Open Nowea-Twitch opened 2 years ago
Could also leverage #157 / #146 for better interoperability. Thanks!
I've no clue how feasible it is, but I feel like the ideal here would be to have the Void version of an item share its uncorrupted counterpart. Ex. when someone picks up Lost Seers, everybody else gets a copy of Lens Makers.
I've no clue how feasible it is, but I feel like the ideal here would be to have the Void version of an item share its uncorrupted counterpart. Ex. when someone picks up Lost Seers, everybody else gets a copy of Lens Makers.
Yeah, when I wrote this up I had forgotten that the 'default' behavior is to not randomize the items. What you mention is how it'd probably work best when playing without randomized sharing. The only issue I'd see is how it'd handle items that have multiple uncorrupted items, like the Newly Hatched Zoea.
Void item sharing would be in a strange gray area between normal items (pure benefit) and Lunars (benefit with downside within the item).
If void items are shared as random void items you are essentially handing out both potential downsides (example: crit build character getting Lost Seer's Lenses) and items of different base item rarity (example: you pick up Lost Seer's Lenses and your friend gets Benthic Bloom)
However... if you don't hand out anything when someone picks up a void item then the other players aren't getting any sort of power boost from the director credits used to spawn any form of void item. This could easily result in the snowballing that Sharesuite helps to prevent and bring vanilla-style item deliberations into the mod. This also encourages loot goblin behavior (especially from Void Friend)
It appears that void items still have the non-corrupted item's rarity under the hood (side note: this was just an observation based on BetterUI keeping void items grouped with the rarity of the non-corrupted item).
To address these issues in as elegant and smooth manner as possible, I'd propose simply handing each player an item of the same rarity of the non-corrupted item. This lets players continue more or less using the same strategic logic for item distribution as before and keeps the game flowing smoothly while (I imagine) being able to preserve the "host only" nature of the mod.