Originally Posted by
Blasphemous
I know people are playing with those kinds of chars, hence it's not a standalone RFE and instead just a stray thought.
As for the savescumming, it's gonna be there no matter what you do.
Forcing the game to make a selection upon character creation won't change that, there will always be plenty of food for savescummers, like pools for example.
I can't imagine how the outcomes of sipping from every random or guaranteed pool would be static and decided at game start.
For pools you could generate a random seed at game start, and any time you drank from a pool you use a random number from that seed sequence. That works assuming that all pools are equal, and that mysterious things like eye color vs . pool color don't actually matter.
Originally Posted by
Blasphemous
Also fixed artifacts in a vaults would require the game to remove those artifacts from the possible pool of drops before mentioned vaults are found and/or cleared.
That means players that die before they find the vault or simply ignore it, will be penalized with the absence of artifacts that are reserved for those vaults.
Fixing the layout or the monster type also doesn't add anything since there's abundance of items/features (colds spells, humanoid slayers) that make almost every vault relatively easy, except for GUVs perhaps.
You could let the artifact drop normally prior to the player discovering the vault. If it does, that artifact could be replaced by gold (as is common in vaults)
If the player enters the floor with the vault but ignores it, the artifact is locked out the same way it already is - it exists on the floor in the vault and can no longer drop. That's not unique to this RFE.
Originally Posted by
Blasphemous
I don't think any ideas that aim at reducing savescumming options are good - they wall always fall flat since there's always something to scum.
Certain things are scummier than others. I could totally see someone scumming for pool intrinsics/wishes, as the time to scum vs. benefit is high.
Note that this still won't eliminate it - the player will try the pools, see that he didn't get a wish, look at intrinsics, and decide whether to reload or not. But it does reduce the advantage from doing it.
Other games (XCOM: Enemy Unknown) have done this sort of thing to discourage reloading on every failed shot, and it does seem to help somewhat.
Whether that makes this a feature *worth* doing is separate, but this feature does have some value.