Farthest Frontier
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Dynamic drop rate idea (3 comments)

  1. TheTimex77
    TheTimex77
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    First, thanks I love this mod. Its the only one I use for FF. This should be a base game feature in my opinion.

    Some thoughts on my experience:
    My first raid (since adding the mod),150 raiders left me we so many items, it was insane. I'd never need a cobbler again. But I've lowered the drop rates to my liking. However I suspect on my next new game, early raids with 10 raiders or so may not produce anything at all or next to nothing with these settings, and thats when i probably need them the most.

    Also i dont need or cant use the crude weapons on year 50. i cant sell them or have any way to rid my inventory of them. I have 80+ after two raids. so I would want those to decrease over time.

    It would be nice to have the config percentages be a base number that your code uses for some math which decreases the drop chances over time. maybe have that as an option per item incase you always want one to be a set drop rate. This way 10 raiders can give you something reasonable and 200 raiders doesn't drown you with loot, while using the same config.

    For now I plan to manually reproduce this idea via 3 different config files and swap them out; early, mid, late game configs.

    Thanks for all you do
    1. dmdevelop
      dmdevelop
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      Hey,
      thanks for the kind words, much appreciated! :)

      You mention some interesting points, I will think about implementing (optional) dynamic changes when I have some time. Shouldn't be too hard to base it on the number of seasons passed or something like that...

      Cheers :)
    2. dmdevelop
      dmdevelop
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      As of mod version 2.0.0, item drop rates can be set to be automatically adjusted based on player resource stockpiles :)