The sad thing is that the difference cannot be noticed. It is not a huge difference and there are no means to detect the true quality of an item. I want to illustrate this with an example:
One of the stronger skeletons drops:
Code: Select all
done=AddDropItem(226,1,20,(100*math.random(2,4)+math.random(22,44)),0,1); --warhammer
if not done then done=AddDropItem(230,1,10,(100*math.random(2,4)+math.random(22,44)),0,1);end --mace
if not done then done=AddDropItem(2737,1,1,(100*math.random(2,4)+math.random(22,44)),0,1);end --morning star
if not done then done=AddDropItem(231,1,1,(100*math.random(2,4)+math.random(22,44)),0,1);end --morning star
if not done then done=AddDropItem(2664,1,1,(100*math.random(2,4)+math.random(22,44)),0,1);end --club
A normal ogre drops:
Code: Select all
done=AddDropItem(226,1,20,(100*math.random(3,5)+math.random(33,55)),0,1); --warhammer
if not done then done=AddDropItem(2728,1,10,(100*math.random(3,5)+math.random(33,55)),0,1);end --mace
if not done then done=AddDropItem(2737,1,1,(100*math.random(3,5)+math.random(33,55)),0,1);end --morning star
if not done then done=AddDropItem(230,1,1,(100*math.random(3,5)+math.random(33,55)),0,1);end --mace
if not done then done=AddDropItem(231,1,1,(100*math.random(3,5)+math.random(33,55)),0,1);end --morning star
Read like this:
AddDropItem(ID,number,probability,quality,data,category); --item name
What we can see: They basically drop the same weapons, but the quality of the ogre dropped items is slightly higher. Most players will never detect the difference in quality for there is no way to do so. What can one do? Raise the quality of ogre dropped items to 7? What is left for demons and beholders, then? Again, we have a limited quality scale, ranging from 1 to 9. 5 is just average, from this you can see that ogres are not even categorized above average monsters, even though they are tough. There are so many stronger monsters around that this won't be fitting. So, what would you do?
I am not in favor of letting monsters drop more money. This would be fighting fire with fire, fixing a flaw with introducing another flaw one has to get rid of later on, too. There has to be a sophisticated solution. The intended way to make money is that a character slays the monsters, collects the loot, takes it home and sells it, to NPCs or PCs. Back in tgod, monsters dropped no coins at all and always the very same items, over and over again and one was still able to make a living by slaying monsters. Now there is a great variety of monster drops, some even drop coins, but people cannot be bothered with carrying the loot home as it seems. How comes? What can we do about this?
A game where one can stand in e.g. the temple, slaying the respawning monsters over and over again, grabbing some coins and letting the remainin loot rot away, is that the way you want to play this game?