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This is how I ended up doing it (based on Diablo II): Loot Tables Each enemy that is killed has a certain enemy class. For example, a regular melee lvl 20 character's code might be MA-20, and an elite melee of the same level would be MC-20. Every code is paired to a "loot" table containing any number of fields. Each field has a reward and a probability. ...


3

I would suggest that in addition to using random numbers, it would be more interesting and logical, and good for play balance and sense of immersion, if the loot were related to the nature of the place and what else is there. Not just how deep into the dungeon it is, but what is the nature of each part of each dungeon level. Whether pre-designed or randomly ...


5

These are the three approaches that I would take: Loot tables: Build a table for each zone and sub-area. Loot table should be approximately close to the theme and difficulty level of the enemies, I.e. if it is intro level and mobs can range from level 1-3, then so should the loot. You can make different loot drop tables for specific sub-areas as well. If ...


2

or should multiple dice with special value be rolled and then an item constituted that way Why would this be better? The player would not see the "dice", the first example is as much a "dice" as the second. I think you need to make all the items you want and consider their relative usefulness before starting to think about their distribution. Also, I ...


16

Some suggestions to bring more cards into the game: When a player wins a match, reward them with two cards: One from the losers deck and one newly created one. You might also consider giving a generated card to the loser to compensate for the loss, otherwise they would progress backwards, which is a real motivation breaker. Reward players for playing by ...


3

Answering by just focusing on the question and not the other information. Identification I think the key to solving any problem is identifying what's causing the problem. If you're trying to find out how to motivate players more, then it may be critical to gather player feedback on what motivates and what doesn't motivate. Unfortunately, I don't think ...


2

The main problem is see is the fact that only 2 roles have any method of influencing your death characters. I think you should strive to more interesting death character roles. Why not assign various roles to various ghosts to give them options? You could have a type of ghost with the power to see what other characters roles are, another that is able to ...



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