dpeg wrote:Giving out too much loot is bad because it reduces choices. Also, in my opinion the amount of loot has been drastically increased since DCSS 0.1 and I am not happy about this. The reason are all the great, hand-made new vaults. Many, many of them come with items. Next are the portal vaults which increase loot some more. Also think of the recent Orc:4 loot burst. Because of this loot increase did we hold back from giving any compensation for the level cuts (in Lair etc.).
You seem to be disregarding a vast middle ground between having a small incentive to press on and the fire hose of loot that actually causes problems. Orc 4 can and does give out too much loot, and Swamp 5 too little, and these situations can co-exist quite comfortably even within the same game. Perhaps Orc 4 needs to have one guaranteed-good shop and three consumable shops, and Swamp 5 needs a little good loot next to the Rune.
And speaking of reducing choices, what choice does Swamp 5 present you on a typical game? The typical Swamp 5 is fairly unchallenging and completely unrewarding, disregarding special cases such as Mennas, Boris, and Mara having one of their little tea parties just outside the Rune vault. Your relevant choice is to slog forward now, spending lots of real-time with no useful loot to show for it, or procrastinate and do it later. If you choose the later, you get nothing to show for the excursion in substantially less real-time.
Carrots are good and sticks are good, at least in moderation, but just because they are often good does not make them the solution for every problem.
dpeg wrote:The idea for having no loot in Snake and Swamp is very simple: if you play the easiest game, a 3-runer, you only get the minimal amount of loot. If you want more loot, you have to go somewhere else. It is true that players forfeit Snake, Swamp and other branch ends until much later, and we're not happy about it. If I am not mistaken, our solution will not be to give loot, however. Rather, there will be a lock on D:14 and you can only progress if you show a rune. (That's a pretty mild version for a start.)
I'm not really opposed to the D14 Rune Lock plan because it's not really all that different than my typical play anyway (Shoals/Snake/Swamp 5 aren't actually all that hard, certainly not worse than mid-Vaults). I'm really leery of the reasoning cited, though. Players choose to avoid part of the game that they perceive as a waste of their time, and the solution is to railroad them there anyway? Shouldn't there be some consideration to fixing the cost/benefit analysis that is clearly askew?
dpeg wrote:I am not an all-runer, so I may be missing something, but I don't think that loot should be amplified. In my opinion, it is rather the opposite. The late and extended game should be poorer, at least in xp and perhaps also in loot. But that's a personal opinion, would be interesting to hear others on the topic.
If you feel that loot needs to be removed, how about my nomination of all those D6 jewelry and book shops? I'm pretty sure those are more damaging to the game than looting from the Swamp 5 Rune vault a random book, a mediocre randart ring, and a piece of armor slightly better than what you have.
smock wrote:I love how you must kill the Royal Jelly to get the Slime loot. This can be implemented elsewhere. As in "You pick up Asmodeus' key. This should open the door to some great treasure!" or placing a unique who is "holding" the rune and some loot at a branch end, stationed where the rune currently is. Aizul in Snake or Frederick in Swamp might work. Why not have a spider's nest vault on D14, with three staircases and a one-rune-lock? Not too creative, but there is a good reason why many other games operate like this.
Having uniques guard troves (by holding the key to the trove) would more interesting than finding a +5 ice dragon armour. Thematically it would fit a bit better with troves, too. Also, taking a key from a unique in a trove or bailey might be a fun thing to log. Visiting and deserting an ossuary is less interesting than slaying Menkaure in an ossuary and taking the loot. OOD monsters could be used, too.
Ninjaing in selected places could still be allowed, of course.
The novelty would wear thin pretty quickly. Slash'EM puts a level boss in every single side level, and you stop noticing or caring after a while. Cerebov wouldn't keep his street cred very long if you had to be prepared to kill him to pass through his domain, because you would then make sure you always were prepared, and he'd end up dying every time you saw him.