That Martin Guy
Terrarian
Sometimes boss drops can be tedious. Right now I'm doing a mage playthrough, and I've gone through atleast 10 saucers trying to get its mage drops but instead getting xenopoppers and influx wavers instead of the mage drops. This is really annoying for me since it's not difficult for me to kill it with spectre armor, but it takes a really long time since I play on expert and he has both high health and defense. After this I finally got the drops I wanted, but now I would like to grind through duke fishron, which, again, can be tedious since the truffle worm is hard to find.
I know I'm not alone in the neverending quest of finding the drops for your class (hell, even yrimir had to go through a lot of planteras trying to get the trophy), and that is why I come to you today to bring up multiple ideas on how to improve upon this. The general idea is to make the bosses feel less grindy.
I know I'm not alone in the neverending quest of finding the drops for your class (hell, even yrimir had to go through a lot of planteras trying to get the trophy), and that is why I come to you today to bring up multiple ideas on how to improve upon this. The general idea is to make the bosses feel less grindy.
- Increasing the chance of a class drop based on damage dealt.
In this example the game would track which damage type (melee, ranged, magic or summoned (thrown if it gets viable at some point)) dealt a certain amount of percent of the boss' health. Imagine a scenario where I'm fighting duke fishron as a mage/summoner mix. 50% is dealt with magic, 50% is dealt with summoned damage. The class based drops from the duke have 20% chance to drop each. With this example the chance to get a tempest staff, razorblade typhoon and bubble gun would be increased to 30%, while the chance to get a flairon or tsunami would be 5%. In multiplayer this number would be less relative to how much damage was done, and more what type of damage was done. The reason for this is that it is possible on a two player server that one of the players deals damage while the other one wields the spectre mask for healing the damage dealer. - Decreasing the chance of getting duplicate drops. In this example, if you had already defeated duke fishron and proceeded to kill him once again, the item that he dropped previously would have a 10% chance to be dropped, while the items that didn't drop would have a 22.5% chance.
- Cycle through the drops. This would make the drops be made in a set order. The order would perhaps be based on the order of the most damage done with a certain type throughout an entire playthrough. In this example the order of how much damage the player has dealt with certain types would be Melee > Ranged > Summoned > Magic. If we use the duke fishron example again, he would first drop a flairon 100% of the time. Then he would drop a tsunami, then a tempest staff, then it would be a 50/50 to drop either the razorblade typhoon or bubble gun. If we kill him once again, and he had dropped the bubble gun previously, he would now drop a typhoon. At this point the duke would drop a flairon on the next kill, and the cycle would continue.