Boot/glove/Helm/Cloak spawn rate too low


If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.

Lair Larrikin

Posts: 16

Joined: Sunday, 17th March 2013, 00:09

Post Tuesday, 31st January 2017, 21:59

Boot/glove/Helm/Cloak spawn rate too low

The item spawn rate of boots/gloves/helm/cloak is too low now. Through many versions it was far too high so it is good that it was reduced, but in many runs now I am reaching D10 (clearing full levels) and still not having seen a single boot/glove/helm. I usually find a cloak somewhere by then, and MAYBE one of the others. But having a +0 non-ego version of each armor slot by D10 seems a reasonable target for itemization. I understand that the random nature of spawns makes it random, but perhaps a setting in between the current one (my kingdom for a hat) and the past one (clothing yard sale) could be tried. Thanks.

Slime Squisher

Posts: 386

Joined: Thursday, 26th March 2015, 01:22

Post Tuesday, 31st January 2017, 22:40

Re: Boot/glove/Helm/Cloak spawn rate too low

Why would the game be better if the player was guatanteed full aux slots by lair? Does the player need such a buff?

For this message the author amaril has received thanks:
Rast

Lair Larrikin

Posts: 16

Joined: Sunday, 17th March 2013, 00:09

Post Tuesday, 31st January 2017, 22:46

Re: Boot/glove/Helm/Cloak spawn rate too low

If a class has high Armor skill, then it depends on armor. The game is balanced so that high armor skill comes at the expense of some other skill. Having armor spawn rates be so low that a class doesn't even reliably get +0 versions of armor means the classes with good armor skill are penalized relative to the other classes.

In my current game, I've cleared through D11 and the entire lair. I have found no gloves of any kind. I have found no shields of any kind (no bucklers, no shields, no large shields). I'm not saying I should have seen +2 ego versions by now, but that's 2/5 slots that haven't had a single item of any kind generated. I've played many games over the past 4 months and this type of scarcity is systematic.

Slime Squisher

Posts: 386

Joined: Thursday, 26th March 2015, 01:22

Post Tuesday, 31st January 2017, 22:50

Re: Boot/glove/Helm/Cloak spawn rate too low

Not finding aux armor hurts light-armor characters far more than heavy-armor characters.

For this message the author amaril has received thanks: 2
LostInTranslocation, VeryAngryFelid

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Tuesday, 31st January 2017, 23:30

Re: Boot/glove/Helm/Cloak spawn rate too low

warren wrote:The item spawn rate of boots/gloves/helm/cloak is too low now. Through many versions it was far too high so it is good that it was reduced, but in many runs now I am reaching D10 (clearing full levels) and still not having seen a single boot/glove/helm. I usually find a cloak somewhere by then, and MAYBE one of the others. But having a +0 non-ego version of each armor slot by D10 seems a reasonable target for itemization. I understand that the random nature of spawns makes it random, but perhaps a setting in between the current one (my kingdom for a hat) and the past one (clothing yard sale) could be tried. Thanks.
The current one is the same as the past one.

Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Wednesday, 1st February 2017, 00:28

Re: Boot/glove/Helm/Cloak spawn rate too low

While I don't think OP's complaint is truly a problem, I'd favor adding aux slot items to a few more early uniques. Especially the nastier ones. Incentivize the player to fight them.

For this message the author Rast has received thanks: 3
ichbins, prozacelf, VeryAngryFelid

bel

Cocytus Succeeder

Posts: 2184

Joined: Tuesday, 3rd February 2015, 22:05

Post Wednesday, 1st February 2017, 04:05

Re: Boot/glove/Helm/Cloak spawn rate too low

Perhaps this discussion might benefit from some data. I don't really have an opinion about whether it's too low or high. But we can use objstat to determine the expected number of items found. See this file for the latest numbers.

