After todays scrimage I was a wee bit perplexed that we had lost the first round, especially after I had assured my team there was no way for the thieves to win Nostalgia without taking either the lyre or the main gallery loot. I knew there were loot spawn issues, but since the map was set to 100% dropped loot I wasn't worried.
Dalia has identified the bug that caused the problem. (see bug board)
If a thief drops 1,000 loot the guard will return the loot BUT a few minutes later the code was returning another 1,000 loot so that 2,000 loot would spawn. I tested this today on Nostalgia (100% droprate).
I collected loot, died, quickly returned to my body and collected the little bags... I collected all the loot I dropped when I died. Then, a few minutes later the entire amount started to respawn again.
I had doubled the amount of loot on the map.
This explain SO many games I've played to date. You know the ones where you kill some ultra skilled thief with 1500 loot only to have the loot objective completed a moment later. So you kill that guy and before you know it all the remaining thieves have tons of loot and doors on apartments are busting open and silver chalices are falling out of the sky and there is no way in hell to stop the thieves from getting all the loot they need to win because even if you see them you trip over gold bars trying to chase them down and it errupts into a big coin fight.
I'm thinking that alot of thief maps are going to become much easier to guard when thieves have to go and actually get loot from every nook and cranny instead of Uber_Thief dying and the result being the generation of enough loot for every thief to complete the objective.
The way things are now, even with 100 percent loot drop, every time you kill a thief you've just taken the amount of loot he's dropped and returned TWICE that amount to the spawns. This has been a MAJOR point of frustration for me (I've seen the treasury and rooftops of Flats UNTOUCHED and the thieves still win with tons of loot).
I think this fix is going to require a VERY, VERY skilled set of thieves to pull off wins on what were formally easy thief maps.
I think it will have other effects on the game as well.
1) I think that it will take a great deal of pressure off camping "the ruby" or "the chalic" since every bit of loot is going to become significant. We may end up with guards spread out more.
2) I think thieves are going to have to coordinate thier efforts even more. With this change I think gone are the days where 1 thief grabs 1800 loot near the end of the game. Multiple thieves will need to be able to escape.
3) I think thieves who've gotten used to how easy things are with the flawed loot code are going to be raisin' hell on these boards. This may signal the end of the aggressive DM thief since every thief death will take on new significance. I'm confident Wild Bill and his Bois will evolve, but I think some DM'ers are gonna go the way of the doo-doo or become guards.
I'm excited about these changes because I think thievin' should be very hard. It's a beautiful thing when a thief snatches loot right from under a gaurds nose. I think the game is gonna be tough, but I also look forward to some incredible creativity and style from the thieves that stick with it.
If you would of played in the match today, you'd know exactly what I'm talking about.
Dalia has identified the bug that caused the problem. (see bug board)
If a thief drops 1,000 loot the guard will return the loot BUT a few minutes later the code was returning another 1,000 loot so that 2,000 loot would spawn. I tested this today on Nostalgia (100% droprate).
I collected loot, died, quickly returned to my body and collected the little bags... I collected all the loot I dropped when I died. Then, a few minutes later the entire amount started to respawn again.
I had doubled the amount of loot on the map.
This explain SO many games I've played to date. You know the ones where you kill some ultra skilled thief with 1500 loot only to have the loot objective completed a moment later. So you kill that guy and before you know it all the remaining thieves have tons of loot and doors on apartments are busting open and silver chalices are falling out of the sky and there is no way in hell to stop the thieves from getting all the loot they need to win because even if you see them you trip over gold bars trying to chase them down and it errupts into a big coin fight.
I'm thinking that alot of thief maps are going to become much easier to guard when thieves have to go and actually get loot from every nook and cranny instead of Uber_Thief dying and the result being the generation of enough loot for every thief to complete the objective.
The way things are now, even with 100 percent loot drop, every time you kill a thief you've just taken the amount of loot he's dropped and returned TWICE that amount to the spawns. This has been a MAJOR point of frustration for me (I've seen the treasury and rooftops of Flats UNTOUCHED and the thieves still win with tons of loot).
I think this fix is going to require a VERY, VERY skilled set of thieves to pull off wins on what were formally easy thief maps.
I think it will have other effects on the game as well.
1) I think that it will take a great deal of pressure off camping "the ruby" or "the chalic" since every bit of loot is going to become significant. We may end up with guards spread out more.
2) I think thieves are going to have to coordinate thier efforts even more. With this change I think gone are the days where 1 thief grabs 1800 loot near the end of the game. Multiple thieves will need to be able to escape.
3) I think thieves who've gotten used to how easy things are with the flawed loot code are going to be raisin' hell on these boards. This may signal the end of the aggressive DM thief since every thief death will take on new significance. I'm confident Wild Bill and his Bois will evolve, but I think some DM'ers are gonna go the way of the doo-doo or become guards.
I'm excited about these changes because I think thievin' should be very hard. It's a beautiful thing when a thief snatches loot right from under a gaurds nose. I think the game is gonna be tough, but I also look forward to some incredible creativity and style from the thieves that stick with it.
If you would of played in the match today, you'd know exactly what I'm talking about.

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