Weighted Monster Generation
issueid=1116 07-05-2012 03:39 PM
Ancient Member
Number of reported issues by JellySlayer: 71
Weighted Monster Generation

I thought I'd propose this as a way to spice up the endgame a little bit:

At present, if you go wandering around with a powerful PC in a high DL area, most of the monsters are still going to be so far beneath you as to be completely pointless to fight--there are a fairly large number of rats and goblins and hill giants and things--basically monsters that are completely interchangeable for a high level PC in that they die in one hit, are incapable of harming you, and give no xp.

Emperor liches, lich kings, ancient dragons, great wyrms, greater molochs/titans, unicorns, doppleganger kings, ghost kings, quickling kings/queens, ki-irins, frost giant jarls, stone oozes, balors, etc.--pretty much all of the dangerous high DL monsters---are pretty rare except for those that show up in greater vaults. In a typical game, you're probably not going to see more than one or two of the guys on this list spawning randomly. What I'd like to see is that high DL areas have significantly reduced monster generation rates of low level monsters, and that the distribution skews toward the monsters that are actually interesting to fight.
Issue Details
Issue Number 1116
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category Unknown
Status Implemented
Priority Unknown
Suggested Version Unknown
Implemented Version ADOM 1.2.0 pre 7
Votes for this feature 7
Votes against this feature 0
Assigned Users (none)
Tags (none)




07-05-2012 04:50 PM
Ancient Member
Yes and no... I mean... probably a bit of skewing could be good, but only a little bit. Not like with the level scaling in ADOM II, where you seem to (almost) only see creatures matching your danger level. That makes dungeons very predictable.

07-05-2012 06:01 PM
Ancient Member
Quote Originally Posted by Al-Khwarizmi
Yes and no... I mean... probably a bit of skewing could be good, but only a little bit. Not like with the level scaling in ADOM II, where you seem to (almost) only see creatures matching your danger level. That makes dungeons very predictable.
Oh, no, I'm not suggesting anything that extreme. More like, say, if you're in a DL: N area, then any monster between DL:N and DL:N-10 is twice as likely to appear as normal or something.

07-05-2012 06:17 PM
Ancient Member
There is already level scaling, to some extent. In one game, I encountered a doppelgänger king on D:1 and a moloch on D:2. No kidding.

07-05-2012 06:27 PM
Ancient Member
Just to be clear, my complaint here is mostly with the endgame. I think the monster distribution pre-ToEF is pretty reasonable. It's just for an late-game character, there are so few monsters that are actually difficult, and all of them are very rare. Even just increasing the spawn rates of certain endgame monsters and holding everything else equal would be fine.

07-06-2012 01:54 PM
Ancient Member
Quote Originally Posted by JellySlayer
Oh, no, I'm not suggesting anything that extreme. More like, say, if you're in a DL: N area, then any monster between DL:N and DL:N-10 is twice as likely to appear as normal or something.
That sounds nice, yes.

07-06-2012 02:09 PM
Ancient Member
Mildly skewing monster generation towards more dangerous creatures would make for a more interesting late game. I voted "yes".

12-08-2012 05:45 PM
The Creator
I really like the idea although I am curious what it really will do to game balance. But I have implemented the weighted suggestion and we'll test this :-)

12-08-2012 08:58 PM
Ancient Member
Woo, this is going to be fun!

12-09-2012 05:14 PM
Ancient Member
It will maybe make more PCs, Tree Huggers.

01-07-2013 06:05 PM
Ancient Member
Has anyone noticed any difference, I'm still getting level 1 monsters on high danger levels?

01-07-2013 06:25 PM
Senior Member
I had a greater daemon spawn on D5 in p8. My character was level 16. I'm guessing it wasn't a particularly experienced greater daemon because it didn't give that much xp when killed.

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