From the spreadsheet, I see, from D:1-10, you are expected to get (by summing up the AllNum column):

Cloak: 0.1 + 0.16 + 0.15 + 0.16 + 0.14 + 0.14 + 0.15 + 0.2 + 0.16 + 0.12 = 1.48
Hat: 0.02+0.01+0.02+0.02+0.01+0.02+0.01+0.06+0.05 + 0.05 = 0.27
Helmet: 0.07+0.19+0.16+0.14+0.09+0.1+0.11+0.11+0.12+0.1 = 1.19
Gloves: 0.09+0.07+0.08+0.11+0.13+0.09+0.15+0.13+0.12+0.11 = 1.08
Boots: 0.07+0.07+0.08+0.08+0.07+0.1+0.09+0.1+0.08+0.08 = 0.82

For this message the author bel has received thanks:
warren

Slime Squisher

Posts: 377

Joined: Thursday, 12th June 2014, 06:56

Post Wednesday, 1st February 2017, 05:51

Re: Boot/glove/Helm/Cloak spawn rate too low

duvessa wrote:
warren wrote:The item spawn rate of boots/gloves/helm/cloak is too low now. Through many versions it was far too high so it is good that it was reduced, but in many runs now I am reaching D10 (clearing full levels) and still not having seen a single boot/glove/helm. I usually find a cloak somewhere by then, and MAYBE one of the others. But having a +0 non-ego version of each armor slot by D10 seems a reasonable target for itemization. I understand that the random nature of spawns makes it random, but perhaps a setting in between the current one (my kingdom for a hat) and the past one (clothing yard sale) could be tried. Thanks.
The current one is the same as the past one.


While the item spawn rates themselves may not have changed, remember that D:10 now is equivalent(ish) to pre-Depths D:18. Since the game is shorter, people are finding aux slot armor, on average, later in the game than they used to (unless item generation was increased to compensate - which I doubt, though I could be wrong).

I don't personally think anything needs be done about it, but I wanted to point out that there is something real going on here.

For this message the author ion_frigate has received thanks:
warren
User avatar

Abyss Ambulator

Posts: 1111

Joined: Monday, 18th March 2013, 23:23

Post Wednesday, 1st February 2017, 08:08

Re: Boot/glove/Helm/Cloak spawn rate too low

Rast wrote:While I don't think OP's complaint is truly a problem, I'd favor adding aux slot items to a few more early uniques. Especially the nastier ones. Incentivize the player to fight them.


I do frequently fight Yiuf even when it's not a great idea just to get my hands on his sweet sweet cloak.

Vaults Vanquisher

Posts: 463

Joined: Monday, 20th July 2015, 04:01

Post Wednesday, 1st February 2017, 12:39

Re: Boot/glove/Helm/Cloak spawn rate too low

Why doesn't Joseph drop a hat?

For this message the author PowerOfKaishin has received thanks: 2
Doesnt, dracos369

Sar

User avatar

Ziggurat Zagger

Posts: 6418

Joined: Friday, 6th July 2012, 12:48

Post Wednesday, 1st February 2017, 12:44

Re: Boot/glove/Helm/Cloak spawn rate too low

remove aux slots
prozacrelf wrote:I do frequently fight Yiuf

I never fight Yiuf now that he has those new lines when you have the orb

every time he spawns it's my topmost priority to get him out of the dungeon alive on the orbrun

For this message the author Sar has received thanks: 2
Brannock, nago

Ziggurat Zagger

Posts: 4432

Joined: Friday, 8th May 2015, 17:51

Post Wednesday, 1st February 2017, 13:56

Re: Boot/glove/Helm/Cloak spawn rate too low

Maybe Yiuf should warn players about those lines, something like "Show me the orb, I will tell you something important".
Underestimated: cleaving, Deep Elf, Formicid, Vehumet, EV
Overestimated: AC, GDS
Twin account of Sandman25
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Wednesday, 1st February 2017, 14:11

Re: Boot/glove/Helm/Cloak spawn rate too low

You mean these lines?
  Code:
%%%%
orb Crazy Yiuf

@The_monster@ says, "Wait for me!"

