Timeline for How should loot be distributed across dungeon levels?
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
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| Oct 15, 2014 at 15:18 | answer | added | Code Whisperer | timeline score: 0 | |
| Oct 15, 2014 at 15:13 | vote | accept | Code Whisperer | ||
| Oct 15, 2014 at 15:19 | |||||
| Oct 14, 2014 at 22:22 | history | tweeted | twitter.com/#!/StackGameDev/status/522150368621654016 | ||
| Oct 14, 2014 at 20:23 | answer | added | Dronz | timeline score: 3 | |
| Oct 14, 2014 at 19:43 | history | edited | Anko | CC BY-SA 3.0 |
Matched title to content. Small language clarifications. Relevant tags.
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| Oct 14, 2014 at 15:23 | answer | added | Vitaly Omelchenko | timeline score: 6 | |
| Oct 14, 2014 at 13:18 | comment | added | Shroeder | Make sure your total outcomes reaches 100%. Then break that 100% down by different loot rarities. 40% normal 30 % magic 20 % 10% rare 5% set item and 5% unique. You can use this to determine how many affixes your item will carry, and how good they will be, or whatever you decide to do. | |
| Oct 14, 2014 at 13:05 | answer | added | SkeletorDragonBlaster420BlazeI | timeline score: 2 | |
| Oct 14, 2014 at 13:02 | review | First posts | |||
| Oct 14, 2014 at 16:33 | |||||
| Oct 14, 2014 at 13:01 | comment | added | Kromster | That all depends on your design. Each way has it's pros/cons. | |
| Oct 14, 2014 at 12:56 | history | asked | Code Whisperer | CC BY-SA 3.0 |