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The rarity is designed to keep things interesting, do it should be fine. It turns out that item frequency is really unintuitive because of how the Crashlands map works, so even if we reveal the numbers no one will know what to make of them ;)

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Posts: 1722
Location: Dallas, TX USA

INDEED! The other weirdness with rarity ratings is that if we change one small thing, it changes the rarity ratings of all kinds of stuff.

For example, if we go, "HEY, let's decrease the spawn rate of Sunshrooms on Mud tiles by 10%!" Then BOOM! There are fewer sunshrooms. But now there's more of everything else on Mud (to take the Sunshrooms' place), so everything that spawns on mud now has a different rating. That'd include Sunshrooms, Whistleroot, Walkerroot, and Glidopi. But then, everything that those things drop now has a different rating also -- a total of about 7 components. But since those components have different ratings, everything crafted using those components ALSO has a different rating. All in all, that one small change could cascade across the rarity ratings of probably 50 different items.

IT'S MADNESS!

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Posts: 1371
Location: St. Louis, Missouri, USA

Hmmm cos like in terraria items are given ratings to show how rare (approximately/ideally) they are through the colour rating. Would something like this exist?

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Posts: 74
Location: Singapore

We do have a color system! We have five levels of rarity conveyed through that.

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Posts: 1371
Location: St. Louis, Missouri, USA

Isn't this color system only applied to items you craft?

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Posts: 1831
Location: Bordeaux, France

I'm guessing only Craftable items would need things like that

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Posts: 31

It also applies to items found in the world as components. Their color is indicative of how rare they are (or how "powerful" they are).

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Posts: 1371
Location: St. Louis, Missouri, USA

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