@The_monster@ says, "You found it!"

@The_monster@ says, "Get me out of this place."

@The_monster@ says, "You came back for me."
%%%%
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi
User avatar

Barkeep

Posts: 4435

Joined: Tuesday, 11th January 2011, 12:28

Post Wednesday, 1st February 2017, 15:45

Re: Boot/glove/Helm/Cloak spawn rate too low

Wait, seriously? I am never killing that dude again.
I am not a very good player. My mouth is a foul pit of LIES. KNOW THIS.

For this message the author njvack has received thanks: 5
cerebovssquire, nago, runewalsh, Sar, VeryAngryFelid

Halls Hopper

Posts: 68

Joined: Wednesday, 1st February 2017, 15:38

Post Wednesday, 1st February 2017, 16:07

Re: Boot/glove/Helm/Cloak spawn rate too low

I still prefer to take natasha and her 2 animated corpses to the exit.

Spider Stomper

Posts: 242

Joined: Friday, 17th April 2015, 16:22

Post Wednesday, 1st February 2017, 16:28

Re: Boot/glove/Helm/Cloak spawn rate too low

PowerOfKaishin wrote:Why doesn't Joseph drop a hat?


No room in the structure. Monsters don't actually have an aux slot; the things that have them cheat and wear them in other slots. Robin wears her helmet in the shield slot. This won't work for Joseph because he wields a quarterstaff, so he'd have to take his hat off to fight in melee. He also can't use his body armor slot like Gastronok does because he has leather armor, and he's got a sling and bullets clogging his launcher and ammo slots.

In theory, if one wanted to continue this pattern of hackiness, it could go in the jewellery slot though.

For this message the author Doesnt has received thanks: 2
nago, Sar

Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Wednesday, 1st February 2017, 17:13

Re: Boot/glove/Helm/Cloak spawn rate too low

Doesnt wrote:Monsters don't actually have an aux slot; the things that have them cheat and wear them in other slots. Robin wears her helmet in the shield slot. This won't work for Joseph because he wields a quarterstaff, so he'd have to take his hat off to fight in melee.


I can't even.

For this message the author Rast has received thanks:
nago
User avatar

Barkeep

Posts: 4435

Joined: Tuesday, 11th January 2011, 12:28

Post Wednesday, 1st February 2017, 18:37

Re: Boot/glove/Helm/Cloak spawn rate too low

Doesnt wrote:This won't work for Joseph because he wields a quarterstaff, so he'd have to take his hat off to fight in melee.

Flavor could be that Joseph is doffing is cap to be polite.

Seriously though this thread, while silly, has yielded two of my favorite pieces of crawl knowledge ever.
I am not a very good player. My mouth is a foul pit of LIES. KNOW THIS.

Sar

User avatar

Ziggurat Zagger

Posts: 6418

Joined: Friday, 6th July 2012, 12:48

Post Wednesday, 1st February 2017, 18:48

Re: Boot/glove/Helm/Cloak spawn rate too low

Gozigzag wrote:I still prefer to take natasha and her 2 animated corpses to the exit.

I leave her alive too, she did nothing wrong.

Abyss Ambulator

Posts: 1193

Joined: Friday, 16th January 2015, 20:20

Post Wednesday, 1st February 2017, 21:49

Re: Boot/glove/Helm/Cloak spawn rate too low

Doesnt wrote:
PowerOfKaishin wrote:Why doesn't Joseph drop a hat?


No room in the structure. Monsters don't actually have an aux slot; the things that have them cheat and wear them in other slots. Robin wears her helmet in the shield slot. This won't work for Joseph because he wields a quarterstaff, so he'd have to take his hat off to fight in melee. He also can't use his body armor slot like Gastronok does because he has leather armor, and he's got a sling and bullets clogging his launcher and ammo slots.

In theory, if one wanted to continue this pattern of hackiness, it could go in the jewellery slot though.


Feature request: make Joseph a Formicid.

