, with loot randomisation, there's a 33% chance of me getting said bow at the end, and there's a 66% chance of it appearing in two (or three, or four) other possible places in the game, all of which are logical locations that will give a sense of surprise and reward when found there.
As someone coming from playing a roguelike game for years, I understand the value of randomness adding replay value (and addiction value) to games, but I think it also has to be a controlled randomness.
I also like the general concept of weighing which locations to choose as your first forage into adventuring, and not being able to base your decision on guarrantees but on likelyhoods. So with the