For this message the author Airwolf has received thanks: 2
Elitist, nago

Crypt Cleanser

Posts: 746

Joined: Thursday, 5th December 2013, 04:01

Post Wednesday, 1st February 2017, 22:10

Re: Boot/glove/Helm/Cloak spawn rate too low

Sar wrote:
Gozigzag wrote:I still prefer to take natasha and her 2 animated corpses to the exit.

I leave her alive too, she did nothing wrong.


She attacked me on sight, though.

For this message the author Quazifuji has received thanks:
nago

Abyss Ambulator

Posts: 1217

Joined: Sunday, 14th April 2013, 04:01

Post Thursday, 2nd February 2017, 15:09

Re: Boot/glove/Helm/Cloak spawn rate too low

Regarding OP: I suck at this game and I still almost always have one, even two aux slots filled by Temple. Plus you have Robin and Yiuf.

Only thing I'd tweak is increasing the drop rate of hats vs helms, but that's greed on my part.
Three wins: Gargoyle Earth Elementalist of Ash, Ogre Fighter of Ru, Deep Dwarf Fighter of Makhleb (0.16 bugbuild :( )

Lair Larrikin

Posts: 16

Joined: Sunday, 17th March 2013, 00:09

Post Thursday, 2nd February 2017, 18:23

Re: Boot/glove/Helm/Cloak spawn rate too low

bel wrote:Perhaps this discussion might benefit from some data. I don't really have an opinion about whether it's too low or high. But we can use objstat to determine the expected number of items found. See this file for the latest numbers.

From the spreadsheet, I see, from D:1-10, you are expected to get (by summing up the AllNum column):

Cloak: 0.1 + 0.16 + 0.15 + 0.16 + 0.14 + 0.14 + 0.15 + 0.2 + 0.16 + 0.12 = 1.48
Hat: 0.02+0.01+0.02+0.02+0.01+0.02+0.01+0.06+0.05 + 0.05 = 0.27
Helmet: 0.07+0.19+0.16+0.14+0.09+0.1+0.11+0.11+0.12+0.1 = 1.19
Gloves: 0.09+0.07+0.08+0.11+0.13+0.09+0.15+0.13+0.12+0.11 = 1.08
Boots: 0.07+0.07+0.08+0.08+0.07+0.1+0.09+0.1+0.08+0.08 = 0.82


Thanks, Bel, for providing hard data on this. I'm certain that the "new" aux armor spawn rate is different than what I remember, but I may be remembering back to a VERY old version since that's when I started playing.

Lair Larrikin

Posts: 16

Joined: Sunday, 17th March 2013, 00:09

Post Monday, 6th February 2017, 04:30

Re: Boot/glove/Helm/Cloak spawn rate too low

In my latest game, I have explored 15 levels of Dungeon, 3 levels of Snake, 2 levels of Orc, 4 levels of Lair with not a single pair of boots. No boots in stores, no boots!
Last edited by Lasty on Monday, 6th February 2017, 12:55, edited 1 time in total.
Reason: Removed offensive language.
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Monday, 6th February 2017, 08:18

Re: Boot/glove/Helm/Cloak spawn rate too low

I've won a 3-runer (DDAs) who had no boots in the end because the only pair generated was corroded in Zot (old corrosion). And that only pair was bought from a Bazaar. And I did Elf and Crypt too. And this was 0.14 when Lair had 8 levels, Crypt 5, Orc 4, Swamp and Spider 5 levels...
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Lair Larrikin

Posts: 16

Joined: Sunday, 17th March 2013, 00:09

Post Friday, 10th March 2017, 23:03

Re: Boot/glove/Helm/Cloak spawn rate too low

In my most recent game, I have explored 15 levels of Dungeon, 6 levels of Lair, 2 levels of Orc and found 0 helms, 0 boots, and 0 gloves. The spawn rate is too low now.

Mod edit: moved from GDD.

Return to Crazy Yiuf's Corner

Who is online

Users browsing this forum: No registered users and 78 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.